public static GameObject BuildNode(ref SceneNode node, Transform parent, GameObject obj) { if (node.GetType() == typeof(SceneNodeGeo)) { SceneNodeGeo nodeGeo = (SceneNodeGeo)Convert.ChangeType(node, typeof(SceneNodeGeo)); return(CreateObject(nodeGeo, parent)); } else if (node.GetType() == typeof(SceneNodeLight)) { SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); GameObject _obj = CreateLight(nodeLight, parent); SceneLoader.SelectableLights.Add(_obj); return(_obj); } else if (node.GetType() == typeof(SceneNodeCam)) { SceneNodeCam nodeCam = (SceneNodeCam)Convert.ChangeType(node, typeof(SceneNodeCam)); // make the camera editable nodeCam.editable = true; return(CreateCamera(nodeCam, parent)); } else if (node.GetType() == typeof(SceneNode)) { return(CreateNode(node, parent)); } return(null); }
public static SceneNode ParseNode(NodeType nodeType, ref byte[] nodesByteData, ref int dataIdx) { switch (nodeType) { case NodeType.GROUP: SceneNode sceneNode = SceneDataHandler.ByteArrayToStructure <SceneNode>(nodesByteData, ref dataIdx); return(sceneNode); break; case NodeType.GEO: SceneNodeGeo sceneNodeGeo = SceneDataHandler.ByteArrayToStructure <SceneNodeGeo>(nodesByteData, ref dataIdx); return(sceneNodeGeo); break; case NodeType.LIGHT: SceneNodeLight sceneNodeLight = SceneDataHandler.ByteArrayToStructure <SceneNodeLight>(nodesByteData, ref dataIdx); return(sceneNodeLight); break; case NodeType.CAMERA: SceneNodeCam sceneNodeCamera = SceneDataHandler.ByteArrayToStructure <SceneNodeCam>(nodesByteData, ref dataIdx); return(sceneNodeCamera); break; } return(null); }
private int createSceneGraphIter(Transform parent, int idx) { GameObject obj = null; // = new GameObject( scnObjKtn.rawNodeList[idx].name ); SceneNode node = sceneDataHandler.NodeList[idx]; if (node.GetType() == typeof(SceneNodeGeo)) { SceneNodeGeo nodeGeo = (SceneNodeGeo)Convert.ChangeType(node, typeof(SceneNodeGeo)); obj = createObject(nodeGeo, parent); } else if (node.GetType() == typeof(SceneNodeLight)) { SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); obj = createLight(nodeLight, parent); } else if (node.GetType() == typeof(SceneNodeCam)) { SceneNodeCam nodeCam = (SceneNodeCam)Convert.ChangeType(node, typeof(SceneNodeCam)); obj = createCamera(nodeCam, parent); // make the camera editable nodeCam.editable = true; } else if (node.GetType() == typeof(SceneNodeMocap)) { SceneNodeMocap nodeMocap = (SceneNodeMocap)Convert.ChangeType(node, typeof(SceneNodeMocap)); obj = createMocap(nodeMocap, parent); // HACK SceneObject scnObj = obj.AddComponent <SceneObject>(); scnObj.isMocapTrigger = true; } else { obj = createNode(node, parent); } // add scene object to editable if (node.editable) { sceneEditableObjects.Add(obj); } // recursive call int idxChild = idx; for (int k = 1; k <= node.childCount; k++) { idxChild = createSceneGraphIter(obj.transform, idxChild + 1); } return(idxChild); }
private byte[] getNodesByteArrayV1100() { Byte[] nodesByteData = new byte[0]; foreach (SceneNode node in sceneDataHandler.NodeList) { byte[] nodeBinary; byte[] nodeTypeBinary; if (node.GetType() == typeof(SceneNodeGeo)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.GEO); SceneNodeGeo nodeGeo = (SceneNodeGeo)Convert.ChangeType(node, typeof(SceneNodeGeo)); // change to V1100 geo node SceneNodeGeoV1100 nodeGeoV1100 = new SceneNodeGeoV1100(); copyProperties(nodeGeo, nodeGeoV1100); nodeGeoV1100.materialId = -1; //PrintProperties(nodeGeoV1100); nodeBinary = SceneDataHandler.StructureToByteArray <SceneNodeGeoV1100>(nodeGeoV1100); } else if (node.GetType() == typeof(SceneNodeLight)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.LIGHT); SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); nodeBinary = SceneDataHandler.StructureToByteArray <SceneNodeLight>(nodeLight); } else if (node.GetType() == typeof(SceneNodeCam)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.CAMERA); SceneNodeCam nodeCam = (SceneNodeCam)Convert.ChangeType(node, typeof(SceneNodeCam)); nodeBinary = SceneDataHandler.StructureToByteArray <SceneNodeCam>(nodeCam); } else if (node.GetType() == typeof(SceneNodeMocap)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.MOCAP); SceneNodeMocap nodeMocap = (SceneNodeMocap)Convert.ChangeType(node, typeof(SceneNodeMocap)); nodeBinary = SceneDataHandler.StructureToByteArray <SceneNodeMocap>(nodeMocap); } else { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.GROUP); nodeBinary = SceneDataHandler.StructureToByteArray <SceneNode>(node); } // concate arrays nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeTypeBinary); nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeBinary); } return(nodesByteData); }
//! //! function create the object from mesh data //! @param node object which holds the data //! @param parentTransform parent object //! public static GameObject CreateCamera(SceneNodeCam nodeCam, Transform parentTransform) { // Tranform Vector3 pos = new Vector3(nodeCam.position[0], nodeCam.position[1], nodeCam.position[2]); Quaternion rot = new Quaternion(nodeCam.rotation[0], nodeCam.rotation[1], nodeCam.rotation[2], nodeCam.rotation[3]); Vector3 scl = new Vector3(nodeCam.scale[0], nodeCam.scale[1], nodeCam.scale[2]); // set up object basics GameObject objMain = new GameObject(); objMain.name = Encoding.ASCII.GetString(nodeCam.name); // add camera dummy mesh GameObject cameraObject = Resources.Load <GameObject>("VPET/Prefabs/cameraObject"); GameObject cameraInstance = GameObject.Instantiate(cameraObject); cameraInstance.SetActive(false); cameraInstance.name = cameraObject.name; cameraInstance.transform.SetParent(objMain.transform, false); cameraInstance.transform.localScale = new Vector3(1, 1, 1) * VPETSettings.Instance.sceneScale * 20.0f; cameraInstance.transform.localPosition = new Vector3(0, 0, 0); cameraInstance.transform.localRotation = Quaternion.AngleAxis(180, Vector3.up); // add camera data script and set values //if (nodeCam.editable) //{ SceneObjectCamera sco = objMain.AddComponent <SceneObjectCamera>(); sco.id = idCount++; sco.fov = nodeCam.fov; sco.near = nodeCam.near; sco.far = nodeCam.far; //} // place camera objMain.transform.parent = parentTransform; objMain.transform.localPosition = pos; objMain.transform.localRotation = rot; objMain.transform.localScale = scl; // Rotate 180 around y-axis because lights and cameras have additional eye space coordinate system //objMain.transform.Rotate(new Vector3(0, 180f, 0), Space.Self); // TODO: what for ?? objMain.layer = 0; // add to list for later access as camera location SceneLoader.SceneCameraList.Add(objMain); return(objMain); }
private void convertNodesByteStream() { m_nodeList = new List <SceneNode>(); int dataIdx = 0; while (dataIdx < m_nodesByteData.Length - 1) { SceneNode node = new SceneNode(); int numValues = BitConverter.ToInt32(m_nodesByteData, dataIdx); dataIdx += size_int; //checkEndian(ref sliceInt); NodeType nodeType = (NodeType)numValues; switch (nodeType) { case NodeType.GROUP: SceneNode sceneNode = SceneDataHandler.ByteArrayToStructure <SceneNode>(m_nodesByteData, ref dataIdx); node = sceneNode; break; case NodeType.GEO: SceneNodeGeo sceneNodeGeo = SceneDataHandler.ByteArrayToStructure <SceneNodeGeo>(m_nodesByteData, ref dataIdx); node = sceneNodeGeo; break; case NodeType.LIGHT: SceneNodeLight sceneNodeLight = SceneDataHandler.ByteArrayToStructure <SceneNodeLight>(m_nodesByteData, ref dataIdx); node = sceneNodeLight; break; case NodeType.CAMERA: SceneNodeCam sceneNodeCamera = SceneDataHandler.ByteArrayToStructure <SceneNodeCam>(m_nodesByteData, ref dataIdx); node = sceneNodeCamera; break; case NodeType.MOCAP: SceneNodeMocap sceneNodeMocap = SceneDataHandler.ByteArrayToStructure <SceneNodeMocap>(m_nodesByteData, ref dataIdx); node = sceneNodeMocap; break; } m_nodeList.Add(node); } Array.Clear(m_nodesByteData, 0, m_nodesByteData.Length); m_nodesByteData = null; GC.Collect(); }
//! //! function create the object from mesh data //! @param node object which holds the data //! @param parentTransform parent object //! private GameObject createCamera(SceneNodeCam nodeCam, Transform parentTransform) { // Tranform Vector3 pos = new Vector3(nodeCam.position[0], nodeCam.position[1], nodeCam.position[2]); Quaternion rot = new Quaternion(nodeCam.rotation[0], nodeCam.rotation[1], nodeCam.rotation[2], nodeCam.rotation[3]); Vector3 scl = new Vector3(nodeCam.scale[0], nodeCam.scale[1], nodeCam.scale[2]); // set up object basics GameObject objMain = new GameObject(); objMain.name = Encoding.ASCII.GetString(nodeCam.name); // add camera data script and set values CameraObject camScript = objMain.AddComponent <CameraObject>(); camScript.fov = nodeCam.fov; camScript.near = nodeCam.near; camScript.far = nodeCam.far; // place camera objMain.transform.parent = parentTransform; objMain.transform.localPosition = pos; objMain.transform.localRotation = rot; objMain.transform.localScale = scl; // Rotate 180 around y-axis because lights and cameras have additional eye space coordinate system // objMain.transform.Rotate(new Vector3(0, 180f, 0), Space.Self); // TODO: what for ?? objMain.layer = 0; // add to list for later access as camera location sceneCameraList.Add(objMain); // add camera dummy mesh GameObject cameraObject = Resources.Load <GameObject>("VPET/Prefabs/cameraObject"); GameObject cameraInstance = Instantiate(cameraObject); cameraInstance.name = cameraObject.name; cameraInstance.transform.SetParent(objMain.transform, false); cameraInstance.transform.localScale = new Vector3(100, 100, 100) * VPETSettings.Instance.sceneScale; cameraInstance.transform.localPosition = new Vector3(0, 0, -50f * VPETSettings.Instance.sceneScale); return(objMain); }
private void getNodesByteArray() { nodesByteData = new byte[0]; foreach (SceneNode node in nodeList) { byte[] nodeBinary; byte[] nodeTypeBinary; byte[] nodeLengthBinary; if (node.GetType() == typeof(SceneNodeGeo)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.GEO); SceneNodeGeo nodeGeo = (SceneNodeGeo)Convert.ChangeType(node, typeof(SceneNodeGeo)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeGeo>(nodeGeo); } else if (node.GetType() == typeof(SceneNodeSkinnedGeo)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.SKINNEDMESH); SceneNodeSkinnedGeo nodeGeo = (SceneNodeSkinnedGeo)Convert.ChangeType(node, typeof(SceneNodeSkinnedGeo)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeSkinnedGeo>(nodeGeo); } else if (node.GetType() == typeof(SceneNodeLight)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.LIGHT); SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeLight>(nodeLight); } else if (node.GetType() == typeof(SceneNodeCam)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.CAMERA); SceneNodeCam nodeCam = (SceneNodeCam)Convert.ChangeType(node, typeof(SceneNodeCam)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeCam>(nodeCam); } else { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.GROUP); nodeBinary = SceneDataHandler.StructToByteArray <SceneNode>(node); } nodeLengthBinary = BitConverter.GetBytes(nodeBinary.Length); // concate arrays nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeLengthBinary); nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeTypeBinary); nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeBinary); } }
public static SceneNode ParseNode(NodeType nodeType, ref byte[] nodesByteData, int dataIdx, int length) { switch (nodeType) { case NodeType.GROUP: SceneNode sceneNode = new SceneNode(); SceneDataHandler.ByteArrayToStruct <SceneNode>(ref nodesByteData, out sceneNode, dataIdx, length); return(sceneNode); break; case NodeType.GEO: SceneNodeGeo sceneNodeGeo = new SceneNodeGeo(); SceneDataHandler.ByteArrayToStruct <SceneNodeGeo>(ref nodesByteData, out sceneNodeGeo, dataIdx, length); return(sceneNodeGeo); break; case NodeType.SKINNEDMESH: SceneNodeSkinnedGeo sceneNodeSkinnedGeo = new SceneNodeSkinnedGeo(); SceneDataHandler.ByteArrayToStruct <SceneNodeSkinnedGeo>(ref nodesByteData, out sceneNodeSkinnedGeo, dataIdx, length); return(sceneNodeSkinnedGeo); break; case NodeType.LIGHT: SceneNodeLight sceneNodeLight = new SceneNodeLight(); SceneDataHandler.ByteArrayToStruct <SceneNodeLight>(ref nodesByteData, out sceneNodeLight, dataIdx, length); return(sceneNodeLight); break; case NodeType.CAMERA: SceneNodeCam sceneNodeCamera = new SceneNodeCam(); SceneDataHandler.ByteArrayToStruct <SceneNodeCam>(ref nodesByteData, out sceneNodeCamera, dataIdx, length); return(sceneNodeCamera); break; } return(null); }
public static GameObject BuildNode(ref SceneNode node, Transform parent, GameObject obj, bool resetID, ref List <Tuple <Renderer, string, string[]> > skinnedMeshRootBones) { if (resetID) { idCount = 0; } if (node.GetType() == typeof(SceneNodeGeo)) { SceneNodeGeo nodeGeo = (SceneNodeGeo)Convert.ChangeType(node, typeof(SceneNodeGeo)); return(CreateObject(nodeGeo, parent)); } else if (node.GetType() == typeof(SceneNodeSkinnedGeo)) { SceneNodeSkinnedGeo nodeSkinnedGeo = (SceneNodeSkinnedGeo)Convert.ChangeType(node, typeof(SceneNodeSkinnedGeo)); return(CreateSkinnedObject(nodeSkinnedGeo, parent, ref skinnedMeshRootBones)); } else if (node.GetType() == typeof(SceneNodeLight)) { SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); GameObject _obj = CreateLight(nodeLight, parent); SceneLoader.SelectableLights.Add(_obj); return(_obj); } else if (node.GetType() == typeof(SceneNodeCam)) { SceneNodeCam nodeCam = (SceneNodeCam)Convert.ChangeType(node, typeof(SceneNodeCam)); // make the camera editable // nodeCam.editable = true; return(CreateCamera(nodeCam, parent)); } else if (node.GetType() == typeof(SceneNode)) { return(CreateNode(node, parent)); } return(null); }
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); }