Esempio n. 1
0
        private void Init()
        {
            if (null == m_generatedObject)
            {
                return;
            }
            SkinnedMeshRenderer[] smr = m_generatedObject.GetComponentsInChildren <SkinnedMeshRenderer>();
            m_skinData            = GpuSkinDataProxy.CreateInstance <GpuSkinDataProxy>();
            m_skinData.SkinMeshes = new GpuSkinData.CustomSkinMesh[smr.Length];

            Vector4[][] boneIndex;
            Vector4[][] weights;
            MergeBone(smr, out m_bones, out m_bindposes, out boneIndex, out weights);


            for (int i = 0; i < smr.Length; i++)
            {
                Mesh mesh = new Mesh();

                m_skinData.SkinMeshes[i]           = new GpuSkinData.CustomSkinMesh();
                m_skinData.SkinMeshes[i].Name      = smr[i].sharedMesh.name;
                m_skinData.SkinMeshes[i].Vertices  = smr[i].sharedMesh.vertices;
                m_skinData.SkinMeshes[i].Triangles = smr[i].sharedMesh.triangles;

                m_skinData.SkinMeshes[i].Indices   = smr[i].sharedMesh.GetIndices(0);
                m_skinData.SkinMeshes[i].Normals   = smr[i].sharedMesh.normals;
                m_skinData.SkinMeshes[i].Uv        = smr[i].sharedMesh.uv;
                m_skinData.SkinMeshes[i].BoneIndex = boneIndex[i];
                m_skinData.SkinMeshes[i].Weights   = weights[i];
            }
        }
Esempio n. 2
0
 void Reset()
 {
     m_clipList.Clear();
     m_animationNameList.Clear();
     m_bakeList.Clear();
     m_fbx = null;
     if (null != m_generatedObject)
     {
         GameObject.DestroyImmediate(m_generatedObject);
         m_generatedObject = null;
     }
     m_animator    = null;
     m_workingInfo = null;
     m_bones       = null;
     m_bindposes   = null;
     if (null != m_skinData)
     {
         m_skinData = null;
     }
     m_workingIndex = 0;
 }