private bool iterLocation(Transform location) { // check LOD and retur if not match if (location.gameObject.layer != lodLowLayer && location.gameObject.layer != lodMixedLayer) { return(false); } SceneNode node = new SceneNode(); // print("Location: " + location); if (location.GetComponent <Light>() != null) { SceneNodeLight nodeLight = new SceneNodeLight(); Light light = location.GetComponent <Light>(); nodeLight.intensity = light.intensity; nodeLight.color = new float[3] { light.color.r, light.color.g, light.color.b }; nodeLight.lightType = light.type; nodeLight.exposure = 0; nodeLight.angle = light.spotAngle; nodeLight.range = light.range; node = nodeLight; } else if (location.GetComponent <Camera>() != null) { SceneNodeCam nodeCamera = new SceneNodeCam(); Camera camera = location.GetComponent <Camera>(); nodeCamera.fov = camera.fieldOfView; nodeCamera.near = camera.nearClipPlane; nodeCamera.far = camera.farClipPlane; node = nodeCamera; } else if (location.GetComponent <MeshFilter>() != null) { SceneNodeGeo nodeGeo = new SceneNodeGeo(); nodeGeo.geoId = processGeometry(location.GetComponent <MeshFilter>().sharedMesh); if (location.GetComponent <Renderer>() != null && location.GetComponent <Renderer>().sharedMaterial != null) { Material mat = location.GetComponent <Renderer>().sharedMaterial; #if TRUNK // if materials's shader is not standard, add this material to material package. // Currently this will only get the material name and try to load it on client side. If this fails, it will fallback to Standard. nodeGeo.materialId = processMaterial(location.GetComponent <Renderer>().sharedMaterial); #endif if (mat.HasProperty("_Color")) { nodeGeo.color = new float[3] { mat.color.r, mat.color.g, mat.color.b }; } if (mat.HasProperty("_Glossiness")) { nodeGeo.roughness = mat.GetFloat("_Glossiness"); } if (mat.mainTexture != null) { Texture2D mainTex = (Texture2D)mat.mainTexture; nodeGeo.textureId = processTexture(mainTex); } else { nodeGeo.textureId = -1; } } else { nodeGeo.textureId = -1; } node = nodeGeo; } else if (location.GetComponent <SkinnedMeshRenderer>() != null) { SceneNodeGeo nodeGeo = new SceneNodeGeo(); nodeGeo.geoId = processGeometry(location.GetComponent <SkinnedMeshRenderer>().sharedMesh); if (location.GetComponent <SkinnedMeshRenderer>().material != null) { Material mat = location.GetComponent <SkinnedMeshRenderer>().material; if (mat.HasProperty("_Color")) { nodeGeo.color = new float[3] { mat.color.r, mat.color.g, mat.color.b }; } if (mat.HasProperty("_Glossiness")) { nodeGeo.roughness = mat.GetFloat("_Glossiness"); } if (mat.mainTexture != null) { Texture2D mainTex = (Texture2D)mat.mainTexture; nodeGeo.textureId = processTexture(mainTex); } else { nodeGeo.textureId = -1; } } else { nodeGeo.textureId = -1; } node = nodeGeo; } else if (location.parent.GetComponent <AnimatorObject>() != null) { SceneNodeMocap nodeMocap = new SceneNodeMocap(); node = nodeMocap; } node.editable = (location.gameObject.tag == "editable"); node.position = new float[3] { location.localPosition.x, location.localPosition.y, location.localPosition.z }; node.scale = new float[3] { location.localScale.x, location.localScale.y, location.localScale.z }; node.rotation = new float[4] { location.localRotation.x, location.localRotation.y, location.localRotation.z, location.localRotation.w }; node.name = Encoding.ASCII.GetBytes(location.name); //TODO: MAC Naming ccorrupted by this function? if (location.name != "root") { // print("Added: " + location.name); nodeList.Add(node); } // recursive children int childCounter = 0; if (location.childCount > 0) { foreach (Transform child in location) { if (!child.gameObject.activeSelf) { continue; } if (iterLocation(child)) { childCounter++; } } } node.childCount = childCounter; if (doAssignSceneObjects) { if (location.gameObject.tag == "editable") { #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } else if (location.GetComponent <Light>() != null) { // Add light prefab GameObject lightUber = Resources.Load <GameObject>("VPET/Prefabs/UberLight"); GameObject _lightUberInstance = Instantiate(lightUber); _lightUberInstance.name = lightUber.name; _lightUberInstance.transform.SetParent(location, false); SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); Light lightComponent = _lightUberInstance.GetComponent <Light>(); lightComponent.type = nodeLight.lightType; lightComponent.color = new Color(nodeLight.color[0], nodeLight.color[1], nodeLight.color[2]); lightComponent.intensity = nodeLight.intensity * VPETSettings.Instance.lightIntensityFactor; lightComponent.spotAngle = Mathf.Min(150, nodeLight.angle); lightComponent.range = nodeLight.range; location.GetComponent <Light>().enabled = false; #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } else if (location.GetComponent <Camera>() != null) { // add camera dummy mesh GameObject cameraObject = Resources.Load <GameObject>("VPET/Prefabs/cameraObject"); GameObject cameraInstance = Instantiate(cameraObject); cameraInstance.SetActive(false); cameraInstance.name = cameraObject.name; cameraInstance.transform.SetParent(location.transform, false); cameraInstance.transform.localScale = new Vector3(1, 1, 1); cameraInstance.transform.localPosition = new Vector3(0, 0, -0.5f); #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } } return(true); }
//! //! Recursively iterate over scene and prepare data to be send to clients //! private bool iterLocation(Transform location) { // check LOD and retur if not match if (location.gameObject.layer != lodLowLayer && location.gameObject.layer != lodMixedLayer) { return(false); } SceneNode node = new SceneNode(); // print("Location: " + location); if (location.GetComponent <Light>() != null) { SceneNodeLight nodeLight = new SceneNodeLight(); Light light = location.GetComponent <Light>(); nodeLight.intensity = light.intensity; nodeLight.color = new float[3] { light.color.r, light.color.g, light.color.b }; nodeLight.lightType = light.type; nodeLight.exposure = 0; nodeLight.angle = light.spotAngle; nodeLight.range = light.range; node = nodeLight; node.editable = true; SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } else if (location.GetComponent <Camera>() != null) { SceneNodeCam nodeCamera = new SceneNodeCam(); Camera camera = location.GetComponent <Camera>(); nodeCamera.fov = camera.fieldOfView; nodeCamera.near = camera.nearClipPlane; nodeCamera.far = camera.farClipPlane; node = nodeCamera; node.editable = true; SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } else if (location.GetComponent <MeshFilter>() != null) { SceneNodeGeo nodeGeo = new SceneNodeGeo(); nodeGeo.color = new float[4] { 0, 0, 0, 0 }; nodeGeo.geoId = processGeometry(location.GetComponent <MeshFilter>().sharedMesh); if (location.GetComponent <Renderer>() != null && location.GetComponent <Renderer>().sharedMaterial != null) { Material mat = location.GetComponent <Renderer>().sharedMaterial; #if TRUNK // if materials's shader is not standard, add this material to material package. // Currently this will only get the material name and try to load it on client side. If this fails, it will fallback to Standard. nodeGeo.materialId = processMaterial(location.GetComponent <Renderer>().sharedMaterial); #endif if (mat.HasProperty("_Color")) { nodeGeo.color = new float[4] { mat.color.r, mat.color.g, mat.color.b, mat.color.a }; } if (mat.HasProperty("_Glossiness")) { nodeGeo.roughness = mat.GetFloat("_Glossiness"); } if (mat.mainTexture != null) { Texture2D mainTex = (Texture2D)mat.mainTexture; nodeGeo.textureId = processTexture(mainTex); } else { nodeGeo.textureId = -1; } } else { nodeGeo.textureId = -1; } node = nodeGeo; if (location.gameObject.tag == "editable") { node.editable = true; bool gotHighLod = false; foreach (Transform child in location.parent) { if (child.name == location.name && child.gameObject.layer == lodHighLayer) { SceneObject sObj = child.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; gotHighLod = true; } } if (!gotHighLod) { SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } } else { node.editable = false; } } else if (location.GetComponent <SkinnedMeshRenderer>() != null) { SkinnedMeshRenderer sRenderer = location.GetComponent <SkinnedMeshRenderer>(); SceneNodeSkinnedGeo nodeGeo = new SceneNodeSkinnedGeo(); Material mat = location.GetComponent <Renderer>().sharedMaterial; #if TRUNK // if materials's shader is not standard, add this material to material package. // Currently this will only get the material name and try to load it on client side. If this fails, it will fallback to Standard. nodeGeo.materialId = processMaterial(location.GetComponent <Renderer>().sharedMaterial); #endif nodeGeo.color = new float[4] { 0, 0, 0, 0 }; nodeGeo.geoId = processGeometry(sRenderer.sharedMesh); nodeGeo.rootBoneID = gameObjectList.IndexOf(sRenderer.rootBone.gameObject); nodeGeo.boundCenter = new float[3] { sRenderer.localBounds.center.x, sRenderer.localBounds.center.y, sRenderer.localBounds.center.z }; nodeGeo.boundExtents = new float[3] { sRenderer.localBounds.extents.x, sRenderer.localBounds.extents.y, sRenderer.localBounds.extents.z }; nodeGeo.bindPoseLength = sRenderer.sharedMesh.bindposes.Length; //Debug.Log("Bindpose Length: " + sRenderer.sharedMesh.bindposes.Length.ToString()); nodeGeo.bindPoses = new float[nodeGeo.bindPoseLength * 16]; for (int i = 0; i < nodeGeo.bindPoseLength; i++) { nodeGeo.bindPoses[i * 16] = sRenderer.sharedMesh.bindposes[i].m00; nodeGeo.bindPoses[i * 16 + 1] = sRenderer.sharedMesh.bindposes[i].m01; nodeGeo.bindPoses[i * 16 + 2] = sRenderer.sharedMesh.bindposes[i].m02; nodeGeo.bindPoses[i * 16 + 3] = sRenderer.sharedMesh.bindposes[i].m03; nodeGeo.bindPoses[i * 16 + 4] = sRenderer.sharedMesh.bindposes[i].m10; nodeGeo.bindPoses[i * 16 + 5] = sRenderer.sharedMesh.bindposes[i].m11; nodeGeo.bindPoses[i * 16 + 6] = sRenderer.sharedMesh.bindposes[i].m12; nodeGeo.bindPoses[i * 16 + 7] = sRenderer.sharedMesh.bindposes[i].m13; nodeGeo.bindPoses[i * 16 + 8] = sRenderer.sharedMesh.bindposes[i].m20; nodeGeo.bindPoses[i * 16 + 9] = sRenderer.sharedMesh.bindposes[i].m21; nodeGeo.bindPoses[i * 16 + 10] = sRenderer.sharedMesh.bindposes[i].m22; nodeGeo.bindPoses[i * 16 + 11] = sRenderer.sharedMesh.bindposes[i].m23; nodeGeo.bindPoses[i * 16 + 12] = sRenderer.sharedMesh.bindposes[i].m30; nodeGeo.bindPoses[i * 16 + 13] = sRenderer.sharedMesh.bindposes[i].m31; nodeGeo.bindPoses[i * 16 + 14] = sRenderer.sharedMesh.bindposes[i].m32; nodeGeo.bindPoses[i * 16 + 15] = sRenderer.sharedMesh.bindposes[i].m33; } nodeGeo.skinnedMeshBoneIDs = Enumerable.Repeat(-1, 99).ToArray <int>(); for (int i = 0; i < sRenderer.bones.Length; i++) { nodeGeo.skinnedMeshBoneIDs[i] = gameObjectList.IndexOf(sRenderer.bones[i].gameObject); } if (sRenderer.material != null) { mat = sRenderer.material; if (mat.HasProperty("_Color")) { nodeGeo.color = new float[4] { mat.color.r, mat.color.g, mat.color.b, mat.color.a }; } if (mat.HasProperty("_Glossiness")) { nodeGeo.roughness = mat.GetFloat("_Glossiness"); } if (mat.mainTexture != null) { Texture2D mainTex = (Texture2D)mat.mainTexture; nodeGeo.textureId = processTexture(mainTex); } else { nodeGeo.textureId = -1; } } else { nodeGeo.textureId = -1; } node = nodeGeo; if (location.gameObject.tag == "editable") { node.editable = true; bool gotHighLod = false; foreach (Transform child in location.parent) { if (child.name == location.name && child.gameObject.layer == lodHighLayer) { SceneObject sObj = child.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; gotHighLod = true; } } if (!gotHighLod) { SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } } else { node.editable = false; } } else if (location.gameObject.tag == "editable") { node.editable = true; SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } Animator animator = location.GetComponent <Animator>(); if (animator != null) { animator.logWarnings = false; processCharacter(animator); } //if (location.gameObject.tag == "editable") //{ // node.editable = true; // SceneObject sObj = location.gameObject.AddComponent<SceneObject>(); // sObj.id = globalID; // globalID++; //} //else // node.editable = false; node.position = new float[3] { location.localPosition.x, location.localPosition.y, location.localPosition.z }; node.scale = new float[3] { location.localScale.x, location.localScale.y, location.localScale.z }; node.rotation = new float[4] { location.localRotation.x, location.localRotation.y, location.localRotation.z, location.localRotation.w }; node.name = new byte[256]; byte[] tmpName = Encoding.ASCII.GetBytes(location.name); for (int i = 0; i < tmpName.Length; i++) { node.name[i] = tmpName[i]; } if (location.name != "root") { // print("Added: " + location.name); nodeList.Add(node); } // recursive children int childCounter = 0; if (location.childCount > 0) { foreach (Transform child in location) { if (!child.gameObject.activeSelf) { continue; } if (iterLocation(child)) { childCounter++; } } } node.childCount = childCounter; if (doAssignSceneObjects) { if (location.gameObject.tag == "editable") { #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } else if (location.GetComponent <Light>() != null) { // Add light prefab GameObject lightUber = Resources.Load <GameObject>("VPET/Prefabs/UberLight"); GameObject _lightUberInstance = Instantiate(lightUber); _lightUberInstance.name = lightUber.name; _lightUberInstance.transform.SetParent(location, false); SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); Light lightComponent = _lightUberInstance.GetComponent <Light>(); lightComponent.type = nodeLight.lightType; lightComponent.color = new Color(nodeLight.color[0], nodeLight.color[1], nodeLight.color[2]); lightComponent.intensity = nodeLight.intensity * VPETSettings.Instance.lightIntensityFactor; lightComponent.spotAngle = Mathf.Min(150, nodeLight.angle); lightComponent.range = nodeLight.range; location.GetComponent <Light>().enabled = false; #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } else if (location.GetComponent <Camera>() != null) { // add camera dummy mesh GameObject cameraObject = Resources.Load <GameObject>("VPET/Prefabs/cameraObject"); GameObject cameraInstance = Instantiate(cameraObject); cameraInstance.SetActive(false); cameraInstance.name = cameraObject.name; cameraInstance.transform.SetParent(location.transform, false); cameraInstance.transform.localScale = new Vector3(1, 1, 1); cameraInstance.transform.localPosition = new Vector3(0, 0, -0.5f); #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } } return(true); }