MeshUtilities.cs 1.9 KB

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  1. using System;
  2. using System.Collections.Generic;
  3. using UnityEngine.Assertions;
  4. namespace UnityEngine.Rendering.PostProcessing
  5. {
  6. static class MeshUtilities
  7. {
  8. static Dictionary<PrimitiveType, Mesh> s_Primitives;
  9. static Dictionary<Type, PrimitiveType> s_ColliderPrimitives;
  10. static MeshUtilities()
  11. {
  12. s_Primitives = new Dictionary<PrimitiveType, Mesh>();
  13. s_ColliderPrimitives = new Dictionary<Type, PrimitiveType>
  14. {
  15. { typeof(BoxCollider), PrimitiveType.Cube },
  16. { typeof(SphereCollider), PrimitiveType.Sphere },
  17. { typeof(CapsuleCollider), PrimitiveType.Capsule }
  18. };
  19. }
  20. internal static Mesh GetColliderMesh(Collider collider)
  21. {
  22. var type = collider.GetType();
  23. if (type == typeof(MeshCollider))
  24. return ((MeshCollider)collider).sharedMesh;
  25. Assert.IsTrue(s_ColliderPrimitives.ContainsKey(type), "Unknown collider");
  26. return GetPrimitive(s_ColliderPrimitives[type]);
  27. }
  28. internal static Mesh GetPrimitive(PrimitiveType primitiveType)
  29. {
  30. Mesh mesh;
  31. if (!s_Primitives.TryGetValue(primitiveType, out mesh))
  32. {
  33. mesh = GetBuiltinMesh(primitiveType);
  34. s_Primitives.Add(primitiveType, mesh);
  35. }
  36. return mesh;
  37. }
  38. // (Not pretty) hack to get meshes from `unity default resources` in user land
  39. // What it does is create a new GameObject using the CreatePrimitive utility, retrieve its
  40. // mesh and discard it...
  41. static Mesh GetBuiltinMesh(PrimitiveType primitiveType)
  42. {
  43. var gameObject = GameObject.CreatePrimitive(primitiveType);
  44. var mesh = gameObject.GetComponent<MeshFilter>().sharedMesh;
  45. RuntimeUtilities.Destroy(gameObject);
  46. return mesh;
  47. }
  48. }
  49. }