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有用的编辑器扩展!
///新建名称为MeshInfo 的CShape文件,然后添加如下代码。会新建一个菜单Custom-》Show Mesh Info ,当在Hierarchy中选有物体时点击,
//可显示模型信息
using UnityEngine;
using UnityEditor;
using System.Collections;
/*
所有选择物体的总定点数,三角面数,选择模型数目,每个模型平均的定点数目和三角面数
*/
public class MeshInfo : ScriptableObject
{
[MenuItem ("Custom/Show Mesh Info %#i")]
public static void ShowCount()
{
int triangles = 0;
int vertices = 0;
int meshCount = 0;
foreach (GameObject go in Selection.GetFiltered(typeof(GameObject), SelectionMode.TopLevel))
{
Component[] skinnedMeshes = go.GetComponentsInChildren(typeof(SkinnedMeshRenderer)) ;
Component[] meshFilters = go.GetComponentsInChildren(typeof(MeshFilter));
ArrayList totalMeshes = new ArrayList(meshFilters.Length + skinnedMeshes.Length);
for (int meshFiltersIndex = 0; meshFiltersIndex < meshFilters.Length; meshFiltersIndex++)
{
MeshFilter meshFilter = (MeshFilter)meshFilters[meshFiltersIndex];
totalMeshes.Add(meshFilter.sharedMesh);
}
for (int skinnedMeshIndex = 0; skinnedMeshIndex < skinnedMeshes.Length; skinnedMeshIndex++)
{
SkinnedMeshRenderer skinnedMeshRenderer = (SkinnedMeshRenderer)skinnedMeshes[skinnedMeshIndex];
totalMeshes.Add(skinnedMeshRenderer.sharedMesh);
}
for (int i = 0; i < totalMeshes.Count; i++)
{
Mesh mesh = (Mesh)totalMeshes;
vertices += mesh.vertexCount;
triangles += mesh.triangles.Length / 3;
meshCount++;
}
}
EditorUtility.DisplayDialog("Vertex and Triangle Count", vertices
+ " vertices in selection. " + triangles + " triangles in selection. "
+ meshCount + " meshes in selection." + (meshCount > 0 ? (" Average of " + vertices / meshCount
+ " vertices and " + triangles / meshCount + " triangles per mesh.") : ""),
"OK", "");
}
[MenuItem ("Custom/Show Mesh Info %i", true)]
public static bool ValidateShowCount()
{
return Selection.activeGameObject;
}
}
转自:http://hi.baidu.com/laomu1988/blog/item/832a06131b0cb240f819b8e3.html |
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