35 lines
920 B
C#
35 lines
920 B
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace VRCSDK2.Validation.Performance
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{
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public static class MeshUtils
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{
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private const uint INDICES_PER_TRIANGLE = 3U;
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public static uint GetMeshTriangleCount(Mesh sourceMesh)
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{
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if(sourceMesh == null)
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{
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return 0;
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}
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// We can't use GetIndexCount if the mesh isn't readable so just return a huge number.
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// The SDK Control Panel should show a warning in this case.
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if(!sourceMesh.isReadable)
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{
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return uint.MaxValue;
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}
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uint count = 0;
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for(int i = 0; i < sourceMesh.subMeshCount; i++)
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{
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uint indexCount = sourceMesh.GetIndexCount(i);
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count += indexCount / INDICES_PER_TRIANGLE;
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}
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return count;
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}
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}
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}
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