MeshBaker
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This class is an endless mesh. More...
Classes | |
class | CombinedMesh |
Public Member Functions | |
override int | GetNumObjectsInCombined () |
override int | GetNumVerticesFor (GameObject go) |
override int | GetNumVerticesFor (int gameObjectID) |
override List< GameObject > | GetObjectsInCombined () |
override int | GetLightmapIndex () |
override bool | CombinedMeshContains (GameObject go) |
override void | Apply (MB3_MeshCombiner.GenerateUV2Delegate uv2GenerationMethod) |
override void | Apply (bool triangles, bool vertices, bool normals, bool tangents, bool uvs, bool colors, bool uv1, bool uv2, bool bones=false, MB3_MeshCombiner.GenerateUV2Delegate uv2GenerationMethod=null) |
override void | UpdateSkinnedMeshApproximateBounds () |
override void | UpdateSkinnedMeshApproximateBoundsFromBones () |
override void | UpdateSkinnedMeshApproximateBoundsFromBounds () |
Updates the skinned mesh approximate bounds from the bounds of the source objects. More... | |
override void | UpdateGameObjects (GameObject[] gos, bool recalcBounds=true, bool updateVertices=true, bool updateNormals=true, bool updateTangents=true, bool updateUV=false, bool updateUV1=false, bool updateUV2=false, bool updateColors=false, bool updateSkinningInfo=false) |
Updates the data in the combined mesh for meshes that are already in the combined mesh. More... | |
override bool | AddDeleteGameObjects (GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource=true) |
override bool | AddDeleteGameObjectsByID (GameObject[] gos, int[] deleteGOinstanceIDs, bool disableRendererInSource=true) |
override void | ClearBuffers () |
override void | ClearMesh () |
override void | DestroyMesh () |
override void | DestroyMeshEditor (MB2_EditorMethodsInterface editorMethods) |
Public Member Functions inherited from DigitalOpus.MB.Core.MB3_MeshCombiner | |
delegate void | GenerateUV2Delegate (Mesh m) |
virtual bool | doUV2 () |
virtual void | Apply () |
Copies Mesh Baker internal data to the mesh. More... | |
abstract void | Apply (GenerateUV2Delegate uv2GenerationMethod) |
Copies Mesh Baker internal data to the mesh. More... | |
abstract void | Apply (bool triangles, bool vertices, bool normals, bool tangents, bool uvs, bool colors, bool uv1, bool uv2, bool bones=false, GenerateUV2Delegate uv2GenerationMethod=null) |
Apply the specified triangles, vertices, normals, tangents, uvs, colors, uv1, uv2, bones and uv2GenerationMethod. More... | |
Public Attributes | |
Dictionary< int, CombinedMesh > | obj2MeshCombinerMap = new Dictionary<int, CombinedMesh>() |
List< CombinedMesh > | meshCombiners = new List<CombinedMesh>() |
Properties | |
override MB2_LogLevel | LOG_LEVEL [get, set] |
override MB2_ValidationLevel | validationLevel [get, set] |
int | maxVertsInMesh [get, set] |
Properties inherited from DigitalOpus.MB.Core.MB3_MeshCombiner | |
static bool | EVAL_VERSION [get] |
virtual MB2_LogLevel | LOG_LEVEL [get, set] |
virtual MB2_ValidationLevel | validationLevel [get, set] |
string | name [get, set] |
virtual MB2_TextureBakeResults | textureBakeResults [get, set] |
virtual GameObject | resultSceneObject [get, set] |
virtual Renderer | targetRenderer [get, set] |
virtual MB_RenderType | renderType [get, set] |
virtual MB2_OutputOptions | outputOption [get, set] |
virtual MB2_LightmapOptions | lightmapOption [get, set] |
virtual bool | doNorm [get, set] |
virtual bool | doTan [get, set] |
virtual bool | doCol [get, set] |
virtual bool | doUV [get, set] |
virtual bool | doUV1 [get, set] |
Additional Inherited Members | |
Static Public Member Functions inherited from DigitalOpus.MB.Core.MB3_MeshCombiner | |
static void | UpdateSkinnedMeshApproximateBoundsFromBonesStatic (Transform[] bs, SkinnedMeshRenderer smr) |
Updates the skinned mesh bounds by creating a bounding box that contains the bones (skeleton) of the source objects. More... | |
static void | UpdateSkinnedMeshApproximateBoundsFromBoundsStatic (List< GameObject > objectsInCombined, SkinnedMeshRenderer smr) |
Protected Attributes inherited from DigitalOpus.MB.Core.MB3_MeshCombiner | |
MBVersion | _MBVersion |
MB2_LogLevel | _LOG_LEVEL = MB2_LogLevel.info |
MB2_ValidationLevel | _validationLevel = MB2_ValidationLevel.robust |
string | _name |
MB2_TextureBakeResults | _textureBakeResults |
GameObject | _resultSceneObject |
UnityEngine.Renderer | _targetRenderer |
MB_RenderType | _renderType |
MB2_OutputOptions | _outputOption |
MB2_LightmapOptions | _lightmapOption = MB2_LightmapOptions.ignore_UV2 |
bool | _doNorm = true |
bool | _doTan = true |
bool | _doCol |
bool | _doUV = true |
bool | _doUV1 |
This class is an endless mesh.
You don't need to worry about the 65k limit when adding meshes. It is like a List of combined meshes. Internally it manages a collection of MB2_MeshComber objects to which meshes added and deleted as necessary.
Note that this implementation does not attempt to split meshes. Each mesh is added to one of the internal meshes as an atomic unit.
This class is not a Component so it can be instantiated and used like a regular C Sharp class.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
override void DigitalOpus.MB.Core.MB3_MultiMeshCombiner.Apply | ( | MB3_MeshCombiner.GenerateUV2Delegate | uv2GenerationMethod | ) |
override void DigitalOpus.MB.Core.MB3_MultiMeshCombiner.Apply | ( | bool | triangles, |
bool | vertices, | ||
bool | normals, | ||
bool | tangents, | ||
bool | uvs, | ||
bool | colors, | ||
bool | uv1, | ||
bool | uv2, | ||
bool | bones = false , |
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MB3_MeshCombiner.GenerateUV2Delegate | uv2GenerationMethod = null |
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Updates the data in the combined mesh for meshes that are already in the combined mesh.
This is faster than adding and removing a mesh and has a much lower memory footprint. This method can only be used if the meshes being updated have the same layout(number of vertices, triangles, submeshes). This is faster than removing and re-adding For efficiency update as few channels as possible. Apply must be called to apply the changes to the combined mesh
Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
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Updates the skinned mesh approximate bounds from the bounds of the source objects.
Implements DigitalOpus.MB.Core.MB3_MeshCombiner.
List<CombinedMesh> DigitalOpus.MB.Core.MB3_MultiMeshCombiner.meshCombiners = new List<CombinedMesh>() |
Dictionary<int,CombinedMesh> DigitalOpus.MB.Core.MB3_MultiMeshCombiner.obj2MeshCombinerMap = new Dictionary<int, CombinedMesh>() |
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getset |
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