예제 #1
0
        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);
            }
        }
예제 #2
0
        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);
        }
예제 #3
0
        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);
        }
예제 #4
0
        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);
        }
예제 #5
0
        //!
        //! 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);
        }
예제 #6
0
        //!
        //! 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);
        }
예제 #7
0
        //!
        //! 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);
        }