b486678290
Library -Artifacts
59 lines
1.9 KiB
C#
59 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine.Assertions;
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namespace UnityEngine.Rendering.PostProcessing
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{
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static class MeshUtilities
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{
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static Dictionary<PrimitiveType, Mesh> s_Primitives;
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static Dictionary<Type, PrimitiveType> s_ColliderPrimitives;
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static MeshUtilities()
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{
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s_Primitives = new Dictionary<PrimitiveType, Mesh>();
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s_ColliderPrimitives = new Dictionary<Type, PrimitiveType>
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{
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{ typeof(BoxCollider), PrimitiveType.Cube },
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{ typeof(SphereCollider), PrimitiveType.Sphere },
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{ typeof(CapsuleCollider), PrimitiveType.Capsule }
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};
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}
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internal static Mesh GetColliderMesh(Collider collider)
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{
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var type = collider.GetType();
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if (type == typeof(MeshCollider))
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return ((MeshCollider)collider).sharedMesh;
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Assert.IsTrue(s_ColliderPrimitives.ContainsKey(type), "Unknown collider");
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return GetPrimitive(s_ColliderPrimitives[type]);
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}
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internal static Mesh GetPrimitive(PrimitiveType primitiveType)
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{
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Mesh mesh;
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if (!s_Primitives.TryGetValue(primitiveType, out mesh))
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{
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mesh = GetBuiltinMesh(primitiveType);
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s_Primitives.Add(primitiveType, mesh);
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}
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return mesh;
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}
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// (Not pretty) hack to get meshes from `unity default resources` in user land
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// What it does is create a new GameObject using the CreatePrimitive utility, retrieve its
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// mesh and discard it...
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static Mesh GetBuiltinMesh(PrimitiveType primitiveType)
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{
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var gameObject = GameObject.CreatePrimitive(primitiveType);
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var mesh = gameObject.GetComponent<MeshFilter>().sharedMesh;
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RuntimeUtilities.Destroy(gameObject);
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return mesh;
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}
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}
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}
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