void readFile(string fileName) { print(" <<< Load Face File >>> "); //List config files string[] lines = System.IO.File.ReadAllLines(@"Assets\" + fileName);// dirty because Assets is inside Assets....<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< // Display the file contents by using a foreach loop. foreach (string line in lines) { string[] values = line.Split('_'); int index = int.Parse(values[0]); float x = float.Parse(values[1]); float y = float.Parse(values[2]); float z = float.Parse(values[3]); vertices[index] = new Vector3(x, y, z); } smr.sharedMesh.SetVertices(vertices); smr.sharedMesh.RecalculateBounds(); smr.sharedMesh.RecalculateNormals(); // WHEN WE READ A FACE FILE , WE SYNC THE MESH VERTICES TO THE FACE MODELLER SkinnedFaceModeller faceModeller = GetComponent <SkinnedFaceModeller>(); faceModeller.syncVertices(vertices); }
void Start() { filesNames = new List <string>(); // previewTrackingPoints = new List<GameObject>(); faceTracing = GetComponent <SkinnedFaceTracing>(); faceModeller = GetComponent <SkinnedFaceModeller>(); listFiles(); }
//READ MESH file void readFile(string fileName) { //print("read mesh file"); //List config files string[] lines = System.IO.File.ReadAllLines(@"Assets\" + fileName);// dirty because Assets is inside Assets....<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<< print(lines.Length); print(fileName); //int nbLine = 0; //int nbResult = 0; //Mesh loadedMesh = new Mesh(); List <Vector3> vertices = new List <Vector3>(); //List<int> mtriangles = new List<int>(); // Display the file contents by using a foreach loop. foreach (string line in lines) { string[] values = line.Split('_'); //string input = values[1];// Index Value string elementType = values[0]; if (elementType[0] == 'v') { float x = float.Parse(values[1]); float y = float.Parse(values[2]); float z = float.Parse(values[3]); vertices.Add(new Vector3(x, y, z)); } } print("vertices Count " + vertices.Count); Mesh mh = smr.sharedMesh; mh.SetVertices(vertices); mh.RecalculateBounds(); mh.RecalculateNormals(); smr.sharedMesh = mh; Slider ys = yMouth.GetComponent <Slider>(); Slider zs = zMouth.GetComponent <Slider>(); ys.value = defaultYMouthValue; zs.value = defaultZMouthValue; // print("reload default mesh"); // WHEN WE READ A MESH FILE , WE SYNC THE MESH VERTICES TO THE FACE MODELLER SkinnedFaceModeller faceModeller = GetComponent <SkinnedFaceModeller>(); //skinnedAnimator.StartAnimation(); //skinnedAnimator.setVerticesAfterLoadingFile(); faceModeller.syncVertices(vertices); }