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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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