Analysis of model faces of specified objects in Unity

Given an aircraft model, it is necessary to analyze the number of faces and triangles of each 3D object in the model. The purpose is to observe which objects have too many faces and need to be reduced.

1. Analysis of model facets

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2. Script code

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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Origin blog.csdn.net/dzj2021/article/details/131789624