Example #1
0
        public aiColor4DArray Get(uint index)
        {
            aiColor4DArray ret = new aiColor4DArray(assimp_swigPINVOKE.aiColor4DMultiArray_Get(swigCPtr, index), false);

            return(ret);
        }
Example #2
0
        private static Mesh FromAssimp(Module.Import.Assimp.Context context, aiMesh mesh_data)
        {
            // Create new mesh
            Mesh mesh = new Mesh();

            // Assimp does not support submeshes
            mesh.submeshes    = new SubMesh[1];
            mesh.submeshes[0] = new SubMesh();

            // Get material associated to this mesh
            mesh.assimpMaterial = (int)mesh_data.mMaterialIndex;

            // Get mesh name
            using (aiString mesh_name = mesh_data.mName)
            {
                mesh.name = Assimp.Convert.Name(mesh_name, "mesh");
            }

            // Get vertices
            if (mesh_data.HasPositions())
            {
                using (aiVector3DArray vertices = mesh_data.Vertices)
                {
                    mesh.vertices = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector3>(Assimp.Convert.AssimpToUnity.Vector3, vertices);
                }
            }

            // Get normals
            if (mesh_data.HasNormals())
            {
                using (aiVector3DArray normals = mesh_data.Normals)
                {
                    mesh.normals = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector3>(Assimp.Convert.AssimpToUnity.Vector3, normals);
                }
            }

            // Get tangents
            if (mesh_data.HasTangentsAndBitangents())
            {
                using (aiVector3DArray tangents = mesh_data.Tangents)
                {
                    mesh.tangents = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector4>(Assimp.Convert.AssimpToUnity.Tangent, tangents);
                }
            }

            // Get faces
            if (mesh_data.HasFaces())
            {
                using (aiFaceArray faces = mesh_data.Faces)
                {
                    mesh.submeshes[0].triangles = Assimp.Convert.AssimpToUnity.Face(faces, out mesh.submeshes[0].topology);
                }
            }

            // Get UV coords
            if (mesh_data.GetNumUVChannels() > 0 && mesh_data.HasTextureCoords(0))
            {
                using (aiVector3DMultiArray texture_coords = mesh_data.TextureCoords)
                {
                    using (aiVector3DArray texture_coords0 = texture_coords.Get(0))
                    {
                        mesh.uv1 = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector2>(Assimp.Convert.AssimpToUnity.UV, texture_coords0);
                    }

                    if (mesh_data.GetNumUVChannels() > 1 && mesh_data.HasTextureCoords(1))
                    {
                        using (aiVector3DArray texture_coords1 = texture_coords.Get(1))
                        {
                            mesh.uv2 = Assimp.Convert.AssimpToUnity.Array <aiVector3D, Vector2>(Assimp.Convert.AssimpToUnity.UV, texture_coords1);
                        }
                    }
                }
            }
            else
            {
                // No texture UVs. We need to generate some to avoid problems with most default unity shaders
                int size = mesh.vertices.Length;

                mesh.uv1 = new Vector2[size];
            }

            // Get vertex colors
            if (mesh_data.GetNumColorChannels() > 0 && mesh_data.HasVertexColors(0))
            {
                using (aiColor4DMultiArray colors = mesh_data.Colors)
                {
                    using (aiColor4DArray colors0 = colors.Get(0))
                    {
                        mesh.colors = Assimp.Convert.AssimpToUnity.Array <aiColor4D, Color>(Assimp.Convert.AssimpToUnity.Color, colors0);
                    }
                }
            }

            // TODO: anims + bones

            // We must dispose of the given parameter to free unused memory
            mesh_data.Dispose();

            context.progress.Update(ASSIMP_PROGRESS_FACTOR);

            return(mesh);
        }
Example #3
0
 internal static global::System.Runtime.InteropServices.HandleRef getCPtr(aiColor4DArray obj)
 {
     return((obj == null) ? new global::System.Runtime.InteropServices.HandleRef(null, global::System.IntPtr.Zero) : obj.swigCPtr);
 }
Example #4
0
        private static void ToAssimp(Module.Export.Assimp.Context context, Scene scene, Module.Export.Assimp.Mesh mesh_indexes, aiMesh assimp_mesh)
        {
            Mesh mesh = scene.meshes[mesh_indexes.mesh];

            assimp_mesh.mMaterialIndex = (uint)mesh_indexes.material;

            using (aiString assimp_mesh_name = new aiString(mesh.name))
            {
                assimp_mesh.mName = assimp_mesh_name.Unmanaged();
            }

            if (mesh.vertices.Length > 0)
            {
                using (aiVector3DArray vertices = assimp_mesh.Vertices)
                {
                    Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Vector3, mesh.vertices, vertices);
                }
            }
            if (mesh.normals.Length > 0)
            {
                using (aiVector3DArray normals = assimp_mesh.Normals)
                {
                    Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Vector3, mesh.normals, normals);
                }
            }
            if (mesh.tangents.Length > 0)
            {
                using (aiVector3DArray tangents = assimp_mesh.Tangents)
                {
                    Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Tangent, mesh.tangents, tangents);
                }
            }
            if (mesh_indexes.submesh < mesh.submeshes.Length)
            {
                // Support for submeshes: this mesh represent only one submesh of the original mesh
                SubMesh sub_mesh = mesh.submeshes[mesh_indexes.submesh];

                if (sub_mesh != null && sub_mesh.triangles != null && sub_mesh.triangles.Length > 0)
                {
                    using (aiFaceArray faces = assimp_mesh.Faces)
                    {
                        Assimp.Convert.UnityToAssimp.Face(sub_mesh.triangles, sub_mesh.topology, faces);
                    }
                }
            }
            if (mesh.uv1.Length > 0 || mesh.uv2.Length > 0)
            {
                using (aiVector3DMultiArray texture_coords = assimp_mesh.TextureCoords)
                {
                    if (mesh.uv1.Length > 0)
                    {
                        using (aiVector3DArray texture_coords0 = texture_coords.Get(0))
                        {
                            Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.UV, mesh.uv1, texture_coords0);
                        }
                    }

                    if (mesh.uv2.Length > 0)
                    {
                        using (aiVector3DArray texture_coords1 = texture_coords.Get(1))
                        {
                            Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.UV, mesh.uv2, texture_coords1);
                        }
                    }
                }
            }
            if (mesh.colors.Length > 0)
            {
                using (aiColor4DMultiArray colors = assimp_mesh.Colors)
                {
                    using (aiColor4DArray colors0 = colors.Get(0))
                    {
                        Assimp.Convert.UnityToAssimp.Array(Assimp.Convert.UnityToAssimp.Color, mesh.colors, colors0);
                    }
                }
            }

            context.progress.Update(ASSIMP_PROGRESS_FACTOR);
        }