Beispiel #1
0
        public GLTFRoot(GLTFRoot gltfRoot) : base(gltfRoot)
        {
            if (gltfRoot.ExtensionsUsed != null)
            {
                ExtensionsUsed = gltfRoot.ExtensionsUsed.ToList();
            }

            if (gltfRoot.ExtensionsRequired != null)
            {
                ExtensionsRequired = gltfRoot.ExtensionsRequired.ToList();
            }

            if (gltfRoot.Accessors != null)
            {
                Accessors = new List <Accessor>(gltfRoot.Accessors.Count);
                foreach (Accessor accessor in gltfRoot.Accessors)
                {
                    Accessors.Add(new Accessor(accessor, this));
                }
            }

            if (gltfRoot.Animations != null)
            {
                Animations = new List <Animation>(gltfRoot.Animations.Count);
                foreach (Animation animation in gltfRoot.Animations)
                {
                    Animations.Add(new Animation(animation, this));
                }
            }

            if (gltfRoot.Asset != null)
            {
                Asset = new Asset(gltfRoot.Asset);
            }

            if (gltfRoot.Buffers != null)
            {
                Buffers = new List <Buffer>(gltfRoot.Buffers.Count);
                foreach (Buffer buffer in gltfRoot.Buffers)
                {
                    Buffers.Add(new Buffer(buffer, this));
                }
            }

            if (gltfRoot.BufferViews != null)
            {
                BufferViews = new List <BufferView>(gltfRoot.BufferViews.Count);
                foreach (BufferView bufferView in gltfRoot.BufferViews)
                {
                    BufferViews.Add(new BufferView(bufferView, this));
                }
            }

            if (gltfRoot.Cameras != null)
            {
                Cameras = new List <Camera>(gltfRoot.Cameras.Count);
                foreach (Camera camera in gltfRoot.Cameras)
                {
                    Cameras.Add(new Camera(camera, this));
                }
            }

            if (gltfRoot.Images != null)
            {
                Images = new List <Image>(gltfRoot.Images.Count);
                foreach (Image image in gltfRoot.Images)
                {
                    Images.Add(new Image(image, this));
                }
            }

            if (gltfRoot.Materials != null)
            {
                Materials = new List <Material>(gltfRoot.Materials.Count);
                foreach (Material material in gltfRoot.Materials)
                {
                    Materials.Add(new Material(material, this));
                }
            }

            if (gltfRoot.Meshes != null)
            {
                Meshes = new List <Mesh>(gltfRoot.Meshes.Count);
                foreach (Mesh mesh in gltfRoot.Meshes)
                {
                    Meshes.Add(new Mesh(mesh, this));
                }
            }

            if (gltfRoot.Nodes != null)
            {
                Nodes = new List <Node>(gltfRoot.Nodes.Count);
                foreach (Node node in gltfRoot.Nodes)
                {
                    Nodes.Add(new Node(node, this));
                }
            }

            if (gltfRoot.Samplers != null)
            {
                Samplers = new List <Sampler>(gltfRoot.Samplers.Count);
                foreach (Sampler sampler in gltfRoot.Samplers)
                {
                    Samplers.Add(new Sampler(sampler, this));
                }
            }

            if (gltfRoot.Scene != null)
            {
                Scene = new SceneId(gltfRoot.Scene, this);
            }

            if (gltfRoot.Scenes != null)
            {
                Scenes = new List <Scene>(gltfRoot.Scenes.Count);
                foreach (Scene scene in gltfRoot.Scenes)
                {
                    Scenes.Add(new Scene(scene, this));
                }
            }

            if (gltfRoot.Skins != null)
            {
                Skins = new List <Skin>(gltfRoot.Skins.Count);
                foreach (Skin skin in gltfRoot.Skins)
                {
                    Skins.Add(new Skin(skin, this));
                }
            }

            if (gltfRoot.Textures != null)
            {
                Textures = new List <Texture>(gltfRoot.Textures.Count);
                foreach (Texture texture in gltfRoot.Textures)
                {
                    Textures.Add(new Texture(texture, this));
                }
            }
        }