diff options
Diffstat (limited to 'Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine')
6 files changed, 642 insertions, 0 deletions
diff --git a/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/.gitignore b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/.gitignore new file mode 100644 index 0000000..a4da27a --- /dev/null +++ b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/.gitignore @@ -0,0 +1,399 @@ +## Ignore Visual Studio temporary files, build results, and +## files generated by popular Visual Studio add-ons. +## +## Get latest from https://github.com/github/gitignore/blob/main/VisualStudio.gitignore + +# User-specific files +*.rsuser +*.suo +*.user +*.userosscache +*.sln.docstates + +# User-specific files (MonoDevelop/Xamarin Studio) +*.userprefs + +# Mono auto generated files +mono_crash.* + +# Build results +[Dd]ebug/ +[Dd]ebugPublic/ +[Rr]elease/ +[Rr]eleases/ +x64/ +x86/ +[Ww][Ii][Nn]32/ +[Aa][Rr][Mm]/ +[Aa][Rr][Mm]64/ +bld/ +[Bb]in/ +[Oo]bj/ +[Ll]og/ +[Ll]ogs/ + +# Visual Studio 2015/2017 cache/options directory +.vs/ +# Uncomment if you have tasks that create the project's static files in wwwroot +#wwwroot/ + +# Visual Studio 2017 auto generated files +Generated\ Files/ + +# MSTest test Results +[Tt]est[Rr]esult*/ +[Bb]uild[Ll]og.* + +# NUnit +*.VisualState.xml +TestResult.xml +nunit-*.xml + +# Build Results of an ATL Project +[Dd]ebugPS/ +[Rr]eleasePS/ +dlldata.c + +# Benchmark Results +BenchmarkDotNet.Artifacts/ + +# .NET Core +project.lock.json +project.fragment.lock.json +artifacts/ + +# ASP.NET Scaffolding +ScaffoldingReadMe.txt + +# StyleCop +StyleCopReport.xml + +# Files built by Visual Studio +*_i.c +*_p.c +*_h.h +*.ilk +*.meta +*.obj +*.iobj +*.pch +*.pdb +*.ipdb +*.pgc +*.pgd +*.rsp +*.sbr +*.tlb +*.tli +*.tlh +*.tmp +*.tmp_proj +*_wpftmp.csproj +*.log +*.tlog +*.vspscc +*.vssscc +.builds +*.pidb +*.svclog +*.scc + +# Chutzpah Test files +_Chutzpah* + +# Visual C++ cache files +ipch/ +*.aps +*.ncb +*.opendb +*.opensdf +*.sdf +*.cachefile +*.VC.db +*.VC.VC.opendb + +# Visual Studio profiler +*.psess +*.vsp +*.vspx +*.sap + +# Visual Studio Trace Files +*.e2e + +# TFS 2012 Local Workspace +$tf/ + +# Guidance Automation Toolkit +*.gpState + +# ReSharper is a .NET coding add-in +_ReSharper*/ +*.[Rr]e[Ss]harper +*.DotSettings.user + +# TeamCity is a build add-in +_TeamCity* + +# DotCover is a Code Coverage Tool +*.dotCover + +# AxoCover is a Code Coverage Tool +.axoCover/* +!.axoCover/settings.json + +# Coverlet is a free, cross platform Code Coverage Tool +coverage*.json +coverage*.xml +coverage*.info + +# Visual Studio code coverage results +*.coverage +*.coveragexml + +# NCrunch +_NCrunch_* +.*crunch*.local.xml +nCrunchTemp_* + +# MightyMoose +*.mm.* +AutoTest.Net/ + +# Web workbench (sass) +.sass-cache/ + +# Installshield output folder +[Ee]xpress/ + +# DocProject is a documentation generator add-in +DocProject/buildhelp/ +DocProject/Help/*.HxT +DocProject/Help/*.HxC +DocProject/Help/*.hhc +DocProject/Help/*.hhk +DocProject/Help/*.hhp +DocProject/Help/Html2 +DocProject/Help/html + +# Click-Once directory +publish/ + +# Publish Web Output +*.[Pp]ublish.xml +*.azurePubxml +# Note: Comment the next line if you want to checkin your web deploy settings, +# but database connection strings (with potential passwords) will be unencrypted +*.pubxml +*.publishproj + +# Microsoft Azure Web App publish settings. Comment the next line if you want to +# checkin your Azure Web App publish settings, but sensitive information contained +# in these scripts will be unencrypted +PublishScripts/ + +# NuGet Packages +*.nupkg +# NuGet Symbol Packages +*.snupkg +# The packages folder can be ignored because of Package Restore +**/[Pp]ackages/* +# except build/, which is used as an MSBuild target. +!**/[Pp]ackages/build/ +# Uncomment if necessary however generally it will be regenerated when needed +#!**/[Pp]ackages/repositories.config +# NuGet v3's project.json files produces more ignorable files +*.nuget.props +*.nuget.targets + +# Microsoft Azure Build Output +csx/ +*.build.csdef + +# Microsoft Azure Emulator +ecf/ +rcf/ + +# Windows Store app package directories and files +AppPackages/ +BundleArtifacts/ +Package.StoreAssociation.xml +_pkginfo.txt +*.appx +*.appxbundle +*.appxupload + +# Visual Studio cache files +# files ending in .cache can be ignored +*.[Cc]ache +# but keep track of directories ending in .cache +!?*.[Cc]ache/ + +# Others +ClientBin/ +~$* +*~ +*.dbmdl +*.dbproj.schemaview +*.jfm +*.pfx +*.publishsettings +orleans.codegen.cs + +# Including strong name files can present a security risk +# (https://github.com/github/gitignore/pull/2483#issue-259490424) +#*.snk + +# Since there are multiple workflows, uncomment next line to ignore bower_components +# (https://github.com/github/gitignore/pull/1529#issuecomment-104372622) +#bower_components/ + +# RIA/Silverlight projects +Generated_Code/ + +# Backup & report files from converting an old project file +# to a newer Visual Studio version. Backup files are not needed, +# because we have git ;-) +_UpgradeReport_Files/ +Backup*/ +UpgradeLog*.XML +UpgradeLog*.htm +ServiceFabricBackup/ +*.rptproj.bak + +# SQL Server files +*.mdf +*.ldf +*.ndf + +# Business Intelligence projects +*.rdl.data +*.bim.layout +*.bim_*.settings +*.rptproj.rsuser +*- [Bb]ackup.rdl +*- [Bb]ackup ([0-9]).rdl +*- [Bb]ackup ([0-9][0-9]).rdl + +# Microsoft Fakes +FakesAssemblies/ + +# GhostDoc plugin setting file +*.GhostDoc.xml + +# Node.js Tools for Visual Studio +.ntvs_analysis.dat +node_modules/ + +# Visual Studio 6 build log +*.plg + +# Visual Studio 6 workspace options file +*.opt + +# Visual Studio 6 auto-generated workspace file (contains which files were open etc.) +*.vbw + +# Visual Studio 6 auto-generated project file (contains which files were open etc.) +*.vbp + +# Visual Studio 6 workspace and project file (working project files containing files to include in project) +*.dsw +*.dsp + +# Visual Studio 6 technical files +*.ncb +*.aps + +# Visual Studio LightSwitch build output +**/*.HTMLClient/GeneratedArtifacts +**/*.DesktopClient/GeneratedArtifacts +**/*.DesktopClient/ModelManifest.xml +**/*.Server/GeneratedArtifacts +**/*.Server/ModelManifest.xml +_Pvt_Extensions + +# Paket dependency manager +.paket/paket.exe +paket-files/ + +# FAKE - F# Make +.fake/ + +# CodeRush personal settings +.cr/personal + +# Python Tools for Visual Studio (PTVS) +__pycache__/ +*.pyc + +# Cake - Uncomment if you are using it +# tools/** +# !tools/packages.config + +# Tabs Studio +*.tss + +# Telerik's JustMock configuration file +*.jmconfig + +# BizTalk build output +*.btp.cs +*.btm.cs +*.odx.cs +*.xsd.cs + +# OpenCover UI analysis results +OpenCover/ + +# Azure Stream Analytics local run output +ASALocalRun/ + +# MSBuild Binary and Structured Log +*.binlog + +# NVidia Nsight GPU debugger configuration file +*.nvuser + +# MFractors (Xamarin productivity tool) working folder +.mfractor/ + +# Local History for Visual Studio +.localhistory/ + +# Visual Studio History (VSHistory) files +.vshistory/ + +# BeatPulse healthcheck temp database +healthchecksdb + +# Backup folder for Package Reference Convert tool in Visual Studio 2017 +MigrationBackup/ + +# Ionide (cross platform F# VS Code tools) working folder +.ionide/ + +# Fody - auto-generated XML schema +FodyWeavers.xsd + +# VS Code files for those working on multiple tools +.vscode/* +!.vscode/settings.json +!.vscode/tasks.json +!.vscode/launch.json +!.vscode/extensions.json +*.code-workspace + +# Local History for Visual Studio Code +.history/ + +# Windows Installer files from build outputs +*.cab +*.msi +*.msix +*.msm +*.msp + +# JetBrains Rider +*.sln.iml +.vs diff --git a/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/Properties/AssemblyInfo.cs b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/Properties/AssemblyInfo.cs new file mode 100644 index 0000000..bbd7eef --- /dev/null +++ b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/Properties/AssemblyInfo.cs @@ -0,0 +1,5 @@ +using System.Diagnostics; +using System.Reflection; +using System.Runtime.CompilerServices; + +[assembly: AssemblyVersion("0.0.0.0")] diff --git a/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/RunTimeCombineAndRelease.cs b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/RunTimeCombineAndRelease.cs new file mode 100644 index 0000000..65f1d0f --- /dev/null +++ b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/RunTimeCombineAndRelease.cs @@ -0,0 +1,43 @@ +using UnityEngine; + +public class RunTimeCombineAndRelease : MonoBehaviour +{ + public SimpleMeshCombine simpleMeshCombine; + + public float combineTime = 0.5f; + + public float releaseTime = 2f; + + public void Awake() + { + simpleMeshCombine = GetComponent<SimpleMeshCombine>(); + } + + public void Start() + { + if (simpleMeshCombine == null) + { + Debug.Log("Couldn't find SMC, aborting"); + return; + } + Invoke("Combine", combineTime); + Invoke("Release", releaseTime); + } + + public void Combine() + { + simpleMeshCombine.CombineMeshes(); + Debug.Log("Combined"); + } + + public void Release() + { + simpleMeshCombine.EnableRenderers(e: true); + if (!(simpleMeshCombine.combined == null)) + { + Object.Destroy(simpleMeshCombine.combined); + simpleMeshCombine.combinedGameOjects = null; + Debug.Log("Released"); + } + } +} diff --git a/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/SimpleMeshCombine.cs b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/SimpleMeshCombine.cs new file mode 100644 index 0000000..a503bf6 --- /dev/null +++ b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/SimpleMeshCombine.cs @@ -0,0 +1,171 @@ +using System.Collections; +using UnityEngine; + +[AddComponentMenu("Simple Mesh Combine")] +public class SimpleMeshCombine : MonoBehaviour +{ + public GameObject[] combinedGameOjects; + + public GameObject combined; + + public string meshName = "Combined_Meshes"; + + public bool _canGenerateLightmapUV; + + public int vCount; + + public bool generateLightmapUV; + + public float lightmapScale = 1f; + + public GameObject copyTarget; + + public bool destroyOldColliders; + + public bool keepStructure = true; + + public Mesh autoOverwrite; + + public bool setStatic = true; + + public void EnableRenderers(bool e) + { + for (int i = 0; i < combinedGameOjects.Length && !(combinedGameOjects[i] == null); i++) + { + Renderer component = combinedGameOjects[i].GetComponent<Renderer>(); + if (component != null) + { + component.enabled = e; + } + } + } + + public MeshFilter[] FindEnabledMeshes() + { + MeshFilter[] array = null; + int num = 0; + array = base.transform.GetComponentsInChildren<MeshFilter>(); + for (int i = 0; i < array.Length; i++) + { + if (array[i].GetComponent<MeshRenderer>() != null && array[i].GetComponent<MeshRenderer>().enabled) + { + num++; + } + } + MeshFilter[] array2 = new MeshFilter[num]; + num = 0; + for (int j = 0; j < array.Length; j++) + { + if (array[j].GetComponent<MeshRenderer>() != null && array[j].GetComponent<MeshRenderer>().enabled) + { + array2[num] = array[j]; + num++; + } + } + return array2; + } + + public void CombineMeshes() + { + GameObject gameObject = new GameObject(); + gameObject.name = "_Combined Mesh [" + base.name + "]"; + gameObject.gameObject.AddComponent<MeshFilter>(); + gameObject.gameObject.AddComponent<MeshRenderer>(); + MeshFilter[] array = null; + array = FindEnabledMeshes(); + ArrayList arrayList = new ArrayList(); + ArrayList arrayList2 = new ArrayList(); + combinedGameOjects = new GameObject[array.Length]; + for (int i = 0; i < array.Length; i++) + { + combinedGameOjects[i] = array[i].gameObject; + MeshRenderer component = array[i].GetComponent<MeshRenderer>(); + array[i].transform.gameObject.GetComponent<Renderer>().enabled = false; + if (array[i].sharedMesh == null) + { + break; + } + for (int j = 0; j < array[i].sharedMesh.subMeshCount; j++) + { + if (component == null) + { + break; + } + if (j < component.sharedMaterials.Length && j < array[i].sharedMesh.subMeshCount) + { + int num = Contains(arrayList, component.sharedMaterials[j]); + if (num == -1) + { + arrayList.Add(component.sharedMaterials[j]); + num = arrayList.Count - 1; + } + arrayList2.Add(new ArrayList()); + CombineInstance combineInstance = default(CombineInstance); + combineInstance.transform = component.transform.localToWorldMatrix; + combineInstance.mesh = array[i].sharedMesh; + combineInstance.subMeshIndex = j; + (arrayList2[num] as ArrayList).Add(combineInstance); + } + } + } + Mesh[] array2 = new Mesh[arrayList.Count]; + CombineInstance[] array3 = new CombineInstance[arrayList.Count]; + for (int k = 0; k < arrayList.Count; k++) + { + CombineInstance[] combine = (arrayList2[k] as ArrayList).ToArray(typeof(CombineInstance)) as CombineInstance[]; + array2[k] = new Mesh(); + array2[k].CombineMeshes(combine, mergeSubMeshes: true, useMatrices: true); + array3[k] = default(CombineInstance); + array3[k].mesh = array2[k]; + array3[k].subMeshIndex = 0; + } + Mesh mesh2 = (gameObject.GetComponent<MeshFilter>().sharedMesh = new Mesh()); + Mesh mesh3 = mesh2; + mesh3.Clear(); + mesh3.CombineMeshes(array3, mergeSubMeshes: false, useMatrices: false); + gameObject.GetComponent<MeshFilter>().sharedMesh = mesh3; + Mesh[] array4 = array2; + foreach (Mesh obj in array4) + { + obj.Clear(); + Object.DestroyImmediate(obj); + } + MeshRenderer meshRenderer = gameObject.GetComponent<MeshFilter>().GetComponent<MeshRenderer>(); + if (meshRenderer == null) + { + meshRenderer = base.gameObject.AddComponent<MeshRenderer>(); + } + Material[] materials = arrayList.ToArray(typeof(Material)) as Material[]; + meshRenderer.materials = materials; + combined = gameObject.gameObject; + EnableRenderers(e: false); + gameObject.transform.parent = base.transform; + gameObject.GetComponent<MeshFilter>().sharedMesh.RecalculateBounds(); + vCount = gameObject.GetComponent<MeshFilter>().sharedMesh.vertexCount; + if (vCount > 65536) + { + Debug.LogWarning("Vertex Count: " + vCount + "- Vertex Count too high, please divide mesh combine into more groups. Max 65536 for each mesh"); + _canGenerateLightmapUV = false; + } + else + { + _canGenerateLightmapUV = true; + } + if (setStatic) + { + combined.isStatic = true; + } + } + + public int Contains(ArrayList l, Material n) + { + for (int i = 0; i < l.Count; i++) + { + if (l[i] as Material == n) + { + return i; + } + } + return -1; + } +} diff --git a/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/SimpleMeshCombineMaster.cs b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/SimpleMeshCombineMaster.cs new file mode 100644 index 0000000..119731e --- /dev/null +++ b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/SimpleMeshCombineMaster.cs @@ -0,0 +1,6 @@ +using UnityEngine; + +public class SimpleMeshCombineMaster : MonoBehaviour +{ + public bool generateLightmapUV; +} diff --git a/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/assembly_simplemeshcombine.csproj b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/assembly_simplemeshcombine.csproj new file mode 100644 index 0000000..3a9185e --- /dev/null +++ b/Valheim_v0.141.2_r202102/Valheim/assembly_simplemeshcombine/assembly_simplemeshcombine.csproj @@ -0,0 +1,18 @@ +<Project Sdk="Microsoft.NET.Sdk"> + <PropertyGroup> + <AssemblyName>assembly_simplemeshcombine</AssemblyName> + <GenerateAssemblyInfo>False</GenerateAssemblyInfo> + <TargetFramework>net40</TargetFramework> + </PropertyGroup> + <PropertyGroup> + <LangVersion>11.0</LangVersion> + <AllowUnsafeBlocks>True</AllowUnsafeBlocks> + </PropertyGroup> + <PropertyGroup /> + <ItemGroup /> + <ItemGroup> + <Reference Include="UnityEngine.CoreModule"> + <HintPath>..\..\Game\valheim_Data\Managed\UnityEngine.CoreModule.dll</HintPath> + </Reference> + </ItemGroup> +</Project>
\ No newline at end of file |