Example #1
0
        protected void requestMesh2(object sender, IRequestInterface args)            // Only works with the v2 server using the v1 API
        // Meshes are safe because they will be called only once
        {
            MeshRequest2  reqObj     = args as MeshRequest2;
            HashSet <int> collectIds = new HashSet <int> ();

            foreach (Eppy.Tuple <int, int, GameObject, JSONNode> item in reqObj.fragments)
            {
                collectIds.Add(item.Item1);
            }
            if (collectIds.Count == 1)
            {
                collectIds.Add(-1);
            }
            string fragIds = string.Join(",", collectIds);

            reqObj.uri = new System.Uri(ForgeLoaderConstants._endpoint + URN + "/mesh/" + reqObj.dbId + "/" + fragIds);
            //UnityEngine.Debug.Log ("URI request: " + reqObj.uri.ToString ());
            _mgr.Register(reqObj);
        }
        public override GameObject BuildScene(string name, bool saveToDisk = false)
        {
            try {
                foreach (Eppy.Tuple <int, OpenCTM.Mesh> openctm in _openctm)
                {
                    OpenCTM.Mesh ctmMesh = openctm.Item2;
                    if (ctmMesh == null || ctmMesh.getVertexCount() == 0 || ctmMesh.getTriangleCount() == 0)
                    {
                        state = SceneLoadingStatus.eCancelled;
                        return(gameObject);
                    }

                    Eppy.Tuple <int, int, GameObject, JSONNode> item = fragments.Single(x => x.Item1 == openctm.Item1);
                    GameObject meshObject = item.Item3;

                    Mesh       mesh     = new Mesh();
                    Vector3 [] vertices = MeshRequest2.getAsVector3(ctmMesh.vertices);
                    mesh.vertices  = vertices;
                    mesh.triangles = ctmMesh.indices;
                    if (ctmMesh.hasNormals())
                    {
                        mesh.normals = MeshRequest2.getAsVector3(ctmMesh.normals);
                    }
                    for (int i = 0; i < ctmMesh.getUVCount(); i++)
                    {
                        mesh.SetUVs(i, MeshRequest2.getAsVector2List(ctmMesh.texcoordinates [i].values));
                    }

                    mesh.RecalculateNormals();
                    mesh.RecalculateBounds();

                    MeshFilter filter = meshObject.AddComponent <MeshFilter> ();
                    filter.sharedMesh = mesh;
                    MeshRenderer renderer = meshObject.AddComponent <MeshRenderer> ();
                    renderer.sharedMaterial = ForgeLoaderEngine.GetDefaultMaterial();
                    if (createCollider)
                    {
                        MeshCollider collider = meshObject.AddComponent <MeshCollider> ();
                        collider.sharedMesh = mesh;
                    }
#if UNITY_EDITOR
                    if (saveToDisk)
                    {
                        AssetDatabase.CreateAsset(mesh, ForgeConstants._resourcesPath + this.loader.PROJECTID + "/" + GetName(item.Item1) + ".asset");
                        //AssetDatabase.SaveAssets () ;
                        //AssetDatabase.Refresh () ;
                        //mesh =AssetDatabase.LoadAssetAtPath<Mesh> (ForgeConstants._resourcesPath + this.loader.PROJECTID + "/" + name + ".asset") ;
                    }
#endif

                    // Add our material to the queue
                    loader.GetMgr()._materials.Add(item.Item2);
                    //if ( loader.GetMgr ()._materials.Add (item.Item2) ) {
                    //	MaterialRequest req = new MaterialRequest (loader, null, bearer, item.Item2, item.Item4);
                    //	req.gameObject = meshObject;
                    //	if ( fireRequestCallback != null )
                    //		fireRequestCallback (this, req);
                    //}
                }
                base.BuildScene(name, saveToDisk);
                state = SceneLoadingStatus.eWaitingMaterial;
            } catch (Exception ex) {
                Debug.Log(ForgeLoader.GetCurrentMethod() + " " + ex.Message);
                state = SceneLoadingStatus.eError;
            }
            return(gameObject);
        }