private void getNodesByteArray() { nodesByteData = new byte[0]; foreach (SceneNode node in nodeList) { byte[] nodeBinary; byte[] nodeTypeBinary; byte[] nodeLengthBinary; if (node.GetType() == typeof(SceneNodeGeo)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.GEO); SceneNodeGeo nodeGeo = (SceneNodeGeo)Convert.ChangeType(node, typeof(SceneNodeGeo)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeGeo>(nodeGeo); } else if (node.GetType() == typeof(SceneNodeSkinnedGeo)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.SKINNEDMESH); SceneNodeSkinnedGeo nodeGeo = (SceneNodeSkinnedGeo)Convert.ChangeType(node, typeof(SceneNodeSkinnedGeo)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeSkinnedGeo>(nodeGeo); } else if (node.GetType() == typeof(SceneNodeLight)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.LIGHT); SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeLight>(nodeLight); } else if (node.GetType() == typeof(SceneNodeCam)) { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.CAMERA); SceneNodeCam nodeCam = (SceneNodeCam)Convert.ChangeType(node, typeof(SceneNodeCam)); nodeBinary = SceneDataHandler.StructToByteArray <SceneNodeCam>(nodeCam); } else { nodeTypeBinary = BitConverter.GetBytes((int)NodeType.GROUP); nodeBinary = SceneDataHandler.StructToByteArray <SceneNode>(node); } nodeLengthBinary = BitConverter.GetBytes(nodeBinary.Length); // concate arrays nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeLengthBinary); nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeTypeBinary); nodesByteData = SceneDataHandler.Concat <byte>(nodesByteData, nodeBinary); } }
public static SceneNode ParseNode(NodeType nodeType, ref byte[] nodesByteData, int dataIdx, int length) { switch (nodeType) { case NodeType.GROUP: SceneNode sceneNode = new SceneNode(); SceneDataHandler.ByteArrayToStruct <SceneNode>(ref nodesByteData, out sceneNode, dataIdx, length); return(sceneNode); break; case NodeType.GEO: SceneNodeGeo sceneNodeGeo = new SceneNodeGeo(); SceneDataHandler.ByteArrayToStruct <SceneNodeGeo>(ref nodesByteData, out sceneNodeGeo, dataIdx, length); return(sceneNodeGeo); break; case NodeType.SKINNEDMESH: SceneNodeSkinnedGeo sceneNodeSkinnedGeo = new SceneNodeSkinnedGeo(); SceneDataHandler.ByteArrayToStruct <SceneNodeSkinnedGeo>(ref nodesByteData, out sceneNodeSkinnedGeo, dataIdx, length); return(sceneNodeSkinnedGeo); break; case NodeType.LIGHT: SceneNodeLight sceneNodeLight = new SceneNodeLight(); SceneDataHandler.ByteArrayToStruct <SceneNodeLight>(ref nodesByteData, out sceneNodeLight, dataIdx, length); return(sceneNodeLight); break; case NodeType.CAMERA: SceneNodeCam sceneNodeCamera = new SceneNodeCam(); SceneDataHandler.ByteArrayToStruct <SceneNodeCam>(ref nodesByteData, out sceneNodeCamera, dataIdx, length); return(sceneNodeCamera); break; } return(null); }
public static GameObject BuildNode(ref SceneNode node, Transform parent, GameObject obj, bool resetID, ref List <Tuple <Renderer, string, string[]> > skinnedMeshRootBones) { if (resetID) { idCount = 0; } if (node.GetType() == typeof(SceneNodeGeo)) { SceneNodeGeo nodeGeo = (SceneNodeGeo)Convert.ChangeType(node, typeof(SceneNodeGeo)); return(CreateObject(nodeGeo, parent)); } else if (node.GetType() == typeof(SceneNodeSkinnedGeo)) { SceneNodeSkinnedGeo nodeSkinnedGeo = (SceneNodeSkinnedGeo)Convert.ChangeType(node, typeof(SceneNodeSkinnedGeo)); return(CreateSkinnedObject(nodeSkinnedGeo, parent, ref skinnedMeshRootBones)); } else if (node.GetType() == typeof(SceneNodeLight)) { SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); GameObject _obj = CreateLight(nodeLight, parent); SceneLoader.SelectableLights.Add(_obj); return(_obj); } else if (node.GetType() == typeof(SceneNodeCam)) { SceneNodeCam nodeCam = (SceneNodeCam)Convert.ChangeType(node, typeof(SceneNodeCam)); // make the camera editable // nodeCam.editable = true; return(CreateCamera(nodeCam, parent)); } else if (node.GetType() == typeof(SceneNode)) { return(CreateNode(node, parent)); } return(null); }
public static SceneNode ParseNode(NodeType nodeType, ref byte[] nodesByteData, ref int offset) { switch (nodeType) { case NodeType.GROUP: SceneNode sceneNode = SceneDataHandler.ByteArrayToStructure <SceneNode>(ref nodesByteData, ref offset); return(sceneNode); break; case NodeType.GEO: SceneNodeGeo sceneNodeGeo = SceneDataHandler.ByteArrayToStructure <SceneNodeGeo>(ref nodesByteData, ref offset); return(sceneNodeGeo); break; case NodeType.SKINNEDMESH: SceneNodeSkinnedGeo sceneNodeSkinnedGeo = SceneDataHandler.ByteArrayToStructure <SceneNodeSkinnedGeo>(ref nodesByteData, ref offset); return(sceneNodeSkinnedGeo); break; case NodeType.LIGHT: SceneNodeLight sceneNodeLight = SceneDataHandler.ByteArrayToStructure <SceneNodeLight>(ref nodesByteData, ref offset); return(sceneNodeLight); break; case NodeType.CAMERA: SceneNodeCam sceneNodeCamera = SceneDataHandler.ByteArrayToStructure <SceneNodeCam>(ref nodesByteData, ref offset); return(sceneNodeCamera); break; } return(null); }
//! //! function to create the object from mesh data for skinned meshes //! @param scnObjKtn object which holds the data //! public static GameObject CreateSkinnedObject(SceneNodeSkinnedGeo nodeGeo, Transform parentTransform, ref List <Tuple <Renderer, string, string[]> > skinnedMeshRootBones) { GameObject objMain; // Transform / convert handiness Vector3 pos = new Vector3(nodeGeo.position[0], nodeGeo.position[1], nodeGeo.position[2]); // Rotation / convert handiness Quaternion rot = new Quaternion(nodeGeo.rotation[0], nodeGeo.rotation[1], nodeGeo.rotation[2], nodeGeo.rotation[3]); // Scale Vector3 scl = new Vector3(nodeGeo.scale[0], nodeGeo.scale[1], nodeGeo.scale[2]); if (!parentTransform.Find(Encoding.ASCII.GetString(nodeGeo.name))) { // Material Properties and Textures Material mat; #if TRUNK // assign material from material list if (nodeGeo.materialId > -1 && nodeGeo.materialId < SceneLoader.SceneMaterialList.Count) { mat = SceneLoader.SceneMaterialList[nodeGeo.materialId]; } else // or set standard { mat = new Material(Shader.Find("Standard")); } #else mat = new Material(Shader.Find("Standard")); #endif // map properties if (VPETSettings.Instance.doLoadTextures) { SceneLoader.MapMaterialProperties(mat, nodeGeo); } // set up object basics objMain = new GameObject(); objMain.name = Encoding.ASCII.GetString(nodeGeo.name); // Add Material Renderer renderer; renderer = objMain.AddComponent <SkinnedMeshRenderer>(); // Add Mesh if (nodeGeo.geoId > -1 && nodeGeo.geoId < SceneLoader.SceneMeshList.Count) { Mesh[] meshes = SceneLoader.SceneMeshList[nodeGeo.geoId]; SkinnedMeshRenderer sRenderer = ((SkinnedMeshRenderer)renderer); string rootBoneDagPath = nodeGeo.rootBoneDagPath; skinnedMeshRootBones.Add(new Tuple <Renderer, string, string[]>(renderer, rootBoneDagPath, nodeGeo.skinnedMeshBonesArray.Split('\r'))); VPETSettings.Instance.sceneBoundsMax = Vector3.Max(VPETSettings.Instance.sceneBoundsMax, renderer.bounds.max); VPETSettings.Instance.sceneBoundsMin = Vector3.Min(VPETSettings.Instance.sceneBoundsMin, renderer.bounds.min); Bounds bounds = new Bounds(new Vector3(nodeGeo.boundCenter[0], nodeGeo.boundCenter[1], nodeGeo.boundCenter[2]), new Vector3(nodeGeo.boundExtents[0] * 2f, nodeGeo.boundExtents[1] * 2f, nodeGeo.boundExtents[2] * 2f)); sRenderer.localBounds = bounds; Matrix4x4[] bindposes = new Matrix4x4[nodeGeo.bindPoseLength]; for (int i = 0; i < nodeGeo.bindPoseLength; i++) { bindposes[i] = new Matrix4x4(); bindposes[i][0, 0] = nodeGeo.bindPoses[i * 16]; bindposes[i][0, 1] = nodeGeo.bindPoses[i * 16 + 1]; bindposes[i][0, 2] = nodeGeo.bindPoses[i * 16 + 2]; bindposes[i][0, 3] = nodeGeo.bindPoses[i * 16 + 3]; bindposes[i][1, 0] = nodeGeo.bindPoses[i * 16 + 4]; bindposes[i][1, 1] = nodeGeo.bindPoses[i * 16 + 5]; bindposes[i][1, 2] = nodeGeo.bindPoses[i * 16 + 6]; bindposes[i][1, 3] = nodeGeo.bindPoses[i * 16 + 7]; bindposes[i][2, 0] = nodeGeo.bindPoses[i * 16 + 8]; bindposes[i][2, 1] = nodeGeo.bindPoses[i * 16 + 9]; bindposes[i][2, 2] = nodeGeo.bindPoses[i * 16 + 10]; bindposes[i][2, 3] = nodeGeo.bindPoses[i * 16 + 11]; bindposes[i][3, 0] = nodeGeo.bindPoses[i * 16 + 12]; bindposes[i][3, 1] = nodeGeo.bindPoses[i * 16 + 13]; bindposes[i][3, 2] = nodeGeo.bindPoses[i * 16 + 14]; bindposes[i][3, 3] = nodeGeo.bindPoses[i * 16 + 15]; } meshes[0].bindposes = bindposes; sRenderer.sharedMesh = meshes[0]; sRenderer.material = mat; //Note to commented part below: //Splitting of meshes disabled as we are using 32bit index buffers now! /*for (int i = 1; i < meshes.Length; i++) * { * GameObject subObj = new GameObject(objMain.name + "_part" + i.ToString()); * * SkinnedMeshRenderer subRenderer; * subRenderer = subObj.AddComponent<SkinnedMeshRenderer>(); * * rootBoneDagPath = nodeGeo.rootBoneDagPath; * skinnedMeshRootBones.Add(new Tuple<Renderer, string, string[]>(subRenderer, rootBoneDagPath, nodeGeo.skinnedMeshBonesArray.Split('\r'))); * Matrix4x4[] subBindposes = new Matrix4x4[nodeGeo.bindPoseLength]; * for (int j = 0; j < nodeGeo.bindPoseLength; j++) * { * subBindposes[j] = new Matrix4x4(); * subBindposes[j].m00 = nodeGeo.bindPoses[j * 16]; * subBindposes[j].m01 = nodeGeo.bindPoses[j * 16 + 1]; * subBindposes[j].m02 = nodeGeo.bindPoses[j * 16 + 2]; * subBindposes[j].m03 = nodeGeo.bindPoses[j * 16 + 3]; * subBindposes[j].m10 = nodeGeo.bindPoses[j * 16 + 4]; * subBindposes[j].m11 = nodeGeo.bindPoses[j * 16 + 5]; * subBindposes[j].m12 = nodeGeo.bindPoses[j * 16 + 6]; * subBindposes[j].m13 = nodeGeo.bindPoses[j * 16 + 7]; * subBindposes[j].m20 = nodeGeo.bindPoses[j * 16 + 8]; * subBindposes[j].m21 = nodeGeo.bindPoses[j * 16 + 9]; * subBindposes[j].m22 = nodeGeo.bindPoses[j * 16 + 10]; * subBindposes[j].m23 = nodeGeo.bindPoses[j * 16 + 11]; * subBindposes[j].m30 = nodeGeo.bindPoses[j * 16 + 12]; * subBindposes[j].m31 = nodeGeo.bindPoses[j * 16 + 13]; * subBindposes[j].m32 = nodeGeo.bindPoses[j * 16 + 14]; * subBindposes[j].m33 = nodeGeo.bindPoses[j * 16 + 15]; * } * meshes[i].bindposes = bindposes; * subRenderer.sharedMesh = meshes[i]; * * subRenderer.material = mat; * subObj.transform.parent = objMain.transform; * VPETSettings.Instance.sceneBoundsMax = Vector3.Max(VPETSettings.Instance.sceneBoundsMax, subRenderer.bounds.max); * VPETSettings.Instance.sceneBoundsMin = Vector3.Min(VPETSettings.Instance.sceneBoundsMin, subRenderer.bounds.min); * Bounds subBounds = new Bounds(new Vector3(nodeGeo.boundCenter[0], nodeGeo.boundCenter[1], nodeGeo.boundCenter[2]), * new Vector3(nodeGeo.boundExtents[0], nodeGeo.boundExtents[1], nodeGeo.boundExtents[2])); * subRenderer.localBounds = bounds; * }*/ Vector3 sceneExtends = VPETSettings.Instance.sceneBoundsMax - VPETSettings.Instance.sceneBoundsMin; VPETSettings.Instance.maxExtend = Mathf.Max(Mathf.Max(sceneExtends.x, sceneExtends.y), sceneExtends.z); } //place object back at original position objMain.transform.parent = parentTransform; } else { objMain = parentTransform.Find(Encoding.ASCII.GetString(nodeGeo.name)).gameObject; } objMain.transform.localPosition = pos; // new Vector3( 0, 0, 0 ); objMain.transform.localRotation = rot; // Quaternion.identity; objMain.transform.localScale = scl; // new Vector3( 1, 1, 1 ); if (nodeGeo.editable) { SceneObject sceneObject = objMain.AddComponent <SceneObject>(); sceneObject.id = idCount++; } return(objMain); }
//! //! function to create the object from mesh data for skinned meshes //! @param scnObjKtn object which holds the data //! public static GameObject CreateSkinnedObject(SceneNodeSkinnedGeo nodeGeo, Transform parentTransform, ref List <Tuple <Renderer, GameObject, int[]> > skinnedMeshRootBones) { GameObject objMain; // Transform / convert handiness Vector3 pos = new Vector3(nodeGeo.position[0], nodeGeo.position[1], nodeGeo.position[2]); // Rotation / convert handiness Quaternion rot = new Quaternion(nodeGeo.rotation[0], nodeGeo.rotation[1], nodeGeo.rotation[2], nodeGeo.rotation[3]); // Scale Vector3 scl = new Vector3(nodeGeo.scale[0], nodeGeo.scale[1], nodeGeo.scale[2]); if (!parentTransform.Find(Encoding.ASCII.GetString(nodeGeo.name))) { // Material Properties and Textures Material mat; #if TRUNK // assign material from material list if (nodeGeo.materialId > -1 && nodeGeo.materialId < SceneLoader.SceneMaterialList.Count) { mat = SceneLoader.SceneMaterialList[nodeGeo.materialId]; } else // or set standard { mat = new Material(Shader.Find("Standard")); } #else mat = new Material(Shader.Find("Standard")); #endif // map properties if (VPETSettings.Instance.doLoadTextures) { SceneLoader.MapMaterialProperties(mat, nodeGeo); } // set up object basics objMain = new GameObject(); objMain.name = Encoding.ASCII.GetString(nodeGeo.name); // Add Material Renderer renderer; renderer = objMain.AddComponent <SkinnedMeshRenderer>(); // Add Mesh if (nodeGeo.geoId > -1 && nodeGeo.geoId < SceneLoader.SceneMeshList.Count) { Mesh[] meshes = SceneLoader.SceneMeshList[nodeGeo.geoId]; SkinnedMeshRenderer sRenderer = ((SkinnedMeshRenderer)renderer); skinnedMeshRootBones.Add(new Tuple <Renderer, GameObject, int[]>(renderer, objMain, nodeGeo.skinnedMeshBoneIDs)); VPETSettings.Instance.sceneBoundsMax = Vector3.Max(VPETSettings.Instance.sceneBoundsMax, renderer.bounds.max); VPETSettings.Instance.sceneBoundsMin = Vector3.Min(VPETSettings.Instance.sceneBoundsMin, renderer.bounds.min); Bounds bounds = new Bounds(new Vector3(nodeGeo.boundCenter[0], nodeGeo.boundCenter[1], nodeGeo.boundCenter[2]), new Vector3(nodeGeo.boundExtents[0] * 2f, nodeGeo.boundExtents[1] * 2f, nodeGeo.boundExtents[2] * 2f)); sRenderer.localBounds = bounds; Matrix4x4[] bindposes = new Matrix4x4[nodeGeo.bindPoseLength]; for (int i = 0; i < nodeGeo.bindPoseLength; i++) { bindposes[i] = new Matrix4x4(); bindposes[i][0, 0] = nodeGeo.bindPoses[i * 16]; bindposes[i][0, 1] = nodeGeo.bindPoses[i * 16 + 1]; bindposes[i][0, 2] = nodeGeo.bindPoses[i * 16 + 2]; bindposes[i][0, 3] = nodeGeo.bindPoses[i * 16 + 3]; bindposes[i][1, 0] = nodeGeo.bindPoses[i * 16 + 4]; bindposes[i][1, 1] = nodeGeo.bindPoses[i * 16 + 5]; bindposes[i][1, 2] = nodeGeo.bindPoses[i * 16 + 6]; bindposes[i][1, 3] = nodeGeo.bindPoses[i * 16 + 7]; bindposes[i][2, 0] = nodeGeo.bindPoses[i * 16 + 8]; bindposes[i][2, 1] = nodeGeo.bindPoses[i * 16 + 9]; bindposes[i][2, 2] = nodeGeo.bindPoses[i * 16 + 10]; bindposes[i][2, 3] = nodeGeo.bindPoses[i * 16 + 11]; bindposes[i][3, 0] = nodeGeo.bindPoses[i * 16 + 12]; bindposes[i][3, 1] = nodeGeo.bindPoses[i * 16 + 13]; bindposes[i][3, 2] = nodeGeo.bindPoses[i * 16 + 14]; bindposes[i][3, 3] = nodeGeo.bindPoses[i * 16 + 15]; } meshes[0].bindposes = bindposes; sRenderer.sharedMesh = meshes[0]; sRenderer.material = mat; Vector3 sceneExtends = VPETSettings.Instance.sceneBoundsMax - VPETSettings.Instance.sceneBoundsMin; VPETSettings.Instance.maxExtend = Mathf.Max(Mathf.Max(sceneExtends.x, sceneExtends.y), sceneExtends.z); } //place object back at original position objMain.transform.parent = parentTransform; } else { objMain = parentTransform.Find(Encoding.ASCII.GetString(nodeGeo.name)).gameObject; } objMain.transform.localPosition = pos; // new Vector3( 0, 0, 0 ); objMain.transform.localRotation = rot; // Quaternion.identity; objMain.transform.localScale = scl; // new Vector3( 1, 1, 1 ); if (nodeGeo.editable) { SceneObject sceneObject = objMain.AddComponent <SceneObject>(); sceneObject.id = idCount++; } return(objMain); }
//! //! Recursively iterate over scene and prepare data to be send to clients //! private bool iterLocation(Transform location) { // check LOD and retur if not match if (location.gameObject.layer != lodLowLayer && location.gameObject.layer != lodMixedLayer) { return(false); } SceneNode node = new SceneNode(); // print("Location: " + location); if (location.GetComponent <Light>() != null) { SceneNodeLight nodeLight = new SceneNodeLight(); Light light = location.GetComponent <Light>(); nodeLight.intensity = light.intensity; nodeLight.color = new float[3] { light.color.r, light.color.g, light.color.b }; nodeLight.lightType = light.type; nodeLight.exposure = 0; nodeLight.angle = light.spotAngle; nodeLight.range = light.range; node = nodeLight; node.editable = true; SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } else if (location.GetComponent <Camera>() != null) { SceneNodeCam nodeCamera = new SceneNodeCam(); Camera camera = location.GetComponent <Camera>(); nodeCamera.fov = camera.fieldOfView; nodeCamera.near = camera.nearClipPlane; nodeCamera.far = camera.farClipPlane; node = nodeCamera; node.editable = true; SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } else if (location.GetComponent <MeshFilter>() != null) { SceneNodeGeo nodeGeo = new SceneNodeGeo(); nodeGeo.color = new float[4] { 0, 0, 0, 0 }; nodeGeo.geoId = processGeometry(location.GetComponent <MeshFilter>().sharedMesh); if (location.GetComponent <Renderer>() != null && location.GetComponent <Renderer>().sharedMaterial != null) { Material mat = location.GetComponent <Renderer>().sharedMaterial; #if TRUNK // if materials's shader is not standard, add this material to material package. // Currently this will only get the material name and try to load it on client side. If this fails, it will fallback to Standard. nodeGeo.materialId = processMaterial(location.GetComponent <Renderer>().sharedMaterial); #endif if (mat.HasProperty("_Color")) { nodeGeo.color = new float[4] { mat.color.r, mat.color.g, mat.color.b, mat.color.a }; } if (mat.HasProperty("_Glossiness")) { nodeGeo.roughness = mat.GetFloat("_Glossiness"); } if (mat.mainTexture != null) { Texture2D mainTex = (Texture2D)mat.mainTexture; nodeGeo.textureId = processTexture(mainTex); } else { nodeGeo.textureId = -1; } } else { nodeGeo.textureId = -1; } node = nodeGeo; if (location.gameObject.tag == "editable") { node.editable = true; bool gotHighLod = false; foreach (Transform child in location.parent) { if (child.name == location.name && child.gameObject.layer == lodHighLayer) { SceneObject sObj = child.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; gotHighLod = true; } } if (!gotHighLod) { SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } } else { node.editable = false; } } else if (location.GetComponent <SkinnedMeshRenderer>() != null) { SkinnedMeshRenderer sRenderer = location.GetComponent <SkinnedMeshRenderer>(); SceneNodeSkinnedGeo nodeGeo = new SceneNodeSkinnedGeo(); Material mat = location.GetComponent <Renderer>().sharedMaterial; #if TRUNK // if materials's shader is not standard, add this material to material package. // Currently this will only get the material name and try to load it on client side. If this fails, it will fallback to Standard. nodeGeo.materialId = processMaterial(location.GetComponent <Renderer>().sharedMaterial); #endif nodeGeo.color = new float[4] { 0, 0, 0, 0 }; nodeGeo.geoId = processGeometry(sRenderer.sharedMesh); nodeGeo.rootBoneID = gameObjectList.IndexOf(sRenderer.rootBone.gameObject); nodeGeo.boundCenter = new float[3] { sRenderer.localBounds.center.x, sRenderer.localBounds.center.y, sRenderer.localBounds.center.z }; nodeGeo.boundExtents = new float[3] { sRenderer.localBounds.extents.x, sRenderer.localBounds.extents.y, sRenderer.localBounds.extents.z }; nodeGeo.bindPoseLength = sRenderer.sharedMesh.bindposes.Length; //Debug.Log("Bindpose Length: " + sRenderer.sharedMesh.bindposes.Length.ToString()); nodeGeo.bindPoses = new float[nodeGeo.bindPoseLength * 16]; for (int i = 0; i < nodeGeo.bindPoseLength; i++) { nodeGeo.bindPoses[i * 16] = sRenderer.sharedMesh.bindposes[i].m00; nodeGeo.bindPoses[i * 16 + 1] = sRenderer.sharedMesh.bindposes[i].m01; nodeGeo.bindPoses[i * 16 + 2] = sRenderer.sharedMesh.bindposes[i].m02; nodeGeo.bindPoses[i * 16 + 3] = sRenderer.sharedMesh.bindposes[i].m03; nodeGeo.bindPoses[i * 16 + 4] = sRenderer.sharedMesh.bindposes[i].m10; nodeGeo.bindPoses[i * 16 + 5] = sRenderer.sharedMesh.bindposes[i].m11; nodeGeo.bindPoses[i * 16 + 6] = sRenderer.sharedMesh.bindposes[i].m12; nodeGeo.bindPoses[i * 16 + 7] = sRenderer.sharedMesh.bindposes[i].m13; nodeGeo.bindPoses[i * 16 + 8] = sRenderer.sharedMesh.bindposes[i].m20; nodeGeo.bindPoses[i * 16 + 9] = sRenderer.sharedMesh.bindposes[i].m21; nodeGeo.bindPoses[i * 16 + 10] = sRenderer.sharedMesh.bindposes[i].m22; nodeGeo.bindPoses[i * 16 + 11] = sRenderer.sharedMesh.bindposes[i].m23; nodeGeo.bindPoses[i * 16 + 12] = sRenderer.sharedMesh.bindposes[i].m30; nodeGeo.bindPoses[i * 16 + 13] = sRenderer.sharedMesh.bindposes[i].m31; nodeGeo.bindPoses[i * 16 + 14] = sRenderer.sharedMesh.bindposes[i].m32; nodeGeo.bindPoses[i * 16 + 15] = sRenderer.sharedMesh.bindposes[i].m33; } nodeGeo.skinnedMeshBoneIDs = Enumerable.Repeat(-1, 99).ToArray <int>(); for (int i = 0; i < sRenderer.bones.Length; i++) { nodeGeo.skinnedMeshBoneIDs[i] = gameObjectList.IndexOf(sRenderer.bones[i].gameObject); } if (sRenderer.material != null) { mat = sRenderer.material; if (mat.HasProperty("_Color")) { nodeGeo.color = new float[4] { mat.color.r, mat.color.g, mat.color.b, mat.color.a }; } if (mat.HasProperty("_Glossiness")) { nodeGeo.roughness = mat.GetFloat("_Glossiness"); } if (mat.mainTexture != null) { Texture2D mainTex = (Texture2D)mat.mainTexture; nodeGeo.textureId = processTexture(mainTex); } else { nodeGeo.textureId = -1; } } else { nodeGeo.textureId = -1; } node = nodeGeo; if (location.gameObject.tag == "editable") { node.editable = true; bool gotHighLod = false; foreach (Transform child in location.parent) { if (child.name == location.name && child.gameObject.layer == lodHighLayer) { SceneObject sObj = child.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; gotHighLod = true; } } if (!gotHighLod) { SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } } else { node.editable = false; } } else if (location.gameObject.tag == "editable") { node.editable = true; SceneObject sObj = location.gameObject.AddComponent <SceneObject>(); sObj.id = globalID; globalID++; } Animator animator = location.GetComponent <Animator>(); if (animator != null) { animator.logWarnings = false; processCharacter(animator); } //if (location.gameObject.tag == "editable") //{ // node.editable = true; // SceneObject sObj = location.gameObject.AddComponent<SceneObject>(); // sObj.id = globalID; // globalID++; //} //else // node.editable = false; node.position = new float[3] { location.localPosition.x, location.localPosition.y, location.localPosition.z }; node.scale = new float[3] { location.localScale.x, location.localScale.y, location.localScale.z }; node.rotation = new float[4] { location.localRotation.x, location.localRotation.y, location.localRotation.z, location.localRotation.w }; node.name = new byte[256]; byte[] tmpName = Encoding.ASCII.GetBytes(location.name); for (int i = 0; i < tmpName.Length; i++) { node.name[i] = tmpName[i]; } if (location.name != "root") { // print("Added: " + location.name); nodeList.Add(node); } // recursive children int childCounter = 0; if (location.childCount > 0) { foreach (Transform child in location) { if (!child.gameObject.activeSelf) { continue; } if (iterLocation(child)) { childCounter++; } } } node.childCount = childCounter; if (doAssignSceneObjects) { if (location.gameObject.tag == "editable") { #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } else if (location.GetComponent <Light>() != null) { // Add light prefab GameObject lightUber = Resources.Load <GameObject>("VPET/Prefabs/UberLight"); GameObject _lightUberInstance = Instantiate(lightUber); _lightUberInstance.name = lightUber.name; _lightUberInstance.transform.SetParent(location, false); SceneNodeLight nodeLight = (SceneNodeLight)Convert.ChangeType(node, typeof(SceneNodeLight)); Light lightComponent = _lightUberInstance.GetComponent <Light>(); lightComponent.type = nodeLight.lightType; lightComponent.color = new Color(nodeLight.color[0], nodeLight.color[1], nodeLight.color[2]); lightComponent.intensity = nodeLight.intensity * VPETSettings.Instance.lightIntensityFactor; lightComponent.spotAngle = Mathf.Min(150, nodeLight.angle); lightComponent.range = nodeLight.range; location.GetComponent <Light>().enabled = false; #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } else if (location.GetComponent <Camera>() != null) { // add camera dummy mesh GameObject cameraObject = Resources.Load <GameObject>("VPET/Prefabs/cameraObject"); GameObject cameraInstance = Instantiate(cameraObject); cameraInstance.SetActive(false); cameraInstance.name = cameraObject.name; cameraInstance.transform.SetParent(location.transform, false); cameraInstance.transform.localScale = new Vector3(1, 1, 1); cameraInstance.transform.localPosition = new Vector3(0, 0, -0.5f); #if UNITY_EDITOR // add recorder if (sceneName != "" && shotName != "" && takeName != "") { UnityAnimationRecorder animRecorder = location.gameObject.AddComponent <UnityAnimationRecorder>(); animRecorder.savePath = recordPath; animRecorder.fileName = String.Format("{0}_{1}_{2}_{3}", sceneName, shotName, takeName, location.name); animRecorder.showLogGUI = true; } #endif } } return(true); }