Unity中指定物体的模型面数分析

给定一架飞机模型,需要分析该模型中,各个3D物体的面数和三角形数,目的是用于观察哪些物体面数过多,需要减面。

一、模型面数分析

在这里插入图片描述

二、脚本代码

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
using System.Linq;

/// <summary>
/// 计算面数:计算物体的面数,用于模型面数分析,有右键菜单进行
/// </summary>
public class JiSuanMianShu : MonoBehaviour
{
    
    
    /// <summary>
    /// 部件信息
    /// </summary>
    [Serializable]
    public class PartInfo
    {
    
    
        /// <summary>
        /// 部件对象
        /// </summary>
        [SerializeField]
        [Header("部件对象")]
        public GameObject part;

        /// <summary>
        /// 三角形面数
        /// </summary>
        [SerializeField]
        [Header("三角形面数")]
        public int trianglesNum;

        /// <summary>
        /// 顶点数
        /// </summary>
        [SerializeField]
        [Header("顶点数")]
        public int vertexNum;
    }

    /// <summary>
    /// 物体的root
    /// </summary>
    [Header("物体的root")]
    public GameObject root;

    /// <summary>
    /// 计算结果:部件信息表
    /// </summary>
    [Header("计算结果:部件信息表")]
    public List<PartInfo> partsInfos = new List<PartInfo>();


#if UNITY_EDITOR
    [ContextMenu("分析模型")]
#endif
    void Load()
    {
    
    
        partsInfos.Clear();

        //@@所有的物体
        var allObjs = root.GetComponentsInChildren<Transform>().ToList();
        Debug.Log($"【1】====子物体的数量:{
      
      allObjs.Count}  时间戳: {
      
      Time.realtimeSinceStartup}");

        foreach (var go in allObjs)
        {
    
    
            if (go.GetComponent<MeshFilter>() == null) continue;
            var pi = new PartInfo();
            pi.part = go.gameObject;
            pi.trianglesNum = go.GetComponent<MeshFilter>().sharedMesh.triangles.Length;
            pi.vertexNum = go.GetComponent<MeshFilter>().sharedMesh.vertexCount;

            partsInfos.Add(pi);
        }
        partsInfos.Sort((a,b)=>a.trianglesNum.CompareTo(b.trianglesNum));
    }
}

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转载自blog.csdn.net/dzj2021/article/details/131789624