Example #1
0
        protected void SetSkinnedMeshAnimationInfo()
        {
            if (!SelfSkinning && skinnedMeshRenderer != null)
            {
                Matrix4x4[]  rendererBindPoses = sharedMesh.bindposes;
                BoneWeight[] rendererWeights   = sharedMesh.boneWeights;

                float[] bindPoses = new float[16 * rendererBindPoses.Length];

                for (int p = 0; p < rendererBindPoses.Length; ++p)
                {
                    for (int i = 0; i < 16; ++i)
                    {
                        bindPoses[p * 16 + i] = rendererBindPoses[p][i];
                    }
                }

                Oni.BoneWeights[] weights = new Oni.BoneWeights[rendererWeights.Length];
                for (int i = 0; i < rendererWeights.Length; ++i)
                {
                    weights[i] = new Oni.BoneWeights(rendererWeights[i]);
                }

                Oni.SetDeformableMeshAnimationData(deformableMesh, bindPoses, weights, rendererBindPoses.Length);
            }
        }
Example #2
0
        /**
         * If a Skinned Mesh Renderer is present, grabs bind poses and skin weights and transfers it to the particle simulation.
         * Does nothing if no Skinned Mesh Renderer can be found.
         */
        public void UpdateBindPosesAndWeights()
        {
            if (skinnedMeshRenderer != null)
            {
                Matrix4x4[]  rendererBindPoses = sharedMesh.bindposes;
                BoneWeight[] rendererWeights   = sharedMesh.boneWeights;
                rendererBones = skinnedMeshRenderer.bones;

                bindPoseData = new float[16 * rendererBindPoses.Length];
                boneData     = new float[16 * rendererBones.Length];

                // get bind pose data:
                for (int p = 0; p < rendererBindPoses.Length; ++p)
                {
                    for (int i = 0; i < 16; ++i)
                    {
                        bindPoseData[p * 16 + i] = rendererBindPoses[p][i];
                    }
                }

                // get weights data:
                Oni.BoneWeights[] weights = new Oni.BoneWeights[rendererWeights.Length];
                for (int i = 0; i < rendererWeights.Length; ++i)
                {
                    weights[i] = new Oni.BoneWeights(rendererWeights[i]);
                }

                Oni.SetDeformableMeshAnimationData(deformableMesh, bindPoseData, weights, rendererBindPoses.Length);
            }
        }