959e80cf72
assets upload description.
53 lines
2.1 KiB
C#
53 lines
2.1 KiB
C#
//----------------------------------------------
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// MeshBaker
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// Copyright © 2011-2012 Ian Deane
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//----------------------------------------------
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using UnityEngine;
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using System.Collections;
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using System.Collections.Specialized;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using DigitalOpus.MB.Core;
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using System.Text.RegularExpressions;
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/// <summary>
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/// 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
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/// a collection of CombinedMeshes that are added and deleted as necessary.
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///
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/// Note that this implementation does
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/// not attempt to split meshes. Each mesh is added to one of the internal meshes as an atomic unit.
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///
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/// 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
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/// so it can be instantiated like a normal class.
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/// </summary>
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public class MB3_MultiMeshBaker : MB3_MeshBakerCommon {
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[SerializeField] protected MB3_MultiMeshCombiner _meshCombiner = new MB3_MultiMeshCombiner();
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public override MB3_MeshCombiner meshCombiner{
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get {return _meshCombiner;}
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}
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public override bool AddDeleteGameObjects(GameObject[] gos, GameObject[] deleteGOs, bool disableRendererInSource){
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if (_meshCombiner.resultSceneObject == null){
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_meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name);
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}
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meshCombiner.name = name + "-mesh";
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return _meshCombiner.AddDeleteGameObjects(gos,deleteGOs,disableRendererInSource);
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}
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public override bool AddDeleteGameObjectsByID(GameObject[] gos, int[] deleteGOs, bool disableRendererInSource){
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if (_meshCombiner.resultSceneObject == null){
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_meshCombiner.resultSceneObject = new GameObject("CombinedMesh-" + name);
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}
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meshCombiner.name = name + "-mesh";
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return _meshCombiner.AddDeleteGameObjectsByID(gos,deleteGOs,disableRendererInSource);
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}
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public void OnDestroy()
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{
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_meshCombiner.DisposeRuntimeCreated();
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}
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}
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