using System.Collections.Generic;
using UnityEngine;
///
/// 网格合并工具类
///
public static class MeshCombineUtils
{
///
/// 收集渲染器
///
public static List CollectRenderers(List roots)
{
List allRenderers = new();
foreach (var root in roots)
{
if (!root)
{
continue;
}
var render = root.GetComponentsInChildren();
if (render is not { Length: > 0 })
{
continue;
}
allRenderers.AddRange(render);
}
return allRenderers;
}
///
/// 根据相互距离对渲染器进行分组
/// 只要物体与组内任意一个物体距离小于 maxDistance,就将其加入该组
///
public static Dictionary> GroupRenderersByProximity(List renderers,
float maxDistance)
{
var groups = new Dictionary>();
var groupIndex = 0;
// 已分组的渲染器
var processedRenderers = new HashSet();
// 对所有渲染器进行处理
while (processedRenderers.Count < renderers.Count)
{
// 找到第一个未处理的渲染器作为新组的起点
Renderer startRenderer = FindFirstUnprocessedRenderer(renderers, processedRenderers);
if (startRenderer == null)
break;
// 创建新组并添加起点渲染器
var currentGroup = new List { startRenderer };
processedRenderers.Add(startRenderer);
// 扩展当前组
ExpandGroupByProximity(renderers, currentGroup, processedRenderers, maxDistance);
// 添加组到结果
groups.Add($"Group_{groupIndex}", currentGroup);
groupIndex++;
}
Debug.Log($"基于邻近距离分组:将{renderers.Count}个渲染器分成{groups.Count}个组,最大距离为{maxDistance}");
return groups;
}
///
/// 查找第一个未处理的渲染器
///
private static Renderer FindFirstUnprocessedRenderer(List renderers, HashSet processedRenderers)
{
foreach (var renderer in renderers)
{
if (!processedRenderers.Contains(renderer))
{
return renderer;
}
}
return null;
}
///
/// 通过邻近距离扩展组
///
private static void ExpandGroupByProximity(List allRenderers, List currentGroup,
HashSet processedRenderers, float maxDistance)
{
bool addedNew = true;
while (addedNew)
{
addedNew = false;
// 查找与当前组中任意一个渲染器距离在阈值内的未处理渲染器
foreach (var renderer in allRenderers)
{
if (processedRenderers.Contains(renderer))
continue;
// 检查是否与组内任何一个渲染器距离小于阈值
if (IsCloseToAnyInGroup(renderer, currentGroup, maxDistance))
{
currentGroup.Add(renderer);
processedRenderers.Add(renderer);
addedNew = true;
}
}
}
}
///
/// 检查渲染器是否与组内任一渲染器距离小于阈值
///
private static bool IsCloseToAnyInGroup(Renderer renderer, List group, float maxDistance)
{
foreach (var groupRenderer in group)
{
float distance = CalculateDistance(renderer, groupRenderer);
if (distance <= maxDistance)
{
return true;
}
}
return false;
}
///
/// 计算两个渲染器之间的距离
///
private static float CalculateDistance(Renderer renderer1, Renderer renderer2)
{
return Vector3.Distance(renderer1.transform.position, renderer2.transform.position);
}
///
/// 计算渲染组的中心点
///
public static Vector3 CalculateGroupCenter(List group)
{
if (group.Count == 0)
return Vector3.zero;
var sum = Vector3.zero;
foreach (var renderer in group)
{
sum += renderer.transform.position;
}
return sum / group.Count;
}
///
/// 根据圆形区域对渲染器进行分组(原始算法,保留作参考)
///
public static Dictionary> GroupRenderersByCircularDistance(List renderers,
float maxDistance)
{
var groups = new Dictionary>();
var groupIndex = 0;
// 已分组的渲染器
var processedRenderers = new HashSet();
// 对所有渲染器进行处理
while (processedRenderers.Count < renderers.Count)
{
// 找到第一个未处理的渲染器作为新组的起点
Renderer startRenderer = FindFirstUnprocessedRenderer(renderers, processedRenderers);
if (startRenderer == null)
break;
// 创建新组
var currentGroup = new List();
currentGroup.Add(startRenderer);
processedRenderers.Add(startRenderer);
bool addedNew = true;
while (addedNew)
{
addedNew = false;
// 计算当前组的中心点
var groupCenter = CalculateGroupCenter(currentGroup);
// 查找距离中心点在阈值内的未处理渲染器
foreach (var renderer in renderers)
{
if (processedRenderers.Contains(renderer))
continue;
var distance = Vector3.Distance(groupCenter, renderer.transform.position);
if (!(distance <= maxDistance)) continue;
currentGroup.Add(renderer);
processedRenderers.Add(renderer);
addedNew = true;
}
}
groups.Add($"Group_{groupIndex}", currentGroup);
groupIndex++;
}
Debug.Log($"基于圆形区域分组:将{renderers.Count}个渲染器分成{groups.Count}个组,半径为{maxDistance}");
return groups;
}
}