修改水

This commit is contained in:
2026-01-01 22:00:33 +08:00
parent 040a222bd6
commit 9ceffccd39
1800 changed files with 103929 additions and 139495 deletions

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using System;
using UnityEngine;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine.Rendering;
namespace Obi
{
[StructLayout(LayoutKind.Sequential)]
public struct DynamicBatchVertex
{
public Vector3 pos;
public Vector3 normal;
public Vector4 tangent;
public Vector4 color;
}
[StructLayout(LayoutKind.Sequential)]
public struct StaticBatchVertex
{
public Vector2 uv;
public Vector2 uv2;
public Vector2 uv3;
public Vector2 uv4;
}
public class DynamicRenderBatch<T> : IRenderBatch where T : IMeshDataProvider, IActorRenderer
{
private VertexAttributeDescriptor[] vertexLayout;
private RenderBatchParams renderBatchParams;
public RenderParams renderParams { get; private set; }
public Material[] materials;
public Mesh mesh;
public int firstRenderer;
public int rendererCount;
public ObiNativeList<int> vertexToRenderer; // for each vertex in the batch, index of its renderer
public ObiNativeList<int> particleToRenderer; // for each particle in the batch, index of its renderer
public ObiNativeList<int> particleIndices; // solver indices for all renderers in the batch
public ObiNativeList<DynamicBatchVertex> dynamicVertexData;
public ObiNativeList<StaticBatchVertex> staticVertexData;
public ObiNativeList<int> triangles;
public GraphicsBuffer gpuVertexBuffer;
public int vertexCount;
public int triangleCount => triangles.count / 3;
public int particleCount => particleIndices.count;
public DynamicRenderBatch(int rendererIndex, int vertexCount, Material[] materials, RenderBatchParams param)
{
this.renderBatchParams = param;
this.materials = materials;
this.vertexCount = vertexCount;
this.firstRenderer = rendererIndex;
this.rendererCount = 1;
}
public void Initialize(List<T> renderers,
MeshDataBatch meshData,
ObiNativeList<int> meshIndices,
VertexAttributeDescriptor[] layout,
bool gpu = false)
{
renderParams = renderBatchParams.ToRenderParams();
vertexLayout = layout;
mesh = new Mesh();
vertexToRenderer = new ObiNativeList<int>();
particleToRenderer = new ObiNativeList<int>();
particleIndices = new ObiNativeList<int>();
dynamicVertexData = new ObiNativeList<DynamicBatchVertex>();
staticVertexData = new ObiNativeList<StaticBatchVertex>();
triangles = new ObiNativeList<int>();
// there will be exactly one submesh per material in the output batch.
// so we iterate trough materials, and for each one, build a submesh by merging the
// renderer's submeshes. If a renderer has less submeshes than materials, reuse the last one.
SubMeshDescriptor[] descriptors = new SubMeshDescriptor[materials.Length];
for (int m = 0; m < materials.Length; ++m)
{
int vertexOffset = 0;
var desc = new SubMeshDescriptor();
desc.indexStart = triangles.count;
for (int i = firstRenderer; i < firstRenderer + rendererCount; ++i)
{
var renderer = renderers[i];
int meshIndex = meshIndices[i];
int submeshIndex = Mathf.Min(m, renderer.sourceMesh.subMeshCount - 1);
var submeshInfo = renderer.sourceMesh.GetSubMesh(submeshIndex);
var meshTriangles = meshData.GetTriangles(meshIndex);
for (int k = 0; k < renderer.meshInstances; ++k)
{
// append submesh triangles:
for (int t = submeshInfo.indexStart; t < submeshInfo.indexStart + submeshInfo.indexCount; ++t)
triangles.Add(vertexOffset + meshTriangles[t]);
vertexOffset += meshData.GetVertexCount(meshIndex);
}
}
desc.indexCount = triangles.count - desc.indexStart;
descriptors[m] = desc;
}
// vertices:
for (int i = firstRenderer; i < firstRenderer + rendererCount; ++i)
{
var renderer = renderers[i];
int meshIndex = meshIndices[i];
int vCount = meshData.GetVertexCount(meshIndex);
for (int k = 0; k < renderer.meshInstances; ++k)
{
vertexToRenderer.AddReplicate(i, vCount);
particleToRenderer.AddReplicate(i, renderer.actor.solverIndices.count);
particleIndices.AddRange(renderer.actor.solverIndices);
var verts = meshData.GetVertices(meshIndex);
var norms = meshData.GetNormals(meshIndex);
var tan = meshData.GetTangents(meshIndex);
var col = meshData.GetColors(meshIndex);
var uv = meshData.GetUV(meshIndex);
var uv2 = meshData.GetUV2(meshIndex);
var uv3 = meshData.GetUV3(meshIndex);
var uv4 = meshData.GetUV4(meshIndex);
for (int j = 0; j < vCount; ++j)
{
dynamicVertexData.Add(new DynamicBatchVertex
{
pos = verts[j],
normal = norms[j],
tangent = tan[j],
color = j < col.Length ? (Vector4)col[j] : Vector4.one
});
staticVertexData.Add(new StaticBatchVertex
{
uv = j < uv.Length ? uv[j] : Vector2.zero,
uv2 = j < uv2.Length ? uv2[j] : Vector2.zero,
uv3 = j < uv3.Length ? uv3[j] : Vector2.zero,
uv4 = j < uv4.Length ? uv4[j] : Vector2.zero,
});
}
}
}
// setup combined mesh:
mesh.SetVertexBufferParams(vertexCount, layout);
mesh.SetIndexBufferParams(triangles.count, IndexFormat.UInt32);
mesh.SetVertexBufferData(dynamicVertexData.AsNativeArray<DynamicBatchVertex>(), 0, 0, dynamicVertexData.count, 0, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
mesh.SetVertexBufferData(staticVertexData.AsNativeArray<StaticBatchVertex>(), 0, 0, staticVertexData.count, 1, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
mesh.SetIndexBufferData(triangles.AsNativeArray<int>(), 0, 0, triangles.count, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
// set submeshes:
mesh.subMeshCount = materials.Length;
for (int m = 0; m < materials.Length; ++m)
mesh.SetSubMesh(m, descriptors[m], MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
if (gpu)
{
dynamicVertexData.Dispose();
mesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
// meshes with no vertices will have no vertex buffer, and Unity will throw an exception.
try
{
if (mesh.vertexCount > 0)
{
gpuVertexBuffer ??= mesh.GetVertexBuffer(0);
}
}
catch (Exception e)
{
Debug.LogException(e);
}
particleIndices.AsComputeBuffer<int>();
vertexToRenderer.AsComputeBuffer<int>();
particleToRenderer.AsComputeBuffer<int>();
}
}
public void Dispose()
{
if (vertexToRenderer != null)
vertexToRenderer.Dispose();
if (particleToRenderer != null)
particleToRenderer.Dispose();
if (particleIndices != null)
particleIndices.Dispose();
if (dynamicVertexData != null)
dynamicVertexData.Dispose();
if (staticVertexData != null)
staticVertexData.Dispose();
if (triangles != null)
triangles.Dispose();
gpuVertexBuffer?.Dispose();
gpuVertexBuffer = null;
GameObject.DestroyImmediate(mesh);
}
public bool TryMergeWith(IRenderBatch other)
{
var pbatch = other as DynamicRenderBatch<T>;
if (pbatch != null)
{
if (CompareTo(pbatch) == 0 &&
vertexCount + pbatch.vertexCount < Constants.maxVertsPerMesh)
{
rendererCount += pbatch.rendererCount;
vertexCount += pbatch.vertexCount;
return true;
}
}
return false;
}
private static int CompareMaterialLists(Material[] a, Material[] b)
{
int l = Mathf.Min(a.Length, b.Length);
for (int i = 0; i < l; ++i)
{
if (a[i] == null && b[i] == null)
return 0;
if (a[i] == null) return -1;
if (b[i] == null) return 1;
int compare = a[i].GetInstanceID().CompareTo(b[i].GetInstanceID());
if (compare != 0)
return compare;
}
return a.Length.CompareTo(b.Length);
}
public int CompareTo(IRenderBatch other)
{
var pbatch = other as DynamicRenderBatch<T>;
int result = CompareMaterialLists(materials, pbatch.materials);
if (result == 0)
return renderBatchParams.CompareTo(pbatch.renderBatchParams);
return result;
}
public void BakeMesh(List<T> renderers,
T renderer,
ref Mesh bakedMesh, bool transformToActorLocalSpace = false)
{
// if the dynamic data is not available (such as when the batch is intended for GPU use), read it back:
bool gpu = !dynamicVertexData.isCreated || dynamicVertexData == null;
if (gpu)
{
dynamicVertexData = new ObiNativeList<DynamicBatchVertex>();
dynamicVertexData.ResizeUninitialized(this.vertexCount);
var nativeArray = dynamicVertexData.AsNativeArray<DynamicBatchVertex>();
AsyncGPUReadback.RequestIntoNativeArray(ref nativeArray, gpuVertexBuffer, this.vertexCount * dynamicVertexData.stride, 0).WaitForCompletion();
}
bakedMesh.Clear();
int vOffset = 0;
int tOffset = 0;
for (int i = firstRenderer; i < firstRenderer + rendererCount; ++i)
{
// Count vertices of all instances:
int vCount = 0;
for (int k = 0; k < renderers[i].meshInstances; ++k)
vCount += renderers[i].sourceMesh.vertexCount;
// Count triangles of all submeshes/instances:
int tCount = 0;
for (int m = 0; m < materials.Length; ++m)
{
int submeshIndex = Mathf.Min(m, renderers[i].sourceMesh.subMeshCount - 1);
var submeshInfo = renderers[i].sourceMesh.GetSubMesh(submeshIndex);
tCount += submeshInfo.indexCount * (int)renderers[i].meshInstances;
}
// if this is the renderer we're interested in, populate the mesh:
if (renderers[i].Equals(renderer))
{
bakedMesh.SetVertexBufferParams(vCount, vertexLayout);
bakedMesh.SetVertexBufferData(dynamicVertexData.AsNativeArray<DynamicBatchVertex>(), vOffset, 0, vCount, 0, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
bakedMesh.SetVertexBufferData(staticVertexData.AsNativeArray<StaticBatchVertex>(), vOffset, 0, vCount, 1, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
// transform vertices from solver space to actor space:
if (transformToActorLocalSpace)
{
var solver2Actor = renderer.actor.actorSolverToLocalMatrix;
var verts = bakedMesh.vertices;
for (int v = 0; v < verts.Length; ++v)
verts[v] = solver2Actor.MultiplyPoint3x4(verts[v]);
bakedMesh.vertices = verts;
}
ObiNativeList<int> indices = new ObiNativeList<int>(tCount);
// calculate submeshes (one submesh per material):
SubMeshDescriptor[] descriptors = new SubMeshDescriptor[materials.Length];
for (int m = 0; m < materials.Length; ++m)
{
int vertexOffset = 0;
var desc = new SubMeshDescriptor();
desc.indexStart = indices.count;
int submeshIndex = Mathf.Min(m, renderer.sourceMesh.subMeshCount - 1);
var submeshInfo = renderer.sourceMesh.GetSubMesh(submeshIndex);
for (int k = 0; k < renderer.meshInstances; ++k)
{
// append submesh triangles:
var meshTriangles = renderer.sourceMesh.triangles;
for (int t = submeshInfo.indexStart; t < submeshInfo.indexStart + submeshInfo.indexCount; ++t)
indices.Add(vertexOffset + meshTriangles[t]);
vertexOffset += renderer.sourceMesh.vertexCount;
}
desc.indexCount = indices.count - desc.indexStart;
descriptors[m] = desc;
}
bakedMesh.SetIndexBufferParams(tCount, IndexFormat.UInt32);
bakedMesh.SetIndexBufferData(indices.AsNativeArray<int>(), 0, 0, tCount, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
bakedMesh.subMeshCount = materials.Length;
for (int m = 0; m < materials.Length; ++m)
bakedMesh.SetSubMesh(m, descriptors[m], MeshUpdateFlags.DontValidateIndices);
bakedMesh.RecalculateBounds();
return;
}
vOffset += vCount;
tOffset += tCount;
}
if (gpu)
{
dynamicVertexData.Dispose();
}
}
}
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace Obi
{
public interface IRenderBatch : IComparable<IRenderBatch>
{
bool TryMergeWith(IRenderBatch other);
}
[Serializable]
public struct RenderBatchParams
{
[HideInInspector] public int layer;
public LightProbeUsage lightProbeUsage;
public ReflectionProbeUsage reflectionProbeUsage;
public ShadowCastingMode shadowCastingMode;
public bool receiveShadows;
public MotionVectorGenerationMode motionVectors;
public uint renderingLayerMask;
public RenderBatchParams(bool receiveShadow)
{
layer = 0;
lightProbeUsage = LightProbeUsage.BlendProbes;
reflectionProbeUsage = ReflectionProbeUsage.BlendProbes;
shadowCastingMode = ShadowCastingMode.On;
receiveShadows = receiveShadow;
motionVectors = MotionVectorGenerationMode.Camera;
renderingLayerMask = 0xffffffff;
}
public RenderBatchParams(Renderer renderer)
{
this.layer = renderer.gameObject.layer;
this.lightProbeUsage = renderer.lightProbeUsage;
this.reflectionProbeUsage = renderer.reflectionProbeUsage;
this.shadowCastingMode = renderer.shadowCastingMode;
this.receiveShadows = renderer.receiveShadows;
this.motionVectors = renderer.motionVectorGenerationMode;
this.renderingLayerMask = renderer.renderingLayerMask;
}
public int CompareTo(RenderBatchParams param)
{
int cmp = layer.CompareTo(param.layer);
if (cmp == 0) cmp = renderingLayerMask.CompareTo(param.renderingLayerMask);
if (cmp == 0) cmp = lightProbeUsage.CompareTo(param.lightProbeUsage);
if (cmp == 0) cmp = reflectionProbeUsage.CompareTo(param.reflectionProbeUsage);
if (cmp == 0) cmp = shadowCastingMode.CompareTo(param.shadowCastingMode);
if (cmp == 0) cmp = receiveShadows.CompareTo(param.receiveShadows);
if (cmp == 0) cmp = motionVectors.CompareTo(param.motionVectors);
return cmp;
}
public RenderParams ToRenderParams()
{
var renderParams = new RenderParams();
// URP and HDRP don't work without this line.
renderParams.renderingLayerMask = GraphicsSettings.defaultRenderingLayerMask;
renderParams.lightProbeUsage = lightProbeUsage;
renderParams.reflectionProbeUsage = reflectionProbeUsage;
renderParams.shadowCastingMode = shadowCastingMode;
renderParams.receiveShadows = receiveShadows;
renderParams.motionVectorMode = motionVectors;
renderParams.renderingLayerMask = renderingLayerMask;
renderParams.layer = layer;
return renderParams;
}
}
}

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using System;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
namespace Obi
{
[StructLayout(LayoutKind.Sequential)]
public struct ChunkData
{
public int rendererIndex;
public int offset; // index of the first element for each chunk.
public ChunkData(int rendererIndex, int offset)
{
this.rendererIndex = rendererIndex;
this.offset = offset;
}
}
public class InstancedRenderBatch : IRenderBatch
{
private RenderBatchParams renderBatchParams;
public RenderParams renderParams { get; private set; }
public Mesh mesh;
public Material material;
public int firstRenderer;
public int rendererCount;
public int firstInstance;
public int instanceCount;
public GraphicsBuffer argsBuffer;
public InstancedRenderBatch(int rendererIndex, Mesh mesh, Material material, RenderBatchParams renderBatchParams)
{
this.renderBatchParams = renderBatchParams;
this.firstRenderer = rendererIndex;
this.rendererCount = 1;
this.mesh = mesh;
this.material = material;
this.firstInstance = 0;
this.instanceCount = 0;
}
public void Initialize(bool gpu = false)
{
renderParams = renderBatchParams.ToRenderParams();
if (gpu)
argsBuffer = new GraphicsBuffer(GraphicsBuffer.Target.IndirectArguments, 1, 5 * sizeof(uint));
}
public void Dispose()
{
argsBuffer?.Dispose();
argsBuffer = null;
}
public bool TryMergeWith(IRenderBatch other)
{
var ibatch = other as InstancedRenderBatch;
if (ibatch != null)
{
if (CompareTo(ibatch) == 0 &&
instanceCount + ibatch.instanceCount < Constants.maxInstancesPerBatch)
{
rendererCount += ibatch.rendererCount;
instanceCount += ibatch.instanceCount;
return true;
}
}
return false;
}
public int CompareTo(IRenderBatch other)
{
var ibatch = other as InstancedRenderBatch;
int idA = material != null ? material.GetInstanceID() : 0;
int idB = (ibatch != null && ibatch.material != null) ? ibatch.material.GetInstanceID() : 0;
int compareMat = idA.CompareTo(idB);
if (compareMat == 0)
{
idA = mesh != null ? mesh.GetInstanceID() : 0;
idB = (ibatch != null && ibatch.mesh != null) ? ibatch.mesh.GetInstanceID() : 0;
compareMat = idA.CompareTo(idB);
if (compareMat == 0)
return renderBatchParams.CompareTo(ibatch.renderBatchParams);
}
return compareMat;
}
public void BakeMesh<T>(RendererSet<T> renderers, T renderer, ObiNativeList<ChunkData> chunkData,
ObiNativeList<Matrix4x4> instanceTransforms,
Matrix4x4 transform,
ref Mesh bakedMesh, bool transformVertices = false) where T:ObiRenderer<T>
{
// if the data is not available in the CPU (such as when the batch is intended for GPU use), read it back:
bool gpu = argsBuffer != null && argsBuffer.IsValid();
if (gpu)
{
instanceTransforms.Readback(false);
}
List<CombineInstance> combineInstances = new List<CombineInstance>();
bakedMesh.Clear();
for (int i = 0; i < chunkData.count; ++i)
{
// if this chunk's renderer is the renderer we are interested in,
// append its instances to the mesh.
if (renderers[chunkData[i].rendererIndex].Equals(renderer))
{
int firstIndex = i > 0 ? chunkData[i - 1].offset : 0;
int elementCount = chunkData[i].offset - firstIndex;
for (int m = 0; m < elementCount; ++m)
{
combineInstances.Add(new CombineInstance
{
mesh = mesh,
transform = transformVertices ? transform * instanceTransforms[firstIndex + m] : instanceTransforms[firstIndex + m]
});
}
}
}
bakedMesh.CombineMeshes(combineInstances.ToArray(), true, true, false);
bakedMesh.RecalculateBounds();
}
}

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using UnityEngine;
using UnityEngine.Rendering;
using Unity.Collections;
using System.Collections.Generic;
using Unity.Collections.LowLevel.Unsafe;
namespace Obi
{
public class ProceduralRenderBatch<T> : IRenderBatch where T : struct
{
private RenderBatchParams renderBatchParams;
public RenderParams renderParams { get; private set; }
public Material material;
public Mesh mesh;
public int firstRenderer;
public int rendererCount;
public int firstParticle;
public NativeArray<T> vertices;
public NativeArray<int> triangles;
public GraphicsBuffer gpuVertexBuffer;
public GraphicsBuffer gpuIndexBuffer;
public int vertexCount;
public int triangleCount;
public ProceduralRenderBatch(int rendererIndex, Material material, RenderBatchParams param)
{
this.renderBatchParams = param;
this.material = material;
this.firstRenderer = rendererIndex;
this.firstParticle = 0;
this.rendererCount = 1;
this.vertexCount = 0;
this.triangleCount = 0;
}
public void Initialize(VertexAttributeDescriptor[] layout, bool gpu = false)
{
var rp = renderBatchParams.ToRenderParams();
rp.material = material;
renderParams = rp;
mesh = new Mesh();
mesh.SetVertexBufferParams(vertexCount, layout);
mesh.SetIndexBufferParams(triangleCount * 3, IndexFormat.UInt32);
vertices = new NativeArray<T>(vertexCount, Allocator.Persistent);
mesh.SetVertexBufferData(vertices, 0, 0, vertices.Length, 0, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
triangles = new NativeArray<int>(triangleCount * 3, Allocator.Persistent);
mesh.SetIndexBufferData(triangles, 0, 0, triangles.Length, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
mesh.subMeshCount = 1;
SubMeshDescriptor subMeshDescriptor = new SubMeshDescriptor();
subMeshDescriptor.indexCount = triangleCount * 3;
mesh.SetSubMesh(0, subMeshDescriptor, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
if (gpu)
{
vertices.Dispose();
triangles.Dispose();
mesh.vertexBufferTarget |= GraphicsBuffer.Target.Raw;
mesh.indexBufferTarget |= GraphicsBuffer.Target.Raw;
// particles with no vertices will have no vertex buffer, and Unity will throw an exception.
if (mesh.vertexCount > 0)
{
gpuVertexBuffer ??= mesh.GetVertexBuffer(0);
gpuIndexBuffer ??= mesh.GetIndexBuffer();
}
}
}
public void Dispose()
{
gpuVertexBuffer?.Dispose();
gpuIndexBuffer?.Dispose();
gpuVertexBuffer = null;
gpuIndexBuffer = null;
if (vertices.IsCreated)
vertices.Dispose();
if (triangles.IsCreated)
triangles.Dispose();
GameObject.DestroyImmediate(mesh);
}
public bool TryMergeWith(IRenderBatch other)
{
var pbatch = other as ProceduralRenderBatch<T>;
if (pbatch != null)
{
if (CompareTo(pbatch) == 0 &&
vertexCount + pbatch.vertexCount < Constants.maxVertsPerMesh)
{
rendererCount += pbatch.rendererCount;
triangleCount += pbatch.triangleCount;
vertexCount += pbatch.vertexCount;
return true;
}
}
return false;
}
public int CompareTo(IRenderBatch other)
{
var pbatch = other as ProceduralRenderBatch<T>;
int idA = material != null ? material.GetInstanceID() : 0;
int idB = (pbatch != null && pbatch.material != null) ? pbatch.material.GetInstanceID() : 0;
int result = idA.CompareTo(idB);
if (result == 0)
return renderBatchParams.CompareTo(pbatch.renderBatchParams);
return result;
}
public void BakeMesh(int vertexOffset, int vertexCount, int triangleOffset, int triangleCount,
Matrix4x4 transform,
ref Mesh bakedMesh, bool transformVertices = false)
{
// if the data is not available in the CPU (such as when the batch is intended for GPU use), read it back:
bool gpu = !vertices.IsCreated;
if (gpu)
{
vertices = new NativeArray<T>(this.vertexCount, Allocator.Persistent);
triangles = new NativeArray<int>(this.triangleCount * 3, Allocator.Persistent);
AsyncGPUReadback.RequestIntoNativeArray(ref vertices, gpuVertexBuffer, this.vertexCount * UnsafeUtility.SizeOf<T>(), 0).WaitForCompletion();
AsyncGPUReadback.RequestIntoNativeArray(ref triangles, gpuIndexBuffer, this.triangleCount * 3 * 4, 0).WaitForCompletion();
}
bakedMesh.Clear();
bakedMesh.SetVertexBufferParams(vertexCount, mesh.GetVertexAttributes());
bakedMesh.SetVertexBufferData(vertices, vertexOffset, 0, vertexCount, 0, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
// transform vertices from solver space to actor space:
if (transformVertices)
{
var solver2Actor = transform;
var verts = bakedMesh.vertices;
for (int v = 0; v < verts.Length; ++v)
verts[v] = solver2Actor.MultiplyPoint3x4(verts[v]);
bakedMesh.vertices = verts;
}
ObiNativeList<int> indices = new ObiNativeList<int>(triangleCount * 3);
// offset indices:
for (int i = 0; i < triangleCount * 3; ++i)
{
int index = triangles[triangleOffset * 3 + i] - vertexOffset;
// clamp indices to zero, since decimated ropes have unused triangles
// that reference vertex 0. Subtracting the vertex offset from these results in a negative index.
indices.Add(Mathf.Max(0,index));
}
bakedMesh.SetIndexBufferParams(triangleCount * 3, IndexFormat.UInt32);
bakedMesh.SetIndexBufferData(indices.AsNativeArray<int>(), 0, 0, triangleCount * 3, MeshUpdateFlags.DontRecalculateBounds | MeshUpdateFlags.DontValidateIndices);
bakedMesh.subMeshCount = 1;
SubMeshDescriptor subMeshDescriptor = new SubMeshDescriptor();
subMeshDescriptor.indexCount = triangleCount * 3; // mesh triangle count.
bakedMesh.SetSubMesh(0, subMeshDescriptor, MeshUpdateFlags.DontValidateIndices);
if (gpu)
{
if (vertices.IsCreated)
vertices.Dispose();
if (triangles.IsCreated)
triangles.Dispose();
}

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