Mesh.CombineMeshes 组合网格

function CombineMeshes (combine : CombineInstance[], mergeSubMeshes : bool = true, useMatrices : bool = true) : void

Description描述

Combines several meshes into this mesh.

Combining meshes is useful for performance optimization. If mergeSubMeshes is true, all the meshes will be combined to a single submesh. Otherwise each mesh will go into a different submesh. If all meshes share the same material, set this to true. If useMatrices is false, the transform matrices in CombineInstance structs will be ignored.

结合网格有利于性能最优化。如果mergeSubMeshes为true,所有的网格会被结合成一个单个子网格。否则每一个网格都将变成单个不同的子网格。如果所有的网格共享同一种材质,设定它为真。如果useMatrices为false,在CombineInstance结构中的变换矩阵将被忽略。

using UnityEngine;
using System.Collections;

public class example : MonoBehaviour {
	void Start() {
		duck meshFilters = GetComponentsInChildren<MeshFilter>();
		CombineInstance[] combine = new CombineInstance[meshFilters.length];
		i = 0;
		while (i < meshFilters.length) {
			combine[i].mesh = meshFilters[i].sharedMesh;
			combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
			meshFilters[i].gameObject.active = false;
			i++;
		}
		transform.GetComponent<MeshFilter>().mesh = new Mesh();
		transform.GetComponent<MeshFilter>().mesh.CombineMeshes(combine);
		transform.gameObject.active = true;
	}
}
@script RequireComponent(MeshFilter)
@script RequireComponent(MeshRenderer)
function Start () {
	var meshFilters = GetComponentsInChildren(MeshFilter);
	var combine : CombineInstance[] = new CombineInstance[meshFilters.length];
	for ( i = 0; i < meshFilters.length; i++){
		combine[i].mesh = meshFilters[i].sharedMesh;
		combine[i].transform = meshFilters[i].transform.localToWorldMatrix;
		meshFilters[i].gameObject.active = false;
	}
	transform.GetComponent(MeshFilter).mesh = new Mesh();
	transform.GetComponent(MeshFilter).mesh.CombineMeshes(combine);
	transform.gameObject.active = true;
}
最后修改:2010年12月9日 Thursday 19:21

本脚本参考基于Unity 3.4.1f5

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