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- 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);
- }
- /// <summary>
- /// Only for merge materials.
- /// </summary>
- private const int COMBINE_TEXTURE_MAX = 512;
- private const string COMBINE_DIFFUSE_TEXTURE = "_MainTex";
- /// <summary>
- /// Combine SkinnedMeshRenderers together and share one skeleton.
- /// Merge materials will reduce the drawcalls, but it will increase the size of memory.
- /// </summary>
- /// <param name="skeleton">combine meshes to this skeleton(a gameobject)</param>
- /// <param name="meshes">meshes need to be merged</param>
- /// <param name="combine">merge materials or not</param>
- public void CombineObject(GameObject skeleton, SkinnedMeshRenderer[] meshes, bool combine = false)
- {
- // 收集所有关于skeleton的骨骼
- List<Transform> transforms = new List<Transform>();
- transforms.AddRange(skeleton.GetComponentsInChildren<Transform>(true));
- List<Material> materials = new List<Material>();//材质
- List<CombineInstance> combineInstances = new List<CombineInstance>();//网格
- List<Transform> bones = new List<Transform>();//骨骼
- // 下面的信息只用来合并材质(bool combine = true)
- List<Vector2[]> 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<Vector2[]>();
- // 合并贴图
- List<Texture2D> Textures = new List<Texture2D>();
- 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<SkinnedMeshRenderer>();
- if (oldSKinned != null)
- {
- GameObject.DestroyImmediate(oldSKinned);
- }
- SkinnedMeshRenderer r = skeleton.AddComponent<SkinnedMeshRenderer>();
- 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();
- }
- }
- }
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