MeshMorpher
From Unify Community Wiki
Javascript - MeshMorpher.js
The script included with the project is C#; if you'd rather use Javascript, the script below is a direct translation.
/// REALLY IMPORTANT NOTE. /// When using the mesh morpher you should absolutely make sure that you turn /// off generate normals automatically in the importer, or set the normal angle to 180 degrees. /// When importing a mesh Unity automatically splits vertices based on normal creases. /// However the mesh morpher requires that you use the same amount of vertices for each mesh and that /// those vertices are laid out in the exact same way. Thus it won't work if Unity autosplits vertices based on normals. var m_Meshes : Mesh[]; var m_AnimateAutomatically = true; var m_OneLoopLength : float = 1.0; /// The time it takes for one loop to complete var m_WrapMode = WrapMode.Loop; private var m_AutomaticTime : float = 0; private var m_SrcMesh : int = -1; private var m_DstMesh : int = -1; private var m_Weight : float = -1; private var m_Mesh: Mesh; /// Set the current morph in function SetComplexMorph (srcIndex : int, dstIndex : int, t : float) { if (m_SrcMesh == srcIndex && m_DstMesh == dstIndex && Mathf.Approximately(m_Weight, t)) return; var v0 = m_Meshes[srcIndex].vertices; var v1 = m_Meshes[dstIndex].vertices; var vdst = new Vector3[m_Mesh.vertexCount]; for (i=0; i<vdst.Length; i++) vdst[i] = Vector3.Lerp(v0[i], v1[i], t); m_Mesh.vertices = vdst; m_Mesh.RecalculateBounds(); } /// t is between 0 and m_Meshes.Length - 1. /// 0 means the first mesh, m_Meshes.Length - 1 means the last mesh. /// 0.5 means half of the first mesh and half of the second mesh. function SetMorph (t : float) { var floor : int = t; floor = Mathf.Clamp(floor, 0, m_Meshes.Length - 2); var fraction : float = t - floor; fraction = Mathf.Clamp(t - floor, 0.0, 1.0); SetComplexMorph (floor, floor + 1, fraction); } function Awake () { enabled = m_AnimateAutomatically; var filter : MeshFilter = GetComponent(MeshFilter); // Make sure all meshes are assigned! for (i=0; i<m_Meshes.Length; i++) { if (m_Meshes[i] == null) { Debug.Log("MeshMorpher mesh " + i + " has not been setup correctly"); m_AnimateAutomatically = false; return; } } // At least two meshes if (m_Meshes.Length < 2) { Debug.Log ("The mesh morpher needs at least 2 source meshes"); m_AnimateAutomatically = false; return; } filter.sharedMesh = m_Meshes[0]; m_Mesh = filter.mesh; var vertexCount = m_Mesh.vertexCount; for (i=0; i<m_Meshes.Length; i++) { if (m_Meshes[i].vertexCount != vertexCount) { Debug.Log("Mesh " + i + " doesn't have the same number of vertices as the first mesh"); m_AnimateAutomatically = false; return; } } } function Update () { if (m_AnimateAutomatically) { var deltaTime = Time.deltaTime * (m_Meshes.Length - 1) / m_OneLoopLength; m_AutomaticTime += deltaTime; var time : float; if (m_WrapMode == WrapMode.Loop) time = Mathf.Repeat(m_AutomaticTime, m_Meshes.Length - 1); else if (m_WrapMode == WrapMode.PingPong) time = Mathf.PingPong(m_AutomaticTime, m_Meshes.Length - 1); else time = Mathf.Clamp(m_AutomaticTime, 0, m_Meshes.Length - 1); SetMorph (time); } } @script RequireComponent (MeshFilter)