├── .gitattributes ├── assets ├── Logo.ai ├── Logo.png └── Logo_Outline.png ├── Decombiner ├── DecombinedMeshScaleHolder.cs └── Editor │ └── DecombinerEditor.cs ├── .gitignore ├── README.md └── LICENSE /.gitattributes: -------------------------------------------------------------------------------- 1 | # Auto detect text files and perform LF normalization 2 | * text=auto 3 | -------------------------------------------------------------------------------- /assets/Logo.ai: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TrevTV/Unity-MeshDecombiner/HEAD/assets/Logo.ai -------------------------------------------------------------------------------- /assets/Logo.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TrevTV/Unity-MeshDecombiner/HEAD/assets/Logo.png -------------------------------------------------------------------------------- /assets/Logo_Outline.png: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/TrevTV/Unity-MeshDecombiner/HEAD/assets/Logo_Outline.png -------------------------------------------------------------------------------- /Decombiner/DecombinedMeshScaleHolder.cs: -------------------------------------------------------------------------------- 1 | using UnityEngine; 2 | 3 | namespace Trev 4 | { 5 | public class DecombinedMeshScaleHolder : MonoBehaviour 6 | { 7 | [Header("Scale for this mesh was overridden by 1,1,1\nThis is the original scale before it was overidden")] 8 | public Vector3 originalScale; 9 | } 10 | } -------------------------------------------------------------------------------- /.gitignore: -------------------------------------------------------------------------------- 1 | # This .gitignore file should be placed at the root of your Unity project directory 2 | # 3 | # Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore 4 | # 5 | /[Ll]ibrary/ 6 | /[Tt]emp/ 7 | /[Oo]bj/ 8 | /[Bb]uild/ 9 | /[Bb]uilds/ 10 | /[Ll]ogs/ 11 | /[Uu]ser[Ss]ettings/ 12 | 13 | # MemoryCaptures can get excessive in size. 14 | # They also could contain extremely sensitive data 15 | /[Mm]emoryCaptures/ 16 | 17 | # Recordings can get excessive in size 18 | /[Rr]ecordings/ 19 | 20 | # Uncomment this line if you wish to ignore the asset store tools plugin 21 | # /[Aa]ssets/AssetStoreTools* 22 | 23 | # Autogenerated Jetbrains Rider plugin 24 | /[Aa]ssets/Plugins/Editor/JetBrains* 25 | 26 | # Visual Studio cache directory 27 | .vs/ 28 | 29 | # Gradle cache directory 30 | .gradle/ 31 | 32 | # Autogenerated VS/MD/Consulo solution and project files 33 | ExportedObj/ 34 | .consulo/ 35 | *.csproj 36 | *.unityproj 37 | *.sln 38 | *.suo 39 | *.tmp 40 | *.user 41 | *.userprefs 42 | *.pidb 43 | *.booproj 44 | *.svd 45 | *.pdb 46 | *.mdb 47 | *.opendb 48 | *.VC.db 49 | 50 | # Unity3D generated meta files 51 | *.pidb.meta 52 | *.pdb.meta 53 | *.mdb.meta 54 | 55 | # Unity3D generated file on crash reports 56 | sysinfo.txt 57 | 58 | # Builds 59 | *.apk 60 | *.aab 61 | *.unitypackage 62 | *.app 63 | 64 | # Crashlytics generated file 65 | crashlytics-build.properties 66 | 67 | # Packed Addressables 68 | /[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin* 69 | 70 | # Temporary auto-generated Android Assets 71 | /[Aa]ssets/[Ss]treamingAssets/aa.meta 72 | /[Aa]ssets/[Ss]treamingAssets/aa/* 73 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # ![logo](./assets/Logo_Outline.png) 2 | An easy way to separate combined meshes in Unity. 3 | 4 | ## Installation 5 | 1. Download this repo as a zip 6 | 2. Copy the `Decombiner` folder into your Unity project 7 | 8 | ## Usage 9 | 1. Open the Decombiner window with `[Toolbar]/Window/Decombiner` 10 | 2. Set the options 11 | 3. Press the Decombine button 12 | 13 | ## Options 14 | - Export Directory `[String]` 15 | - Where the exported sub-meshes are stored 16 | - Meshes are formatted as `//sub_.asset`. 17 | - Reset Pivot `[Bool]` 18 | - Centers the pivot of decombined meshes, if disabled the meshes have a pivot set to 0,0,0. 19 | - `[WARNING]`: Pivoting meshes sometimes causes major position offsets. 20 | - Reset Scale `[Bool]` 21 | - Resets the scale of the decombined renderer which fixes position offset issues, though can mess up other things. 22 | - `[WARNING]`: Disabling this option can lead to position offsets in the final decombined mesh. 23 | - Fix Colliders `[Bool, Requires Reset Scale to be Enabled]` 24 | - Moves colliders on the root object to a child object with a corrected scale value to fix issues from Reset Scale. 25 | - `[WARNING]`: Disabling this option can lead to incorrectly sized colliders in the final decombined mesh if they exist. 26 | - Fix Children `[Bool, Requires Reset Scale to be Enabled]` 27 | - Corrects an object's children when resetting the parent's scale. 28 | - `[WARNING]`: Disabling this option can lead to incorrectly sized children. 29 | - Set Meshes Static `[Bool]` 30 | - Sets the final decombined meshes to static. 31 | - Combined Renderer Action `[Enum]` 32 | - What happens to the original combined mesh renderer when the decombined mesh is finalized. 33 | - `Ignore (stay enabled)`, `Disable`, `Destroy` 34 | - Log Actions `[Bool]` 35 | - Logs information between decombining actions. 36 | 37 | ## Credits 38 | - [Submesh Separation Code](https://answers.unity.com/questions/1213025/separating-submeshes-into-unique-meshes.html) 39 | - [Pivot Updating Code](https://web.archive.org/web/20190727035826/http://wiki.unity3d.com/index.php?title=SetPivot) -------------------------------------------------------------------------------- /Decombiner/Editor/DecombinerEditor.cs: -------------------------------------------------------------------------------- 1 | using System.Collections.Generic; 2 | using UnityEngine; 3 | using UnityEditor; 4 | using System.IO; 5 | using System.Linq; 6 | using System.Text.RegularExpressions; 7 | using UnityEngine.SceneManagement; 8 | 9 | namespace Trev 10 | { 11 | public class DecombinerEditor : EditorWindow 12 | { 13 | private enum RendererAction 14 | { 15 | Ignore, 16 | Disable, 17 | Destroy 18 | } 19 | 20 | private string _exportDirectory = "Assets/DecombinedMeshes/"; 21 | private bool _resetPivot = false; 22 | private bool _resetScale = true; 23 | private bool _fixColliders = true; 24 | private bool _fixChildren = true; 25 | private bool _setMeshesStatic = true; 26 | private RendererAction _combinedRendAction = RendererAction.Disable; 27 | 28 | private bool _logDebug = false; 29 | 30 | private Regex _rootSceneRegex = new Regex("_\\(root.*?_?scene\\)"); 31 | 32 | private string ProjectDirectory => Path.GetDirectoryName(Application.dataPath); 33 | 34 | [MenuItem("Window/Decombiner")] 35 | private static void Init() 36 | { 37 | DecombinerEditor window = (DecombinerEditor)GetWindow(typeof(DecombinerEditor), false, "Decombiner"); 38 | window.Show(); 39 | } 40 | 41 | private void OnGUI() 42 | { 43 | GUILayout.Label("Settings", EditorStyles.boldLabel); 44 | 45 | GUILayout.Space(2); 46 | 47 | _exportDirectory = EditorGUILayout.TextField( 48 | new GUIContent("Export Directory", 49 | "Where the exported sub-meshes are stored.\n" + 50 | "Meshes are formatted as //sub_.asset."), 51 | _exportDirectory); 52 | 53 | GUILayout.Space(2); 54 | 55 | if (_resetPivot) 56 | EditorGUILayout.HelpBox("Pivoting meshes sometimes causes major position offsets.\n" + 57 | "We recommend backing up your scene before using this option.", MessageType.Warning); 58 | 59 | _resetPivot = EditorGUILayout.Toggle( 60 | new GUIContent("Center Pivot", 61 | "Centers the pivot of decombined meshes, "), 62 | _resetPivot); 63 | 64 | GUILayout.Space(2); 65 | 66 | if (!_resetScale) 67 | EditorGUILayout.HelpBox("Disabling this option can lead to position offsets in the final decombined mesh\n" + 68 | "We recommend backing up your scene before using this option.", MessageType.Warning); 69 | 70 | _resetScale = EditorGUILayout.Toggle( 71 | new GUIContent("Reset Scale", 72 | "Resets the scale of the decombined renderer which fixes position offset issues, though can mess up other things."), 73 | _resetScale); 74 | 75 | GUILayout.Space(2); 76 | 77 | if (_resetScale) 78 | { 79 | if (!_fixColliders) 80 | EditorGUILayout.HelpBox("Disabling this option can lead to incorrectly sized colliders in the final decombined mesh if they exist.\n" + 81 | "We recommend backing up your scene before using this option.", MessageType.Warning); 82 | 83 | _fixColliders = EditorGUILayout.Toggle( 84 | new GUIContent("Fix Collider Scale", 85 | "Moves colliders on the root object to a child object with a corrected scale value to fix issues from Reset Scale."), 86 | _fixColliders); 87 | 88 | GUILayout.Space(2); 89 | 90 | if (!_fixChildren) 91 | EditorGUILayout.HelpBox("Disabling this option can lead to incorrectly sized children.\n" + 92 | "We recommend backing up your scene before using this option.", MessageType.Warning); 93 | 94 | _fixChildren = EditorGUILayout.Toggle( 95 | new GUIContent("Fix Children Scale", 96 | "Corrects an object's children when resetting the parent's scale."), 97 | _fixChildren); 98 | 99 | GUILayout.Space(2); 100 | } 101 | 102 | _setMeshesStatic = EditorGUILayout.Toggle( 103 | new GUIContent("Set Meshes Static", 104 | "Sets the final decombined meshes to static."), 105 | _setMeshesStatic); 106 | 107 | GUILayout.Space(2); 108 | 109 | _combinedRendAction = (RendererAction)EditorGUILayout.EnumPopup( 110 | new GUIContent("Combined Renderer Action", 111 | "What happens to the original combined mesh renderer when the decombined mesh is finalized."), 112 | _combinedRendAction); 113 | 114 | GUILayout.Space(10); 115 | GUILayout.Label("Debug Settings", EditorStyles.boldLabel); 116 | 117 | _logDebug = EditorGUILayout.Toggle( 118 | new GUIContent("Log Actions", 119 | "Logs information between decombining actions."), 120 | _logDebug); 121 | 122 | GUILayout.Space(25); 123 | 124 | if (GUILayout.Button("Decombine Active Scene")) 125 | { 126 | if (EditorUtility.DisplayDialog("Decombiner", "Are you sure you want to decombine the currently active scene?", "Yes", "Cancel")) 127 | DecombScene(); 128 | } 129 | 130 | GUILayout.Space(2); 131 | 132 | if (GUILayout.Button("Decombine Selected Objects")) 133 | { 134 | if (EditorUtility.DisplayDialog("Decombiner", "Are you sure you want to decombine all selected objects?", "Yes", "Cancel")) 135 | DecombOnSelection(); 136 | } 137 | } 138 | 139 | private void DecombOnSelection() 140 | { 141 | EditorUtility.DisplayProgressBar("Decombiner - Selection", "Decombining objects...", 0f); 142 | 143 | var mRenderers = Selection.gameObjects.SelectMany(g => g.GetComponentsInChildren()).Where(m => m.isPartOfStaticBatch).ToArray(); 144 | 145 | for (int i = 0; i < mRenderers.Length; i++) 146 | { 147 | try 148 | { 149 | Process(mRenderers[i]); 150 | } 151 | catch (System.Exception e) 152 | { 153 | EditorUtility.ClearProgressBar(); 154 | EditorUtility.DisplayDialog("Decombiner - Selection", "An error occured while decombining your selection!\n" + 155 | $"Error occured on renderer \"{mRenderers[i]}\"\n" + 156 | $"Check the console for more information.", "Shoot"); 157 | throw e; 158 | } 159 | float progress = i / mRenderers.Length; 160 | EditorUtility.DisplayProgressBar("Decombiner - Selection", $"Decombining object {i + 1} of {mRenderers.Length}...", progress); 161 | } 162 | 163 | AssetDatabase.SaveAssets(); 164 | AssetDatabase.Refresh(); 165 | 166 | EditorUtility.ClearProgressBar(); 167 | EditorUtility.DisplayDialog("Decombiner - Selection", "Successfully decombined selection", "Nice"); 168 | } 169 | 170 | private void DecombScene() 171 | { 172 | EditorUtility.DisplayProgressBar("Decombiner - Scene", "Decombining scene...", 0f); 173 | 174 | var mRenderers = GameObject.FindObjectsOfType().Where(m => m.isPartOfStaticBatch).ToArray(); 175 | 176 | for (int i = 0; i < mRenderers.Length; i++) 177 | { 178 | try 179 | { 180 | Process(mRenderers[i]); 181 | } 182 | catch (System.Exception e) 183 | { 184 | EditorUtility.ClearProgressBar(); 185 | EditorUtility.DisplayDialog("Decombiner - Scene", "An error occured while decombining this scene!\n" + 186 | $"Error occured on renderer \"{mRenderers[i]}\"\n" + 187 | $"Check the console for more information.", "Shoot"); 188 | throw e; 189 | } 190 | float progress = i / mRenderers.Length; 191 | EditorUtility.DisplayProgressBar("Decombiner - Scene", $"Decombining scene object {i + 1} of {mRenderers.Length}...", progress); 192 | } 193 | 194 | AssetDatabase.SaveAssets(); 195 | AssetDatabase.Refresh(); 196 | 197 | EditorUtility.ClearProgressBar(); 198 | EditorUtility.DisplayDialog("Decombiner - Scene", "Successfully decombined scene", "Nice"); 199 | } 200 | 201 | private void Process(MeshRenderer mr, bool refreshAssetDatabase = false, bool throwNonCombinedWarning = true) 202 | { 203 | // Make sure this wasn't previously decombined 204 | if (mr.GetComponent() || !mr.enabled || !mr.gameObject.activeInHierarchy) 205 | return; 206 | 207 | // Safety when decombining multiple scenes 208 | // Since different scenes can share combined mesh indexes, this will prevent overlap 209 | string _exportDirectory = this._exportDirectory; 210 | 211 | string sceneGuid = AssetDatabase.AssetPathToGUID(SceneManager.GetActiveScene().path); 212 | _exportDirectory += $"{sceneGuid}/"; 213 | 214 | if (!AssetDatabase.IsValidFolder(_exportDirectory)) 215 | // AssetDatabase.CreateFolder didn't work 216 | Directory.CreateDirectory(Path.Combine(ProjectDirectory, _exportDirectory)); 217 | 218 | MeshFilter filter = mr.GetComponent(); 219 | if (filter.sharedMesh == null) 220 | return; 221 | 222 | SerializedObject serializedRenderer = new SerializedObject(mr); 223 | 224 | if (!mr.isPartOfStaticBatch) 225 | { 226 | if (throwNonCombinedWarning) 227 | Debug.LogWarning("Attempted decombination of a non-combined mesh!"); 228 | return; 229 | } 230 | 231 | int startIndex = serializedRenderer.FindProperty("m_StaticBatchInfo.firstSubMesh").intValue; 232 | int endIndex = startIndex + serializedRenderer.FindProperty("m_StaticBatchInfo.subMeshCount").intValue; 233 | 234 | if (_logDebug) 235 | Debug.Log($"Start Index: {startIndex}, End Index: {endIndex}, Submeshes: {mr.sharedMaterials.Length}"); 236 | 237 | if (_resetScale) 238 | { 239 | Transform[] children = null; 240 | Vector3 originalScale = mr.transform.localScale; 241 | mr.gameObject.AddComponent().originalScale = originalScale; 242 | 243 | if (_fixChildren) 244 | { 245 | children = new Transform[mr.transform.childCount]; 246 | for (int i = 0; i < mr.transform.childCount; i++) 247 | children[i] = mr.transform.GetChild(i); 248 | mr.transform.DetachChildren(); 249 | } 250 | 251 | mr.transform.localScale = Vector3.one; 252 | 253 | if (_fixChildren) 254 | foreach (var child in children) 255 | child.parent = mr.transform; 256 | 257 | if (_fixColliders) 258 | { 259 | Collider[] colliders = mr.GetComponents(); 260 | if (colliders.Length > 0) 261 | { 262 | GameObject newColliderHolder = new GameObject("ColliderHolder"); 263 | newColliderHolder.transform.SetParent(mr.transform, false); 264 | newColliderHolder.transform.localScale = originalScale; 265 | 266 | // Transfer GameObject settings like tags and layers 267 | newColliderHolder.tag = mr.gameObject.tag; 268 | newColliderHolder.layer = mr.gameObject.layer; 269 | 270 | foreach (var c in colliders) 271 | { 272 | UnityEditorInternal.ComponentUtility.CopyComponent(c); 273 | UnityEditorInternal.ComponentUtility.PasteComponentAsNew(newColliderHolder); 274 | DestroyImmediate(c); 275 | } 276 | } 277 | } 278 | } 279 | 280 | for (int i = startIndex; i < endIndex; i++) 281 | { 282 | int indexFromZero = i - startIndex; 283 | 284 | if (_logDebug) 285 | Debug.Log("Writing sub-mesh " + indexFromZero); 286 | Mesh mesh = null; 287 | 288 | // Generate paths 289 | string meshFileName = filter.sharedMesh.name.Replace(' ', '_'); 290 | 291 | foreach (char c in Path.GetInvalidFileNameChars()) 292 | meshFileName.Replace(c, '_'); 293 | 294 | meshFileName = _rootSceneRegex.Replace(meshFileName, ""); 295 | string folderPath = Combine(_exportDirectory, meshFileName); 296 | 297 | string subMeshFileName = $"sub_{i}.asset"; 298 | string subMeshFilePath = Combine(folderPath, subMeshFileName); 299 | 300 | if (_logDebug) 301 | Debug.Log("Sub-mesh file path: " + subMeshFilePath); 302 | 303 | // Reuse existing mesh if it has already been separated 304 | if (File.Exists(Path.Combine(ProjectDirectory, subMeshFilePath))) 305 | { 306 | mesh = AssetDatabase.LoadAssetAtPath(subMeshFilePath); 307 | if (mesh == null) 308 | { 309 | Debug.LogError($"Sub-mesh {i} for \"{mr.name}\" exists but is null in AssetDatabase!"); 310 | continue; 311 | } 312 | } 313 | // Create save directory and save sub-mesh 314 | else 315 | { 316 | if (!AssetDatabase.IsValidFolder(folderPath)) 317 | // AssetDatabase.CreateFolder didn't work 318 | Directory.CreateDirectory(Path.Combine(ProjectDirectory, folderPath)); 319 | 320 | mesh = GetSubmesh(filter.sharedMesh, i); 321 | AssetDatabase.CreateAsset(mesh, subMeshFilePath); 322 | } 323 | 324 | if (mesh == null) 325 | { 326 | Debug.LogError($"Submesh {i} for \"{mr.name}\" couldn't be decombined!"); 327 | continue; 328 | } 329 | 330 | // Generate children with decombined sub-mesh 331 | GameObject childMesh = new GameObject($"SubMesh_{indexFromZero}"); 332 | childMesh.transform.parent = mr.transform; 333 | 334 | // Transfer GameObject settings like tags and layers 335 | childMesh.layer = mr.gameObject.layer; 336 | childMesh.tag = mr.gameObject.tag; 337 | 338 | // Copy these components so all settings remain the same 339 | UnityEditorInternal.ComponentUtility.CopyComponent(mr); 340 | UnityEditorInternal.ComponentUtility.PasteComponentAsNew(childMesh); 341 | 342 | var newRend = childMesh.GetComponent(); 343 | 344 | UnityEditorInternal.ComponentUtility.CopyComponent(filter); 345 | UnityEditorInternal.ComponentUtility.PasteComponentAsNew(childMesh); 346 | 347 | var newFilter = childMesh.GetComponent(); 348 | 349 | // Enable static batching 350 | if (_setMeshesStatic) 351 | childMesh.isStatic = true; 352 | if (_resetPivot) // TODO: this is pretty broken, should probably figure out why 353 | UpdatePivot(childMesh.transform, mesh); 354 | 355 | newRend.sharedMaterials = new Material[] { 356 | mr.sharedMaterials[indexFromZero], 357 | }; 358 | newFilter.sharedMesh = mesh; 359 | } 360 | 361 | if (refreshAssetDatabase) 362 | { 363 | AssetDatabase.SaveAssets(); 364 | AssetDatabase.Refresh(); 365 | } 366 | 367 | switch (_combinedRendAction) 368 | { 369 | case RendererAction.Ignore: 370 | break; 371 | case RendererAction.Disable: 372 | mr.enabled = false; 373 | break; 374 | case RendererAction.Destroy: 375 | DestroyImmediate(mr); 376 | DestroyImmediate(filter); 377 | break; 378 | } 379 | } 380 | 381 | private string Combine(string path1, string path2) 382 | { 383 | char ch = path1[path1.Length - 1]; 384 | if (ch != '/' && ch != '\\' && ch != ':') 385 | return path1 + "/" + path2; 386 | return path1 + path2; 387 | } 388 | 389 | private static void UpdatePivot(Transform transform, Mesh mesh) 390 | { 391 | // Calculate last pivot 392 | Bounds b = mesh.bounds; 393 | Vector3 offset = -1 * b.center; 394 | Vector3 lastPivot = new Vector3(offset.x / b.extents.x, offset.y / b.extents.y, offset.z / b.extents.z); 395 | 396 | Vector3 diff = Vector3.Scale(mesh.bounds.extents, lastPivot - Vector3.zero); //Calculate difference in 3d position 397 | transform.position -= Vector3.Scale(diff, transform.localScale); //Move object position 398 | //Iterate over all vertices and move them in the opposite direction of the object position movement 399 | Vector3[] verts = mesh.vertices; 400 | for (int i = 0; i < verts.Length; i++) 401 | { 402 | verts[i] += diff; 403 | } 404 | mesh.vertices = verts; //Assign the vertex array back to the mesh 405 | mesh.RecalculateBounds(); //Recalculate bounds of the mesh, for the renderer's sake 406 | //The 'center' parameter of certain colliders needs to be adjusted 407 | //when the transform position is modified 408 | } 409 | 410 | // https://answers.unity.com/questions/1213025/separating-submeshes-into-unique-meshes.html 411 | private class Vertices 412 | { 413 | List verts = null; 414 | List uv1 = null; 415 | List uv2 = null; 416 | List uv3 = null; 417 | List uv4 = null; 418 | List normals = null; 419 | List tangents = null; 420 | List colors = null; 421 | List boneWeights = null; 422 | 423 | public Vertices() 424 | { 425 | verts = new List(); 426 | } 427 | public Vertices(Mesh aMesh) 428 | { 429 | verts = CreateList(aMesh.vertices); 430 | uv1 = CreateList(aMesh.uv); 431 | uv2 = CreateList(aMesh.uv2); 432 | uv3 = CreateList(aMesh.uv3); 433 | uv4 = CreateList(aMesh.uv4); 434 | normals = CreateList(aMesh.normals); 435 | tangents = CreateList(aMesh.tangents); 436 | colors = CreateList(aMesh.colors32); 437 | boneWeights = CreateList(aMesh.boneWeights); 438 | } 439 | 440 | private List CreateList(T[] aSource) 441 | { 442 | if (aSource == null || aSource.Length == 0) 443 | return null; 444 | return new List(aSource); 445 | } 446 | private void Copy(ref List aDest, List aSource, int aIndex) 447 | { 448 | if (aSource == null) 449 | return; 450 | if (aDest == null) 451 | aDest = new List(); 452 | aDest.Add(aSource[aIndex]); 453 | } 454 | public int Add(Vertices aOther, int aIndex) 455 | { 456 | int i = verts.Count; 457 | Copy(ref verts, aOther.verts, aIndex); 458 | Copy(ref uv1, aOther.uv1, aIndex); 459 | Copy(ref uv2, aOther.uv2, aIndex); 460 | Copy(ref uv3, aOther.uv3, aIndex); 461 | Copy(ref uv4, aOther.uv4, aIndex); 462 | Copy(ref normals, aOther.normals, aIndex); 463 | Copy(ref tangents, aOther.tangents, aIndex); 464 | Copy(ref colors, aOther.colors, aIndex); 465 | Copy(ref boneWeights, aOther.boneWeights, aIndex); 466 | return i; 467 | } 468 | public void AssignTo(Mesh aTarget) 469 | { 470 | aTarget.SetVertices(verts); 471 | if (uv1 != null) aTarget.SetUVs(0, uv1); 472 | if (uv2 != null) aTarget.SetUVs(1, uv2); 473 | if (uv3 != null) aTarget.SetUVs(2, uv3); 474 | if (uv4 != null) aTarget.SetUVs(3, uv4); 475 | if (normals != null) aTarget.SetNormals(normals); 476 | if (tangents != null) aTarget.SetTangents(tangents); 477 | if (colors != null) aTarget.SetColors(colors); 478 | if (boneWeights != null) aTarget.boneWeights = boneWeights.ToArray(); 479 | } 480 | } 481 | 482 | private Mesh GetSubmesh(Mesh aMesh, int aSubMeshIndex) 483 | { 484 | if (aSubMeshIndex < 0 || aSubMeshIndex >= aMesh.subMeshCount) 485 | return null; 486 | int[] indices = aMesh.GetTriangles(aSubMeshIndex); 487 | Vertices source = new Vertices(aMesh); 488 | Vertices dest = new Vertices(); 489 | Dictionary map = new Dictionary(); 490 | int[] newIndices = new int[indices.Length]; 491 | for (int i = 0; i < indices.Length; i++) 492 | { 493 | int o = indices[i]; 494 | int n; 495 | if (!map.TryGetValue(o, out n)) 496 | { 497 | n = dest.Add(source, o); 498 | map.Add(o, n); 499 | } 500 | newIndices[i] = n; 501 | } 502 | Mesh m = new Mesh(); 503 | dest.AssignTo(m); 504 | m.triangles = newIndices; 505 | return m; 506 | } 507 | } 508 | } -------------------------------------------------------------------------------- /LICENSE: -------------------------------------------------------------------------------- 1 | GNU GENERAL PUBLIC LICENSE 2 | Version 3, 29 June 2007 3 | 4 | Copyright (C) 2007 Free Software Foundation, Inc. 5 | Everyone is permitted to copy and distribute verbatim copies 6 | of this license document, but changing it is not allowed. 7 | 8 | Preamble 9 | 10 | The GNU General Public License is a free, copyleft license for 11 | software and other kinds of works. 12 | 13 | The licenses for most software and other practical works are designed 14 | to take away your freedom to share and change the works. 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If the Program does not specify a version number of the 576 | GNU General Public License, you may choose any version ever published 577 | by the Free Software Foundation. 578 | 579 | If the Program specifies that a proxy can decide which future 580 | versions of the GNU General Public License can be used, that proxy's 581 | public statement of acceptance of a version permanently authorizes you 582 | to choose that version for the Program. 583 | 584 | Later license versions may give you additional or different 585 | permissions. However, no additional obligations are imposed on any 586 | author or copyright holder as a result of your choosing to follow a 587 | later version. 588 | 589 | 15. Disclaimer of Warranty. 590 | 591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY 592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT 593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY 594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, 595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR 596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM 597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF 598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION. 599 | 600 | 16. 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Interpretation of Sections 15 and 16. 613 | 614 | If the disclaimer of warranty and limitation of liability provided 615 | above cannot be given local legal effect according to their terms, 616 | reviewing courts shall apply local law that most closely approximates 617 | an absolute waiver of all civil liability in connection with the 618 | Program, unless a warranty or assumption of liability accompanies a 619 | copy of the Program in return for a fee. 620 | 621 | END OF TERMS AND CONDITIONS 622 | 623 | How to Apply These Terms to Your New Programs 624 | 625 | If you develop a new program, and you want it to be of the greatest 626 | possible use to the public, the best way to achieve this is to make it 627 | free software which everyone can redistribute and change under these terms. 628 | 629 | To do so, attach the following notices to the program. It is safest 630 | to attach them to the start of each source file to most effectively 631 | state the exclusion of warranty; and each file should have at least 632 | the "copyright" line and a pointer to where the full notice is found. 633 | 634 | 635 | Copyright (C) 636 | 637 | This program is free software: you can redistribute it and/or modify 638 | it under the terms of the GNU General Public License as published by 639 | the Free Software Foundation, either version 3 of the License, or 640 | (at your option) any later version. 641 | 642 | This program is distributed in the hope that it will be useful, 643 | but WITHOUT ANY WARRANTY; without even the implied warranty of 644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 645 | GNU General Public License for more details. 646 | 647 | You should have received a copy of the GNU General Public License 648 | along with this program. If not, see . 649 | 650 | Also add information on how to contact you by electronic and paper mail. 651 | 652 | If the program does terminal interaction, make it output a short 653 | notice like this when it starts in an interactive mode: 654 | 655 | Copyright (C) 656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'. 657 | This is free software, and you are welcome to redistribute it 658 | under certain conditions; type `show c' for details. 659 | 660 | The hypothetical commands `show w' and `show c' should show the appropriate 661 | parts of the General Public License. Of course, your program's commands 662 | might be different; for a GUI interface, you would use an "about box". 663 | 664 | You should also get your employer (if you work as a programmer) or school, 665 | if any, to sign a "copyright disclaimer" for the program, if necessary. 666 | For more information on this, and how to apply and follow the GNU GPL, see 667 | . 668 | 669 | The GNU General Public License does not permit incorporating your program 670 | into proprietary programs. If your program is a subroutine library, you 671 | may consider it more useful to permit linking proprietary applications with 672 | the library. If this is what you want to do, use the GNU Lesser General 673 | Public License instead of this License. But first, please read 674 | . 675 | --------------------------------------------------------------------------------