protected SkeletonAnimRigNode ProcessNode(Scene scene, Node n) { var myRigNode = new SkeletonAnimRigNode { Name = n.Name, LocalTransform = AssMatrixToEmoMatrix(n.Transform), Children = new SkeletonAnimRigNode[n.ChildCount] }; for (var i = 0; i < n.MeshCount; i++) { int meshIdx = n.MeshIndices[i]; ProcessMesh(scene.Meshes[meshIdx]); } for (var i = 0; i < n.Children.Count; i++) { Node child = n.Children[i]; SkeletonAnimRigNode childRigNode = ProcessNode(scene, child); myRigNode.Children[i] = childRigNode; } return(myRigNode); }
protected override void CreateInternal(ReadOnlyMemory <byte> data) { var str = new ReadOnlyLinkedMemoryStream(); str.AddMemory(data); _assContext ??= new AssimpContext(); Scene scene = _assContext.ImportFileFromStream(str, PostProcessSteps.Triangulate | PostProcessSteps.FlipUVs | PostProcessSteps.OptimizeGraph | PostProcessSteps.OptimizeMeshes); var embeddedTextures = new List <Texture>(); for (var i = 0; i < scene.TextureCount; i++) { EmbeddedTexture assTexture = scene.Textures[i]; var embeddedTexture = new TextureAsset(); embeddedTexture.Create(assTexture.CompressedData); embeddedTextures.Add(embeddedTexture.Texture); } _materials = new List <MeshMaterial>(); for (var i = 0; i < scene.MaterialCount; i++) { Material material = scene.Materials[i]; Color4D diffColor = material.ColorDiffuse; bool embeddedTexture = material.HasTextureDiffuse && embeddedTextures.Count > material.TextureDiffuse.TextureIndex; var emotionMaterial = new MeshMaterial { Name = material.Name, DiffuseColor = new Color(new Vector4(diffColor.R, diffColor.G, diffColor.B, diffColor.A)), DiffuseTextureName = embeddedTexture ? $"EmbeddedTexture{material.TextureDiffuse.TextureIndex}" : null, DiffuseTexture = embeddedTexture ? embeddedTextures[material.TextureDiffuse.TextureIndex] : null }; _materials.Add(emotionMaterial); } _animations = new List <SkeletalAnimation>(); ProcessAnimations(scene); _meshes = new List <Mesh>(); Node rootNode = scene.RootNode; SkeletonAnimRigNode animRigRoot = ProcessNode(scene, rootNode); animRigRoot.LocalTransform *= Matrix4x4.CreateRotationX(-90 * Maths.DEG2_RAD); // Convert to right handed Z is up. Entity = new MeshEntity { Name = Name, Meshes = _meshes.ToArray(), Animations = _animations.ToArray(), AnimationRig = animRigRoot }; object scaleData = scene.RootNode.Metadata.GetValueOrDefault("UnitScaleFactor").Data; var scaleF = 1f; if (scaleData is float f) { scaleF = f; } Entity.Scale = scaleF; }