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using System.Collections.Generic;
using UnityEngine;
namespace NGS.MeshFusionPro;
public class MeshCombinerSimpleSTD : MeshCombinerBase
{
private MeshSeparatorSimple _meshSeparator;
public MeshCombinerSimpleSTD()
{
_meshSeparator = new MeshSeparatorSimple();
}
protected override void CombineInternal(Mesh mesh, IList<MeshCombineInfo> infos)
{
CombineInstance[] array = new CombineInstance[infos.Count + 1];
Mesh mesh2 = Object.Instantiate(mesh);
array[0] = CreateCombineInstance(new MeshCombineInfo(mesh2));
for (int i = 0; i < infos.Count; i++)
{
array[i + 1] = CreateCombineInstance(infos[i]);
}
mesh.CombineMeshes(array, mergeSubMeshes: true, useMatrices: true, hasLightmapData: true);
}
private CombineInstance CreateCombineInstance(MeshCombineInfo info)
{
Mesh mesh = info.mesh;
if (mesh.subMeshCount > 1)
{
mesh = _meshSeparator.GetSubmesh(mesh, info.submeshIndex);
}
CombineInstance result = default(CombineInstance);
result.mesh = mesh;
result.subMeshIndex = 0;
result.transform = info.transformMatrix;
result.lightmapScaleOffset = info.lightmapScaleOffset;
result.realtimeLightmapScaleOffset = info.realtimeLightmapScaleOffset;
return result;
}
}
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