/// <summary> /// Sets the mesh's position and pivot to the world origin and freezes the parent transform. /// </summary> /// <param name="filter"></param> public void MeshTransformToWorldOrigin(MeshFilter filter)//Note: Is there an assimp post process for this? { //Correct scale: filter.transform.localScale = Vector3.one; //If the mesh is not centered to the world origin: Vector3 center = filter.transform.TransformPoint(filter.sharedMesh.bounds.center); if (center != Vector3.zero) { UnityEngine.Mesh newMesh = filter.sharedMesh; var vertices = newMesh.vertices; //Center transform pivot and force to world origin: Vector3 dir = (filter.transform.position - center); filter.transform.position = center; filter.transform.position -= filter.transform.TransformPoint(filter.transform.position); //Assign offset mesh: for (int i = 0; i < vertices.Length; i++) { vertices[i] = filter.transform.TransformPoint(vertices[i]); } newMesh.vertices = vertices; //Clear transform: filter.transform.position = Vector3.zero; //Assign new mesh: filter.sharedMesh = newMesh; filter.sharedMesh.RecalculateBounds(); //Center transform over new mesh: center = filter.transform.TransformPoint(filter.sharedMesh.bounds.center); filter.transform.position = center; filter.transform.position -= filter.transform.TransformPoint(filter.transform.position); filter.transform.position = Vector3.zero; } }
public static GameObject Load(string meshPath, float scaleX = 1, float scaleY = 1, float scaleZ = 1) { if (!File.Exists(meshPath)) { return(null); } AssimpContext importer = new AssimpContext(); Scene scene = importer.ImportFile(meshPath); if (scene == null) { return(null); } string parentDir = Directory.GetParent(meshPath).FullName; // Materials List <UnityEngine.Material> uMaterials = new List <Material>(); if (scene.HasMaterials) { foreach (var m in scene.Materials) { UnityEngine.Material uMaterial = new UnityEngine.Material(Shader.Find("Standard")); // Albedo if (m.HasColorDiffuse) { Color color = new Color( m.ColorDiffuse.R, m.ColorDiffuse.G, m.ColorDiffuse.B, m.ColorDiffuse.A ); uMaterial.color = color; } // Emission if (m.HasColorEmissive) { Color color = new Color( m.ColorEmissive.R, m.ColorEmissive.G, m.ColorEmissive.B, m.ColorEmissive.A ); uMaterial.SetColor("_EmissionColor", color); uMaterial.EnableKeyword("_EMISSION"); } // Reflectivity if (m.HasReflectivity) { uMaterial.SetFloat("_Glossiness", m.Reflectivity); } // Texture if (false && m.HasTextureDiffuse) { Texture2D uTexture = new Texture2D(2, 2); string texturePath = Path.Combine(parentDir, m.TextureDiffuse.FilePath); byte[] byteArray = File.ReadAllBytes(texturePath); bool isLoaded = uTexture.LoadImage(byteArray); if (!isLoaded) { throw new Exception("Cannot find texture file: " + texturePath); } uMaterial.SetTexture("_MainTex", uTexture); } uMaterials.Add(uMaterial); } } // Mesh List <MeshMaterialBinding> uMeshAndMats = new List <MeshMaterialBinding>(); if (scene.HasMeshes) { foreach (var m in scene.Meshes) { List <Vector3> uVertices = new List <Vector3>(); List <Vector3> uNormals = new List <Vector3>(); List <Vector2> uUv = new List <Vector2>(); List <int> uIndices = new List <int>(); // Vertices if (m.HasVertices) { foreach (var v in m.Vertices) { uVertices.Add(new Vector3(-v.X, v.Y, v.Z)); } } // Normals if (m.HasNormals) { foreach (var n in m.Normals) { uNormals.Add(new Vector3(-n.X, n.Y, n.Z)); } } // Triangles if (m.HasFaces) { foreach (var f in m.Faces) { // Ignore degenerate faces if (f.IndexCount == 1 || f.IndexCount == 2) { continue; } for (int i = 0; i < (f.IndexCount - 2); i++) { uIndices.Add(f.Indices[i + 2]); uIndices.Add(f.Indices[i + 1]); uIndices.Add(f.Indices[0]); } } } // Uv (texture coordinate) if (m.HasTextureCoords(0)) { foreach (var uv in m.TextureCoordinateChannels[0]) { uUv.Add(new Vector2(uv.X, uv.Y)); } } UnityEngine.Mesh uMesh = new UnityEngine.Mesh(); uMesh.vertices = uVertices.ToArray(); uMesh.normals = uNormals.ToArray(); uMesh.triangles = uIndices.ToArray(); uMesh.uv = uUv.ToArray(); uMeshAndMats.Add(new MeshMaterialBinding(m.Name, uMesh, uMaterials[m.MaterialIndex])); } } // Create GameObjects from nodes GameObject NodeToGameObject(Node node) { GameObject uOb = new GameObject(node.Name); // Set Mesh if (node.HasMeshes) { foreach (var mIdx in node.MeshIndices) { var uMeshAndMat = uMeshAndMats[mIdx]; GameObject uSubOb = new GameObject(uMeshAndMat.MeshName); uSubOb.AddComponent <MeshFilter>(); uSubOb.AddComponent <MeshRenderer>(); uSubOb.AddComponent <MeshCollider>(); uSubOb.GetComponent <MeshFilter>().mesh = uMeshAndMat.Mesh; uSubOb.GetComponent <MeshRenderer>().material = uMeshAndMat.Material; uSubOb.transform.SetParent(uOb.transform, true); uSubOb.transform.localScale = new Vector3(scaleX, scaleY, scaleZ); } } // Transform // Decompose Assimp transform into scale, rot and translaction Assimp.Vector3D aScale = new Assimp.Vector3D(); Assimp.Quaternion aQuat = new Assimp.Quaternion(); Assimp.Vector3D aTranslation = new Assimp.Vector3D(); node.Transform.Decompose(out aScale, out aQuat, out aTranslation); // Convert Assimp transfrom into Unity transform and set transformation of game object UnityEngine.Quaternion uQuat = new UnityEngine.Quaternion(aQuat.X, aQuat.Y, aQuat.Z, aQuat.W); var euler = uQuat.eulerAngles; uOb.transform.localScale = new UnityEngine.Vector3(aScale.X, aScale.Y, aScale.Z); uOb.transform.localPosition = new UnityEngine.Vector3(aTranslation.X, aTranslation.Y, aTranslation.Z); uOb.transform.localRotation = UnityEngine.Quaternion.Euler(euler.x, -euler.y, euler.z); if (node.HasChildren) { foreach (var cn in node.Children) { var uObChild = NodeToGameObject(cn); uObChild.transform.SetParent(uOb.transform, false); } } return(uOb); } return(NodeToGameObject(scene.RootNode));; }
} // Do not allow default constructor public MeshMaterialBinding(string meshName, Mesh mesh, Material material) { this.meshName = meshName; this.mesh = mesh; this.material = material; }