using UnityEngine; using System.Linq; namespace MeshUtility { public static class MeshExtensions { public static Mesh Copy(this Mesh src, bool copyBlendShape) { var dst = new Mesh(); dst.name = src.name + "(copy)"; #if UNITY_2017_3_OR_NEWER dst.indexFormat = src.indexFormat; #endif dst.vertices = src.vertices; dst.normals = src.normals; dst.tangents = src.tangents; dst.colors = src.colors; dst.uv = src.uv; dst.uv2 = src.uv2; dst.uv3 = src.uv3; dst.uv4 = src.uv4; dst.boneWeights = src.boneWeights; dst.bindposes = src.bindposes; dst.subMeshCount = src.subMeshCount; for (int i = 0; i < dst.subMeshCount; ++i) { dst.SetIndices(src.GetIndices(i), src.GetTopology(i), i); } dst.RecalculateBounds(); if (copyBlendShape) { var vertices = src.vertices; var normals = src.normals; #if VRM_NORMALIZE_BLENDSHAPE_TANGENT var tangents = src.tangents.Select(x => (Vector3)x).ToArray(); #else Vector3[] tangents = null; #endif for (int i = 0; i < src.blendShapeCount; ++i) { src.GetBlendShapeFrameVertices(i, 0, vertices, normals, tangents); dst.AddBlendShapeFrame( src.GetBlendShapeName(i), src.GetBlendShapeFrameWeight(i, 0), vertices, normals, tangents ); } } return dst; } public static void ApplyRotationAndScale(this Mesh src, Matrix4x4 m) { m.SetColumn(3, new Vector4(0, 0, 0, 1)); // remove translation src.ApplyMatrix(m); } public static void ApplyMatrix(this Mesh src, Matrix4x4 m) { src.vertices = src.vertices.Select(x => m.MultiplyPoint(x)).ToArray(); if (src.normals != null && src.normals.Length > 0) { src.normals = src.normals.Select(x => m.MultiplyVector(x)).ToArray(); } if (src.tangents != null && src.tangents.Length > 0) { src.tangents = src.tangents.Select(x => { var t = m.MultiplyVector((Vector3)x); return new Vector4(t.x, t.y, t.z, x.w); }).ToArray(); } } } }