public void SetModel(string mdlPath) { if (StringComparer.InvariantCultureIgnoreCase.Equals(mdlPath, _curModel)) { return; } _curModel = Model = mdlPath; if (string.IsNullOrEmpty(mdlPath)) { _meshFilter.sharedMesh = null; return; } try { var mdl = World.Resources.LoadMdl(mdlPath); _meshFilter.sharedMesh = OnGetMesh(mdl, 0); var mats = new Material[_meshFilter.sharedMesh.subMeshCount]; for (var i = 0; i < mats.Length; ++i) { try { var matName = mdl.GetMaterialName(0, i); var mat = World.Resources.LoadVmt(matName); mats[i] = mat.GetMaterial(World.Resources); } catch (Exception e) { Debug.LogException(e); mats[i] = VmtFile.GetDefaultMaterial(false); } } _renderer.sharedMaterials = mats; } catch (Exception e) { Debug.LogException(e); _meshFilter.sharedMesh = null; } }
private void PlaceAmbientDebugObjects() { const float fracScale = 1f / 256f; var cubeObj = GameObject.CreatePrimitive(UnityEngine.PrimitiveType.Cube); var cube = cubeObj.GetComponent <MeshFilter>().sharedMesh; Object.Destroy(cubeObj); var mat = Object.Instantiate(VmtFile.GetDefaultMaterial(false)); mat.EnableKeyword("AMBIENT_CUBE"); var props = new MaterialPropertyBlock(); for (var leafIndex = 0; leafIndex < Leaves.Length; ++leafIndex) { var leaf = Leaves[leafIndex]; var indices = AmbientIndicesHdr[leafIndex]; var min = new Vector3(leaf.MinX, leaf.MinY, leaf.MinZ); var size = new Vector3(leaf.MaxX, leaf.MaxY, leaf.MaxZ) - min; for (var index = indices.FirstSample; index < indices.FirstSample + indices.SampleCount; ++index) { var sample = AmbientLightingHdr[index]; var samplePos = min + Vector3.Scale(new Vector3(sample.X, sample.Y, sample.Z) * fracScale, size); var obj = new GameObject("Ambient[" + leafIndex + "," + index + "]"); obj.transform.position = new Vector3(samplePos.x, samplePos.z, samplePos.y) * SourceToUnityUnits; obj.transform.localScale = Vector3.one * 0.25f; obj.AddComponent <MeshFilter>().sharedMesh = cube; var mr = obj.AddComponent <MeshRenderer>(); mr.sharedMaterial = mat; var samples = _ambientLightCubes[index]; for (var i = 0; i < 6; ++i) { props.SetColor("_AmbientCube" + i, samples[i]); } mr.SetPropertyBlock(props); } } }