使用插件:Shatter Toolkit ,这个插件可以切割模型 和 破坏模型
代码
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Orig : MonoBehaviour
{
void Update()
{
if (Input.GetMouseButtonDown(0))
{
CombineSkinnedMeshAndMaterial(gameObject);
}
}
//确保模型和贴图勾选读写模式:
static GameObject CombineSkinnedMeshAndMaterial(GameObject main)
{
List<CombineInstance> combineList = new List<CombineInstance>();
List<Transform> boneList = new List<Transform>();
List<Material> matList = new List<Material>();
List<SkinnedMeshRenderer> skinList = new List<SkinnedMeshRenderer>(main.transform.GetComponentsInChildren<SkinnedMeshRenderer>());
SkinnedMeshRenderer combineSkin;
List<Texture2D> textures = new List<Texture2D>();
List<Vector2[]> uvList = new List<Vector2[]>();
int uvCount = 0;
Material material = null;
int skinLayer = main.layer;
for (int i = 0; i < skinList.Count; i++)
{
if (material == null)
{//返回分配给渲染器的第一个材质
material = skinList[i].sharedMaterial;
}
CombineInstance instance = new CombineInstance();
Mesh mesh = new Mesh();
skinList[i].BakeMesh(mesh);//拷贝当前动画帧的动作. 如果要默认的T形动作的话 mesh = skinList[i].sharedMesh;
instance.mesh = mesh;
combineList.Add(instance);
boneList.AddRange(skinList[i].bones);
matList.Add(skinList[i].sharedMaterial);
// skinList[i].gameObject.SetActive(false); //hide orgin
skinLayer = skinList[i].gameObject.layer;
//储存网格纹理坐标
uvList.Add(skinList[i].sharedMesh.uv);
uvCount += skinList[i].sharedMesh.uv.Length;
//贴图记录
textures.Add(skinList[i].sharedMaterial.mainTexture as Texture2D);
}
//贴图合并(注意合并最大尺寸)
Texture2D skinnedMeshAtlas = new Texture2D(4096, 4096);
Rect[] packingResult = skinnedMeshAtlas.PackTextures(textures.ToArray(), 0);
//网格纹理坐标合并
Vector2[] atlasUVs = new Vector2[uvCount];
int j = 0;
for (int i = 0; i < uvList.Count; i++)
{
foreach (Vector2 uv in uvList[i])
{
atlasUVs[j].x = Mathf.Lerp(packingResult[i].xMin, packingResult[i].xMax, uv.x);
atlasUVs[j].y = Mathf.Lerp(packingResult[i].yMin, packingResult[i].yMax, uv.y);
j++;
}
}
Mesh combineMesh = new Mesh();
combineMesh.CombineMeshes(combineList.ToArray(), true, false);
GameObject combineobj = new GameObject("Combine_Model");
var meshFilter = combineobj.AddComponent<MeshFilter>();
var meshRenderer = combineobj.AddComponent<MeshRenderer>();
meshFilter.mesh = combineMesh;
meshRenderer.material = material;
meshRenderer.material.mainTexture = skinnedMeshAtlas;
meshFilter.sharedMesh.uv = atlasUVs;
combineobj.transform.position = main.transform.position;
combineobj.transform.rotation = main.transform.rotation;
var meshCollider = combineobj.AddComponent<MeshCollider>();
meshCollider.convex = true;
var rigidbody = combineobj.AddComponent<Rigidbody>();
rigidbody.mass = 1f;
combineobj.AddComponent<ShatterTool>();
combineobj.AddComponent<WorldUvMapper>();
combineobj.AddComponent<ShatterOnCollision>();
main.SetActive(false);
return combineobj;
}
}