//---------------------------------------------- // MeshBaker // Copyright © 2011-2012 Ian Deane //---------------------------------------------- using UnityEngine; using System.Collections; using System.Collections.Specialized; using System; using System.Collections.Generic; using System.Text; using DigitalOpus.MB.Core; using System.Text.RegularExpressions; /// /// Component that 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 CombinedMeshes that are 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 a Component. It must be added to a GameObject to use it. It is a wrapper for MB2_Multi_meshCombiner which contains the same functionality but is not a component /// so it can be instantiated like a normal class. /// public class MB3_MultiMeshBaker : MB3_MeshBakerCommon { [SerializeField] protected MB3_MultiMeshCombiner _meshCombiner = new MB3_MultiMeshCombiner(); public override MB3_MeshCombiner meshCombiner{ get {return _meshCombiner;} } public override bool AddDeleteGameObjects(GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource){ if (_meshCombiner.resultSceneObject == null){ _meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name); } meshCombiner.name = name + "-mesh"; return _meshCombiner.AddDeleteGameObjects(gos,deleteGOs,disableRendererInSource); } public override bool AddDeleteGameObjectsByID(GameObject[] gos, int[] deleteGOs, bool disableRendererInSource){ if (_meshCombiner.resultSceneObject == null){ _meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name); } meshCombiner.name = name + "-mesh"; return _meshCombiner.AddDeleteGameObjectsByID(gos,deleteGOs,disableRendererInSource); } public void OnDestroy() { _meshCombiner.DisposeRuntimeCreated(); } }