public static GLTFSkin.ImportResult[] Import(this List <GLTFSkin> skins, GLTFAccessor.ImportResult[] accessors) { if (skins == null) { return(null); } GLTFSkin.ImportResult[] results = new GLTFSkin.ImportResult[skins.Count]; for (int i = 0; i < results.Length; i++) { results[i] = skins[i].Import(accessors); } return(results); }
public override IEnumerator OnCoroutine(Action <float> onProgress = null) { // No nodes if (nodes == null) { if (onProgress != null) { onProgress.Invoke(1f); } IsCompleted = true; yield break; } Result = new ImportResult[nodes.Count]; // Initialize transforms for (int i = 0; i < Result.Length; i++) { Result[i] = new GLTFNode.ImportResult(); Result[i].transform = new GameObject().transform; Result[i].transform.name = nodes[i].name; } // Set up hierarchy for (int i = 0; i < Result.Length; i++) { if (nodes[i].children != null) { int[] children = nodes[i].children; Result[i].children = children; for (int k = 0; k < children.Length; k++) { int childIndex = children[k]; Result[childIndex].parent = i; Result[childIndex].transform.parent = Result[i].transform; } } } // Apply TRS for (int i = 0; i < Result.Length; i++) { nodes[i].ApplyTRS(Result[i].transform); } // Setup components for (int i = 0; i < Result.Length; i++) { // Setup mesh if (nodes[i].mesh.HasValue) { GLTFMesh.ImportResult meshResult = meshTask.Result[nodes[i].mesh.Value]; if (meshResult == null) { continue; } Mesh mesh = meshResult.mesh; Renderer renderer; if (nodes[i].skin.HasValue) { GLTFSkin.ImportResult skin = skinTask.Result[nodes[i].skin.Value]; renderer = skin.SetupSkinnedRenderer(Result[i].transform.gameObject, mesh, Result); } else if (mesh.blendShapeCount > 0) { // Blend shapes require skinned mesh renderer SkinnedMeshRenderer mr = Result[i].transform.gameObject.AddComponent <SkinnedMeshRenderer>(); mr.sharedMesh = mesh; renderer = mr; } else { MeshRenderer mr = Result[i].transform.gameObject.AddComponent <MeshRenderer>(); MeshFilter mf = Result[i].transform.gameObject.AddComponent <MeshFilter>(); renderer = mr; mf.sharedMesh = mesh; } //Materials renderer.materials = meshResult.materials; if (string.IsNullOrEmpty(Result[i].transform.name)) { Result[i].transform.name = "node" + i; } } else { if (string.IsNullOrEmpty(Result[i].transform.name)) { Result[i].transform.name = "node" + i; } } // Setup camera if (nodes[i].camera.HasValue) { GLTFCamera cameraData = cameras[nodes[i].camera.Value]; Camera camera = Result[i].transform.gameObject.AddComponent <Camera>(); if (cameraData.type == CameraType.orthographic) { camera.orthographic = true; camera.nearClipPlane = cameraData.orthographic.znear; camera.farClipPlane = cameraData.orthographic.zfar; camera.orthographicSize = cameraData.orthographic.ymag; } else { camera.orthographic = false; camera.nearClipPlane = cameraData.perspective.znear; if (cameraData.perspective.zfar.HasValue) { camera.farClipPlane = cameraData.perspective.zfar.Value; } if (cameraData.perspective.aspectRatio.HasValue) { camera.aspect = cameraData.perspective.aspectRatio.Value; } camera.fieldOfView = Mathf.Rad2Deg * cameraData.perspective.yfov; } } } IsCompleted = true; }
protected override void OnMainThreadFinalize() { if (nodes == null) { return; } Result = new ImportResult[nodes.Count]; // Initialize transforms for (int i = 0; i < Result.Length; i++) { Result[i] = new GLTFNode.ImportResult(); Result[i].transform = new GameObject().transform; Result[i].transform.name = nodes[i].name; } // Set up hierarchy for (int i = 0; i < Result.Length; i++) { if (nodes[i].children != null) { int[] children = nodes[i].children; Result[i].children = children; for (int k = 0; k < children.Length; k++) { int childIndex = children[k]; Result[childIndex].parent = i; Result[childIndex].transform.parent = Result[i].transform; } } } // Apply TRS for (int i = 0; i < Result.Length; i++) { nodes[i].ApplyTRS(Result[i].transform); } // Setup components for (int i = 0; i < Result.Length; i++) { if (nodes[i].mesh.HasValue) { GLTFMesh.ImportResult meshResult = meshTask.Result[nodes[i].mesh.Value]; if (meshResult == null) { continue; } Mesh mesh = meshResult.mesh; Renderer renderer; if (nodes[i].skin.HasValue) { GLTFSkin.ImportResult skin = skinTask.Result[nodes[i].skin.Value]; renderer = skin.SetupSkinnedRenderer(Result[i].transform.gameObject, mesh, Result); } else { MeshRenderer mr = Result[i].transform.gameObject.AddComponent <MeshRenderer>(); MeshFilter mf = Result[i].transform.gameObject.AddComponent <MeshFilter>(); renderer = mr; mf.sharedMesh = mesh; } //Materials renderer.materials = meshResult.materials; if (string.IsNullOrEmpty(Result[i].transform.name)) { Result[i].transform.name = "node" + i; } } else { if (string.IsNullOrEmpty(Result[i].transform.name)) { Result[i].transform.name = "node" + i; } } } }
public static GLTFNode.ImportResult[] Import(this List <GLTFNode> nodes, GLTFMesh.ImportResult[] meshes, GLTFSkin.ImportResult[] skins) { GLTFNode.ImportResult[] results = new GLTFNode.ImportResult[nodes.Count]; // Initialize transforms for (int i = 0; i < results.Length; i++) { results[i] = new GLTFNode.ImportResult(); results[i].transform = new GameObject().transform; results[i].transform.name = nodes[i].name; } // Set up hierarchy for (int i = 0; i < results.Length; i++) { if (nodes[i].children != null) { int[] children = nodes[i].children; results[i].children = children; for (int k = 0; k < children.Length; k++) { int childIndex = children[k]; results[childIndex].parent = i; results[childIndex].transform.parent = results[i].transform; } } } // Apply TRS for (int i = 0; i < results.Length; i++) { nodes[i].ApplyTRS(results[i].transform); } // Setup components for (int i = 0; i < results.Length; i++) { if (nodes[i].mesh.HasValue) { GLTFMesh.ImportResult meshResult = meshes[nodes[i].mesh.Value]; Mesh mesh = meshResult.mesh; Renderer renderer; if (nodes[i].skin.HasValue) { GLTFSkin.ImportResult skin = skins[nodes[i].skin.Value]; renderer = skin.SetupSkinnedRenderer(results[i].transform.gameObject, mesh, results); } else { MeshRenderer mr = results[i].transform.gameObject.AddComponent <MeshRenderer>(); MeshFilter mf = results[i].transform.gameObject.AddComponent <MeshFilter>(); renderer = mr; mf.sharedMesh = mesh; } //Materials renderer.materials = meshResult.materials; if (string.IsNullOrEmpty(results[i].transform.name)) { results[i].transform.name = "node" + i; } } else { if (string.IsNullOrEmpty(results[i].transform.name)) { results[i].transform.name = "node" + i; } } } return(results); }
protected override void OnMainThreadFinalize() { if (nodes == null) { return; } Result = new ImportResult[nodes.Count]; // Initialize transforms for (int i = 0; i < Result.Length; i++) { Result[i] = new GLTFNode.ImportResult(); Result[i].transform = new GameObject().transform; Result[i].transform.name = nodes[i].name; } // Set up hierarchy for (int i = 0; i < Result.Length; i++) { if (nodes[i].children != null) { int[] children = nodes[i].children; Result[i].children = children; for (int k = 0; k < children.Length; k++) { int childIndex = children[k]; Result[childIndex].parent = i; Result[childIndex].transform.parent = Result[i].transform; } } } // Apply TRS for (int i = 0; i < Result.Length; i++) { nodes[i].ApplyTRS(Result[i].transform); } // Setup components for (int i = 0; i < Result.Length; i++) { // Setup mesh if (nodes[i].mesh.HasValue) { GLTFMesh.ImportResult meshResult = meshTask.Result[nodes[i].mesh.Value]; if (meshResult == null) { continue; } Mesh mesh = meshResult.mesh; Renderer renderer; if (nodes[i].skin.HasValue) { GLTFSkin.ImportResult skin = skinTask.Result[nodes[i].skin.Value]; renderer = skin.SetupSkinnedRenderer(Result[i].transform.gameObject, mesh, Result); } else { MeshRenderer mr = Result[i].transform.gameObject.AddComponent <MeshRenderer>(); MeshFilter mf = Result[i].transform.gameObject.AddComponent <MeshFilter>(); renderer = mr; mf.sharedMesh = mesh; } //Materials renderer.materials = meshResult.materials; if (string.IsNullOrEmpty(Result[i].transform.name)) { Result[i].transform.name = "node" + i; } } else { if (string.IsNullOrEmpty(Result[i].transform.name)) { Result[i].transform.name = "node" + i; } } // Setup camera if (nodes[i].camera.HasValue) { GLTFCamera cameraData = cameras[nodes[i].camera.Value]; Camera camera = Result[i].transform.gameObject.AddComponent <Camera>(); if (cameraData.type == CameraType.orthographic) { camera.orthographic = true; camera.nearClipPlane = cameraData.orthographic.znear; camera.farClipPlane = cameraData.orthographic.zfar; camera.orthographicSize = cameraData.orthographic.ymag; } else { camera.orthographic = false; camera.nearClipPlane = cameraData.perspective.znear; if (cameraData.perspective.zfar.HasValue) { camera.farClipPlane = cameraData.perspective.zfar.Value; } if (cameraData.perspective.aspectRatio.HasValue) { camera.aspect = cameraData.perspective.aspectRatio.Value; } camera.fieldOfView = Mathf.Rad2Deg * cameraData.perspective.yfov; } } } }