Created
May 29, 2019 14:56
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Extract a submesh from a mesh into a new mesh instance, for Unity3D.
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public static Mesh Extract(Mesh m, int meshIndex) | |
{ | |
var vertices = m.vertices; | |
var normals = m.normals; | |
var newVerts = new List<Vector3>(); | |
var newNorms = new List<Vector3>(); | |
var newTris = new List<int>(); | |
var triangles = m.GetTriangles(meshIndex); | |
for (var i = 0; i < triangles.Length; i += 3) | |
{ | |
var A = triangles[i + 0]; | |
var B = triangles[i + 1]; | |
var C = triangles[i + 2]; | |
newVerts.Add(vertices[A]); | |
newVerts.Add(vertices[B]); | |
newVerts.Add(vertices[C]); | |
newNorms.Add(normals[A]); | |
newNorms.Add(normals[B]); | |
newNorms.Add(normals[C]); | |
newTris.Add(newTris.Count); | |
newTris.Add(newTris.Count); | |
newTris.Add(newTris.Count); | |
} | |
var mesh = new Mesh(); | |
mesh.indexFormat = newVerts.Count > 65536 ? IndexFormat.UInt32 : IndexFormat.UInt16; | |
mesh.SetVertices(newVerts); | |
mesh.SetNormals(newNorms); | |
mesh.SetTriangles(newTris, 0, true); | |
return mesh; | |
} |
public static Mesh Extract(Mesh m, int meshIndex)
{
var vertices = m.vertices;
var normals = m.normals;
var uvs = m.uv;
var newVerts = new List<Vector3>();
var newNorms = new List<Vector3>();
var newUVs = new List<Vector2>();
var newTris = new List<int>();
var triangles = m.GetTriangles(meshIndex);
for (var i = 0; i < triangles.Length; i += 3)
{
var A = triangles[i + 0];
var B = triangles[i + 1];
var C = triangles[i + 2];
newVerts.Add(vertices[A]);
newVerts.Add(vertices[B]);
newVerts.Add(vertices[C]);
newNorms.Add(normals[A]);
newNorms.Add(normals[B]);
newNorms.Add(normals[C]);
newUVs.Add(uvs[A]);
newUVs.Add(uvs[B]);
newUVs.Add(uvs[C]);
newTris.Add(newTris.Count);
newTris.Add(newTris.Count);
newTris.Add(newTris.Count);
}
var mesh = new Mesh();
mesh.indexFormat = newVerts.Count > 65536 ? IndexFormat.UInt32 : IndexFormat.UInt16;
mesh.SetVertices(newVerts);
mesh.SetNormals(newNorms);
mesh.SetUVs(0, newUVs);
mesh.SetTriangles(newTris, 0, true);
return mesh;
}
thx for this,
upper copy paste is modified to also include UVs
I updated the codes for Reversing Translation from the GameObject which contain the MeshFilter and MeshRenderer which render the mesh.
public static Mesh ExtractSubMesh(Mesh m, int meshIndex, Transform meshRenderHolder)
{
Vector3 pos = meshRenderHolder.position;
Quaternion rot = meshRenderHolder.rotation;
rot.y = -rot.y;// correct the translation calculation
var vertices = m.vertices;
var normals = m.normals;
var uvs = m.uv;
var newVerts = new List<Vector3>();
var newNorms = new List<Vector3>();
var newUVs = new List<Vector2>();
var newTris = new List<int>();
var triangles = m.GetTriangles(meshIndex);
int totalTris = 0;
for (var i = 0; i < triangles.Length; i += 3)
{
var A = triangles[i + 0];
var B = triangles[i + 1];
var C = triangles[i + 2];
newVerts.Add(rot * (vertices[A] - pos));
newVerts.Add(rot * (vertices[B] - pos));
newVerts.Add(rot * (vertices[C] - pos));
newNorms.Add(rot * normals[A]);
newNorms.Add(rot * normals[B]);
newNorms.Add(rot * normals[C]);
newUVs.Add(uvs[A]);
newUVs.Add(uvs[B]);
newUVs.Add(uvs[C]);
newTris.Add(totalTris++);
newTris.Add(totalTris++);
newTris.Add(totalTris++);
}
var mesh = new Mesh();
mesh.indexFormat = newVerts.Count > 65536 ? IndexFormat.UInt32 : IndexFormat.UInt16;
mesh.SetVertices(newVerts);
mesh.SetNormals(newNorms);
mesh.SetUVs(0, newUVs);
mesh.SetTriangles(newTris, 0, true);
mesh.RecalculateBounds();
mesh.name = m.name + '_' + meshIndex;
return mesh;
}
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explains how to use this script? I couldn't make it work