using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
public class CombineSkinMesh : MonoBehaviour
{
public SkinnedMeshRenderer Body;
public SkinnedMeshRenderer Kuzi;
public SkinnedMeshRenderer Shangyi;
public SkinnedMeshRenderer[] Clothes;
// Start is called before the first frame update
void Start()
{
//StartCombine();
}
// Update is called once per frame
void Update()
{
}
public void StartCombine()
{
Debug.Log("Combine");
//SkinnedMeshRenderer[] meshes = new SkinnedMeshRenderer[] { Shangyi };
CombineObject(Body.rootBone.gameObject, Clothes);
}
///
/// Only for merge materials.
///
private const int COMBINE_TEXTURE_MAX = 512;
private const string COMBINE_DIFFUSE_TEXTURE = "_MainTex";
///
/// Combine SkinnedMeshRenderers together and share one skeleton.
/// Merge materials will reduce the drawcalls, but it will increase the size of memory.
///
/// combine meshes to this skeleton(a gameobject)
/// meshes need to be merged
/// merge materials or not
public void CombineObject(GameObject skeleton, SkinnedMeshRenderer[] meshes, bool combine = false)
{
// 收集所有关于skeleton的骨骼
List transforms = new List();
transforms.AddRange(skeleton.GetComponentsInChildren(true));
List materials = new List();//材质
List combineInstances = new List();//网格
List bones = new List();//骨骼
// 下面的信息只用来合并材质(bool combine = true)
List oldUV = null;
Material newMaterial = null;
Texture2D newDiffuseTex = null;
// 收集网格部分信息
for (int i = 0; i < meshes.Length; i++)
{
SkinnedMeshRenderer smr = meshes[i];
// 收集材质
materials.AddRange(smr.sharedMaterials);
// 收集网格
for (int sub = 0; sub < smr.sharedMesh.subMeshCount; sub++)
{
CombineInstance ci = new CombineInstance();
ci.mesh = smr.sharedMesh;
ci.subMeshIndex = sub;
combineInstances.Add(ci);
}
// 收集骨骼
for (int j = 0; j < smr.bones.Length; j++)
{
int tBase = 0;
for (tBase = 0; tBase < transforms.Count; tBase++)
{
if (smr.bones[j].name.Equals(transforms[tBase].name))
{
bones.Add(transforms[tBase]);
break;
}
}
}
}
// 合并材质
if (combine)
{
newMaterial = new Material(Shader.Find("Mobile/Diffuse"));
oldUV = new List();
// 合并贴图
List Textures = new List();
for (int i = 0; i < materials.Count; i++)
{
Textures.Add(materials[i].GetTexture(COMBINE_DIFFUSE_TEXTURE) as Texture2D);
}
newDiffuseTex = new Texture2D(COMBINE_TEXTURE_MAX, COMBINE_TEXTURE_MAX, TextureFormat.RGBA32, true);
Rect[] uvs = newDiffuseTex.PackTextures(Textures.ToArray(), 0);
newMaterial.mainTexture = newDiffuseTex;
// 重置uv贴图
Vector2[] uva, uvb;
for (int j = 0; j < combineInstances.Count; j++)
{
uva = (Vector2[])(combineInstances[j].mesh.uv);
uvb = new Vector2[uva.Length];
for (int k = 0; k < uva.Length; k++)
{
uvb[k] = new Vector2((uva[k].x * uvs[j].width) + uvs[j].x, (uva[k].y * uvs[j].height) + uvs[j].y);
}
oldUV.Add(combineInstances[j].mesh.uv);
combineInstances[j].mesh.uv = uvb;
}
}
// 创建新的SkinnedMeshRenderer
SkinnedMeshRenderer oldSKinned = skeleton.GetComponent();
if (oldSKinned != null)
{
GameObject.DestroyImmediate(oldSKinned);
}
SkinnedMeshRenderer r = skeleton.AddComponent();
r.sharedMesh = new Mesh();
r.sharedMesh.CombineMeshes(combineInstances.ToArray(), combine, false);// 合并网格
r.sharedMesh.name = "newMesh";
r.bones = bones.ToArray();// 使用新骨骼
if (combine)
{
r.material = newMaterial;
for (int i = 0; i < combineInstances.Count; i++)
{
combineInstances[i].mesh.uv = oldUV[i];
}
}
else
{
r.materials = materials.ToArray();
}
}
}