private void BuildSkinnedMesh(GameObject nodeObj, GLTF.Schema.Skin skin, int meshIndex, int primitiveIndex) { if (skin.InverseBindMatrices.Value.Count == 0) { return; } SkinnedMeshRenderer skinMesh = nodeObj.AddComponent <SkinnedMeshRenderer>(); skinMesh.sharedMesh = _assetManager.getMesh(meshIndex, primitiveIndex); skinMesh.sharedMaterial = _assetManager.getMaterial(meshIndex, primitiveIndex); byte[] bufferData = _assetCache.BufferCache[skin.InverseBindMatrices.Value.BufferView.Value.Buffer.Id]; NumericArray content = new NumericArray(); List <Matrix4x4> bindPoseMatrices = new List <Matrix4x4>(); GLTF.Math.Matrix4x4[] inverseBindMatrices = skin.InverseBindMatrices.Value.AsMatrixArray(ref content, bufferData); foreach (GLTF.Math.Matrix4x4 mat in inverseBindMatrices) { bindPoseMatrices.Add(mat.ToUnityMatrix().switchHandedness()); } skinMesh.sharedMesh.bindposes = bindPoseMatrices.ToArray(); if (skin.Skeleton != null && _importedObjects.ContainsKey(skin.Skeleton.Id)) { skinMesh.rootBone = skin.Skeleton != null ? _importedObjects[skin.Skeleton.Id].transform : null; } }
private void LoadSkin(GLTF.Schema.Skin skin, int index) { Transform[] boneList = new Transform[skin.Joints.Count]; for (int i = 0; i < skin.Joints.Count; ++i) { boneList[i] = _importedObjects[skin.Joints[i].Id].transform; } foreach (SkinnedMeshRenderer skinMesh in _skinIndexToGameObjects[index]) { skinMesh.bones = boneList; } }
public static GLTFRoot Deserialize(TextReader textReader) { var jsonReader = new JsonTextReader(textReader); var root = new GLTFRoot(); if (jsonReader.Read() && jsonReader.TokenType != JsonToken.StartObject) { throw new Exception("gltf json must be an object"); } while (jsonReader.Read() && jsonReader.TokenType == JsonToken.PropertyName) { var curProp = jsonReader.Value.ToString(); switch (curProp) { case "extensionsUsed": root.ExtensionsUsed = jsonReader.ReadStringList(); break; case "extensionsRequired": root.ExtensionsRequired = jsonReader.ReadStringList(); break; case "accessors": root.Accessors = jsonReader.ReadList(() => Accessor.Deserialize(root, jsonReader)); break; case "animations": root.Animations = jsonReader.ReadList(() => Animation.Deserialize(root, jsonReader)); break; case "asset": root.Asset = Asset.Deserialize(root, jsonReader); break; case "buffers": root.Buffers = jsonReader.ReadList(() => Buffer.Deserialize(root, jsonReader)); break; case "bufferViews": root.BufferViews = jsonReader.ReadList(() => BufferView.Deserialize(root, jsonReader)); break; case "cameras": root.Cameras = jsonReader.ReadList(() => Camera.Deserialize(root, jsonReader)); break; case "images": root.Images = jsonReader.ReadList(() => Image.Deserialize(root, jsonReader)); break; case "materials": root.Materials = jsonReader.ReadList(() => Material.Deserialize(root, jsonReader)); break; case "meshes": root.Meshes = jsonReader.ReadList(() => Mesh.Deserialize(root, jsonReader)); break; case "nodes": root.Nodes = jsonReader.ReadList(() => Node.Deserialize(root, jsonReader)); break; case "samplers": root.Samplers = jsonReader.ReadList(() => Sampler.Deserialize(root, jsonReader)); break; case "scene": root.Scene = SceneId.Deserialize(root, jsonReader); break; case "scenes": root.Scenes = jsonReader.ReadList(() => GLTF.Schema.Scene.Deserialize(root, jsonReader)); break; case "skins": root.Skins = jsonReader.ReadList(() => Skin.Deserialize(root, jsonReader)); break; case "textures": root.Textures = jsonReader.ReadList(() => Texture.Deserialize(root, jsonReader)); break; default: root.DefaultPropertyDeserializer(root, jsonReader); break; } } return(root); }