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							- using System.Collections.Generic;
 
- using System.Linq;
 
- using System.Threading.Tasks;
 
- using UnityEngine;
 
- namespace FlatKit {
 
- public static class MeshSmoother {
 
-     private const int SmoothNormalUVChannel = 2;
 
-     /// <summary>
 
-     /// Performs normal smoothing on the current mesh filter associated with this component asynchronously.
 
-     /// This method will not try and re-smooth meshes which have already been smoothed.
 
-     /// </summary>
 
-     /// <returns>A task which will complete once normal smoothing is finished.</returns>
 
-     public static Task SmoothNormalsA(Mesh mesh) {
 
-         // Create a copy of the vertices and normals and apply the smoothing in an async task.
 
-         var vertices = mesh.vertices;
 
-         var normals = mesh.normals;
 
-         var asyncTask = Task.Run(() => CalculateSmoothNormals(vertices, normals));
 
-         // Once the async task is complete, apply the smoothed normals to the mesh on the main thread.
 
-         return asyncTask.ContinueWith(i => { mesh.SetUVs(SmoothNormalUVChannel, i.Result); },
 
-             TaskScheduler.FromCurrentSynchronizationContext());
 
-     }
 
-     public static void SmoothNormals(Mesh mesh) {
 
-         var result = CalculateSmoothNormals(mesh.vertices, mesh.normals);
 
-         mesh.SetUVs(SmoothNormalUVChannel, result);
 
-     }
 
-     public static void ClearNormalsUV(Mesh mesh) {
 
-         mesh.SetUVs(SmoothNormalUVChannel, (Vector3[])null);
 
-     }
 
-     public static bool HasSmoothNormals(Mesh mesh) {
 
-         return mesh.uv3 != null && mesh.uv3.Length > 0;
 
-     }
 
-     /// <summary>
 
-     /// This method groups vertices in a mesh that share the same location in space then averages the normals of those vertices.
 
-     /// For example, if you imagine the 3 vertices that make up one corner of a cube. Normally there will be 3 normals facing in the direction 
 
-     /// of each face that touches that corner. This method will take those 3 normals and average them into a normal that points in the 
 
-     /// direction from the center of the cube to the corner of the cube.
 
-     /// </summary>
 
-     /// <param name="vertices">A list of vertices that represent a mesh.</param>
 
-     /// <param name="normals">A list of normals that correspond to each vertex passed in via the vertices param.</param>
 
-     /// <returns>A list of normals which are smoothed, or averaged, based on share vertex position.</returns>
 
-     public static List<Vector3>
 
-         CalculateSmoothNormals(IReadOnlyList<Vector3> vertices, IReadOnlyList<Vector3> normals) {
 
-         var watch = System.Diagnostics.Stopwatch.StartNew();
 
-         // Group all vertices that share the same location in space.
 
-         var groupedVertices = new Dictionary<Vector3, List<KeyValuePair<int, Vector3>>>();
 
-         for (int i = 0; i < vertices.Count; ++i) {
 
-             var vertex = vertices[i];
 
-             if (!groupedVertices.TryGetValue(vertex, out var group)) {
 
-                 group = new List<KeyValuePair<int, Vector3>>();
 
-                 groupedVertices[vertex] = group;
 
-             }
 
-             group.Add(new KeyValuePair<int, Vector3>(i, vertex));
 
-         }
 
-         var smoothNormals = new List<Vector3>(normals);
 
-         // If we don't hit the degenerate case of each vertex is its own group (no vertices shared a location), average the normals of each group.
 
-         if (groupedVertices.Count != vertices.Count) {
 
-             foreach (var group in groupedVertices) {
 
-                 var smoothingGroup = group.Value;
 
-                 // No need to smooth a group of one.
 
-                 if (smoothingGroup.Count != 1) {
 
-                     var smoothedNormal = smoothingGroup.Aggregate(Vector3.zero,
 
-                         (current, vertex) => current + normals[vertex.Key]);
 
-                     smoothedNormal.Normalize();
 
-                     foreach (var vertex in smoothingGroup) {
 
-                         smoothNormals[vertex.Key] = smoothedNormal;
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-         Debug.Log($"<b>[Flat Kit]</b> Generated smooth normals for <i>{vertices.Count}</i> vertices in " +
 
-                   $"<i>{watch.ElapsedMilliseconds}</i> ms.");
 
-         return smoothNormals;
 
-     }
 
- }
 
- }
 
 
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