mirror of
https://git.mirrors.martin98.com/https://github.com/google/draco
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* Up to 20% faster decoding * Added support for integer attributes to our Javascript Encoder * Fixed issues with THREE.DracoLoader not releasing memory associated with the Draco module * OBJ decoder can now be used to parse pure point clouds * Added Unity plugins to support runtime loading and design-time importing of encoded Draco files
212 lines
7.2 KiB
C#
212 lines
7.2 KiB
C#
// Copyright 2017 The Draco Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Runtime.InteropServices;
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using UnityEngine;
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public unsafe class DracoMeshLoader {
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// Must stay the order to be consistent with C++ interface.
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[StructLayout(LayoutKind.Sequential)] private struct DracoToUnityMesh {
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public int numFaces;
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public IntPtr indices;
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public int numVertices;
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public IntPtr position;
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// TODO(zhafang): Add other attributes.
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// public int numNormal;
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public float[] normal;
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// public int numColor;
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public float[] color;
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public float[] texcoord;
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}
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private struct DecodedMesh {
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public int[] faces;
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public Vector3[] vertices;
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}
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[DllImport("dracodec_unity")] private static extern int DecodeMeshForUnity(
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byte[] buffer, int length, DracoToUnityMesh **tmpMesh);
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static private int maxNumVerticesPerMesh = 60000;
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// Unity only support maximum 65534 vertices per mesh. So large meshes need
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// to be splitted.
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private void SplitMesh(DecodedMesh mesh, ref List<DecodedMesh> splittedMeshes) {
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List<int> facesLeft = new List<int>();
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for (int i = 0; i < mesh.faces.Length; ++i) {
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facesLeft.Add(mesh.faces[i]);
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}
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int numSubMeshes = 0;
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List<int> newCorners = new List<int>();
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Dictionary<int, int> indexToNewIndex = new Dictionary<int, int>();
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List<int> tmpLeftFaces = new List<int>();
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List<int> facesExtracted = new List<int>();
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List<Vector3> verticesExtracted = new List<Vector3>();
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while (facesLeft.Count > 0) {
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Debug.Log("Faces left: " + facesLeft.Count.ToString());
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numSubMeshes++;
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tmpLeftFaces.Clear();
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facesExtracted.Clear();
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verticesExtracted.Clear();
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int uniqueCornerId = 0;
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indexToNewIndex.Clear();
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for (int face = 0; face < facesLeft.Count / 3; ++face) {
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newCorners.Clear();
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// If all indices has appeared or there's still space for more vertices.
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for (int corner = 0; corner < 3; ++corner) {
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if (!indexToNewIndex.ContainsKey(facesLeft[face * 3 + corner])) {
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newCorners.Add(facesLeft[face * 3 + corner]);
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}
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}
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if (newCorners.Count + uniqueCornerId > maxNumVerticesPerMesh) {
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// Save face for the next sub-mesh.
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for (int corner = 0; corner < 3; ++corner) {
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tmpLeftFaces.Add(facesLeft[face * 3 + corner]);
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}
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} else {
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// Add new corners.
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for (int i = 0; i < newCorners.Count; ++i) {
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indexToNewIndex.Add(newCorners[i], uniqueCornerId);
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verticesExtracted.Add(mesh.vertices[newCorners[i]]);
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uniqueCornerId++;
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}
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// Add face to this sub-mesh.
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for (int corner = 0; corner < 3; ++corner) {
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facesExtracted.Add(
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indexToNewIndex[facesLeft[face * 3 + corner]]);
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}
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}
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}
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DecodedMesh subMesh = new DecodedMesh();
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subMesh.faces = facesExtracted.ToArray();
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subMesh.vertices = verticesExtracted.ToArray();
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splittedMeshes.Add(subMesh);
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facesLeft = tmpLeftFaces;
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}
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}
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private float ReadFloatFromIntPtr(IntPtr data, int offset) {
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byte[] byteArray = new byte[4];
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for (int j = 0; j < 4; ++j) {
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byteArray[j] = Marshal.ReadByte(data, offset + j);
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}
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return BitConverter.ToSingle(byteArray, 0);
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}
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// TODO(zhafang): Add back LoadFromURL.
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public int LoadMeshFromAsset(string assetName, ref List<Mesh> meshes) {
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TextAsset asset = Resources.Load(assetName, typeof(TextAsset)) as TextAsset;
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if (asset == null) {
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Debug.Log("Didn't load file!");
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return -1;
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}
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byte[] encodedData = asset.bytes;
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Debug.Log(encodedData.Length.ToString());
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if (encodedData.Length == 0) {
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Debug.Log("Didn't load encoded data!");
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return -1;
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}
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return DecodeMesh(encodedData, ref meshes);
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}
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public unsafe int DecodeMesh(byte[] data, ref List<Mesh> meshes) {
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DracoToUnityMesh *tmpMesh;
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if (DecodeMeshForUnity(data, data.Length, &tmpMesh) <= 0) {
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Debug.Log("Failed: Decoding error.");
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return -1;
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}
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Debug.Log("Num indices: " + tmpMesh -> numFaces.ToString());
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Debug.Log("Num vertices: " + tmpMesh -> numVertices.ToString());
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int numFaces = tmpMesh -> numFaces;
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int[] newTriangles = new int[tmpMesh -> numFaces * 3];
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for (int i = 0; i < tmpMesh -> numFaces; ++i) {
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newTriangles[i * 3] = Marshal.ReadInt32(tmpMesh -> indices, i * 3 * 4);
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newTriangles[i * 3 + 1] =
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Marshal.ReadInt32(tmpMesh -> indices, i * 3 * 4 + 4);
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newTriangles[i * 3 + 2] =
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Marshal.ReadInt32(tmpMesh -> indices, i * 3 * 4 + 8);
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}
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// For floating point numbers, there's no Marshal functions could directly
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// read from the unmanaged data.
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// TODO(zhafang): Find better way to read float numbers.
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Vector3[] newVertices = new Vector3[tmpMesh -> numVertices];
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int byteStridePerValue = 4;
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int numValuePerVertex = 3;
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int byteStridePerVertex = byteStridePerValue * numValuePerVertex;
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/*
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* TODO(zhafang): Change to:
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* float[] pos = new float[3];
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* for (int i = 0; i < tmpMesh -> numVertices; ++i) {
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* Marshal.Copy(tmpMesh->position, pos, 3 * i, 3);
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* for (int j = 0; j < 3; ++j) {
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* newVertices[i][j] = pos[j];
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* }
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* }
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*/
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for (int i = 0; i < tmpMesh -> numVertices; ++i) {
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for (int j = 0; j < 3; ++j) {
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newVertices[i][j] =
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ReadFloatFromIntPtr(
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tmpMesh -> position,
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i * byteStridePerVertex + byteStridePerValue * j);
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}
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}
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Marshal.FreeCoTaskMem(tmpMesh -> indices);
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Marshal.FreeCoTaskMem(tmpMesh -> position);
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Marshal.FreeCoTaskMem((IntPtr) tmpMesh);
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if (newVertices.Length > maxNumVerticesPerMesh) {
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// Unity only support maximum 65534 vertices per mesh. So large meshes
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// need to be splitted.
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DecodedMesh decodedMesh = new DecodedMesh();
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decodedMesh.vertices = newVertices;
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decodedMesh.faces = newTriangles;
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List<DecodedMesh> splittedMeshes = new List<DecodedMesh>();
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SplitMesh(decodedMesh, ref splittedMeshes);
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for (int i = 0; i < splittedMeshes.Count; ++i) {
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Mesh mesh = new Mesh();
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mesh.vertices = splittedMeshes[i].vertices;
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mesh.triangles = splittedMeshes[i].faces;
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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meshes.Add(mesh);
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}
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} else {
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Mesh mesh = new Mesh();
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mesh.vertices = newVertices;
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mesh.triangles = newTriangles;
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mesh.RecalculateBounds();
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mesh.RecalculateNormals();
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meshes.Add(mesh);
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}
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// TODO(zhafang): Resize mesh to the a proper scale.
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return numFaces;
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}
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}
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