using UnityEngine; using System.Collections; using System; using System.Collections.Generic; /* Holds streams of data to override the colors or UVs on a mesh without making the mesh unique. This is more * memory efficient than burning the color data into many copies of a mesh, and much easier to manage. * */ namespace JBooth.MicroSplat.VertexPainter { [ExecuteInEditMode] public class VertexInstanceStream : MonoBehaviour { public bool keepRuntimeData = false; [HideInInspector] [SerializeField] private Color[] _colors; [HideInInspector] [SerializeField] private List _uv1; [HideInInspector] [SerializeField] private List _uv2; [HideInInspector] [SerializeField] private Vector3[] _positions; public Color[] colors { get { return _colors; } set { enforcedColorChannels = (! (_colors == null || (value != null && _colors.Length != value.Length))); _colors = value; Apply(); } } public List uv1 { get { return _uv1; } set { _uv1 = value; Apply (); } } public List uv2 { get { return _uv2; } set { _uv2 = value; Apply (); } } public Vector3[] positions { get { return _positions; } set { _positions = value; Apply(); } } #if UNITY_EDITOR Vector3[] cachedPositions; public Vector3 GetSafePosition(int index) { if (_positions != null && index < _positions.Length) { return _positions[index]; } if (cachedPositions == null || cachedPositions.Length == 0) { MeshFilter mf = GetComponent(); if (mf == null || mf.sharedMesh == null) { Debug.LogError("No Mesh Filter or Mesh available"); return Vector3.zero; } cachedPositions = mf.sharedMesh.vertices; } if (index < cachedPositions.Length) { return cachedPositions[index]; } return Vector3.zero; } #endif void Start() { Apply(!keepRuntimeData); if (keepRuntimeData) { var mf = GetComponent(); _positions = mf.sharedMesh.vertices; } } void OnDestroy() { if (!Application.isPlaying) { MeshRenderer mr = GetComponent (); if ( mr != null ) mr.additionalVertexStreams = null; } } bool enforcedColorChannels = false; void EnforceOriginalMeshHasColors(Mesh stream) { if (enforcedColorChannels == true) return; enforcedColorChannels = true; MeshFilter mf = GetComponent(); Color[] origColors = mf.sharedMesh.colors; if (stream != null && stream.colors.Length > 0 && (origColors == null || origColors.Length == 0)) { // workaround for unity bug; dispite docs claim, color channels must exist on the original mesh // for the additionalVertexStream to work. Which is, sad... mf.sharedMesh.colors = stream.colors; } } #if UNITY_EDITOR public void SetColor(Color c, int count) { _colors = new Color[count]; for (int i = 0; i < count; ++i) { _colors[i] = c; } Apply(); } public void SetUV1 (Vector4 uv, int count) { _uv1 = new List (count); for (int i = 0; i < count; ++i) { _uv1.Add (uv); } Apply (); } public void SetUV2 (Vector4 uv, int count) { _uv2 = new List (count); for (int i = 0; i < count; ++i) { _uv2.Add (uv); } Apply (); } #endif public Mesh Apply(bool markNoLongerReadable = true) { MeshRenderer mr = GetComponent(); MeshFilter mf = GetComponent(); if (mr != null && mf != null && mf.sharedMesh != null) { int vertexCount = mf.sharedMesh.vertexCount; Mesh stream = meshStream; if (stream == null || vertexCount != stream.vertexCount) { if (stream != null) { DestroyImmediate(stream); } #if UNITY_2017_3_OR_NEWER var format = mf.sharedMesh.indexFormat; #endif stream = new Mesh(); #if UNITY_2017_3_OR_NEWER stream.indexFormat = format; #endif // even though the docs say you don't need to set the positions on your avs, you do.. stream.vertices = new Vector3[mf.sharedMesh.vertexCount]; // wtf, copy won't work? // so, originally I did a copyTo here, but with a unity patch release the behavior changed and // the verticies would all become 0. This seems a funny thing to change in a patch release, but // since getting the data from the C++ side creates a new array anyway, we don't really need // to copy them anyway since they are a unique copy already. stream.vertices = mf.sharedMesh.vertices; // another Unity bug, when in editor, the paint job will just disapear sometimes. So we have to re-assign // it every update (even though this doesn't get called each frame, it appears to loose the data during // the editor update call, which only happens occationaly. stream.MarkDynamic(); stream.triangles = mf.sharedMesh.triangles; meshStream = stream; stream.hideFlags = HideFlags.HideAndDontSave; } if (_positions != null && _positions.Length == vertexCount) { stream.vertices = _positions; } if (_colors != null && _colors.Length == vertexCount) { stream.colors = _colors; } else { stream.colors = null; } if (_uv1 != null && _uv1.Count == vertexCount) { stream.SetUVs (1, _uv1); } else { stream.uv2 = null; } if (_uv2 != null && _uv2.Count == vertexCount) { stream.SetUVs (2, _uv2); } else { stream.uv3 = null; } EnforceOriginalMeshHasColors (stream); if (!Application.isPlaying || Application.isEditor) { // only mark no longer readable in game.. markNoLongerReadable = false; } stream.UploadMeshData(markNoLongerReadable); mr.additionalVertexStreams = stream; return stream; } return null; } // keep this around for updates.. private Mesh meshStream; // In various versions of unity, you have to set .additionalVertexStreams every frame. // This was broken in 5.3, then broken again in 5.5.. #if UNITY_EDITOR public Mesh GetModifierMesh() { return meshStream; } private MeshRenderer meshRend = null; void Update() { // turns out this happens in play mode as well.. grrr.. if (meshRend == null) { meshRend = GetComponent(); } //if (!Application.isPlaying) { meshRend.additionalVertexStreams = meshStream; } } #endif } }