public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            ComponentNode componentNode = new ComponentNode(PCFResourceType.MESH, referenceID, null);

            //Component nodes must always be parented to objNodes.
            objNode.AddChildNode(componentNode);

            //Serialize mesh into a byte array.
            byte[] bytes = MeshSerializeUtilities.WriteMesh(this.meshFilter.sharedMesh, true, false);

            //Serialize Material
            UnitySerializeMaterial materialSerializer = new UnitySerializeMaterial(this.meshRenderer.sharedMaterial, this.rootNode);

            materialSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);

            //Make sure mesh knows that material it needs.
            JObject metaData = new JObject();

            metaData["materialID"] = materialSerializer.GetPointerID();

            //Create serialized asset by converting data to a bytearray and give it to the constructor.
            AssetResource resource = new AssetResource(false);

            byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));
            resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, bytes);

            serializedAssets.AddResource(referenceID, PCFResourceType.MESH, resource);

            //Nodes store their resource when serializing
            componentNode.SetSerializer(this);
        }
        public override void Serialize(SerializedAssets serializedAssets, object[] serializeOptions, NodeBase objNode, List <Action <NodeBase> > postSerializeActions)
        {
            //Make sure this is always 36 characters long.
            this.referenceID = this.rootNode.GenerateID();

            ComponentNode componentNode = new ComponentNode(PCFResourceType.SKINNEDMESH, referenceID, null);

            //Component nodes must always be parented to objNodes.
            objNode.AddChildNode(componentNode);

            byte[] bytes = MeshSerializeUtilities.WriteMesh(this.skinnedMesh.sharedMesh, true, true);

            //Serialize Material
            UnitySerializeMaterial materialSerializer = new UnitySerializeMaterial(this.skinnedMesh.sharedMaterial, this.rootNode);

            materialSerializer.Serialize(serializedAssets, serializeOptions, componentNode, postSerializeActions);

            //Make sure mesh knows that material it needs.
            JObject metaData = new JObject();

            metaData["materialID"] = materialSerializer.GetPointerID();
            metaData["rootBone"]   = skinnedMesh.rootBone.name;

            if (skinnedMesh.probeAnchor != null)
            {
                metaData["probeAnchor"] = skinnedMesh.probeAnchor.name;
            }

            metaData["quality"] = (int)skinnedMesh.quality;

            JArray bones = new JArray();

            for (int i = 0; i < skinnedMesh.bones.Length; i++)
            {
                bones.Add(skinnedMesh.bones[i].name);
            }
            metaData["bones"] = bones;

            JArray blendShapeWeights = new JArray();

            for (int i = 0; i < skinnedMesh.sharedMesh.blendShapeCount; i++)
            {
                blendShapeWeights.Add(skinnedMesh.GetBlendShapeWeight(i));
            }
            metaData["blendShapeWeights"] = blendShapeWeights;

            //Create serialized asset by converting data to a bytearray and give it to the constructor.
            AssetResource resource = new AssetResource(false);

            byte[] metaDataBuffer = System.Text.Encoding.UTF8.GetBytes(metaData.ToString(Formatting.None));
            resource.Serialize(referenceID, MetaDataType.JSON, metaDataBuffer, bytes);

            serializedAssets.AddResource(referenceID, PCFResourceType.SKINNEDMESH, resource);

            //Nodes store their resource when serializing
            componentNode.SetSerializer(this);
        }
Exemplo n.º 3
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        public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks,
                                         UnityNodeBase parentNode,
                                         ResourceResponse resourceResponse,
                                         List <Action <UnityNodeBase> > postInstallActions,
                                         bool optimizedLoad)
        {
            if (!this.isDeserialized)
            {
                GameObject parentGameObject = parentNode.GetGameObject();

                this.meshFilter   = parentGameObject.AddComponent <MeshFilter>();
                this.meshRenderer = parentGameObject.AddComponent <MeshRenderer>();

                ResourceBlock dataBlock = dataBlocks[resourceType] as ResourceBlock;
                AssetResource resource  = dataBlock.GetResource(this.referenceID);

                byte[]  metaDataBuffer = resource.GetMetaData();
                JObject metaData       = JObject.Parse(System.Text.Encoding.UTF8.GetString(metaDataBuffer));
                UInt32  materialID     = metaData.Value <UInt32>("materialID");

                this.mesh = MeshSerializeUtilities.ReadMesh(resource.GetResourceData(), false);
                this.meshFilter.sharedMesh = this.mesh;

                if (optimizedLoad)
                {
                    //Free up cached ram memory for this mesh, disables access to mesh components like verts etc.
                    this.mesh.UploadMeshData(true);
                }

                for (int i = 0; i < this.ChildNodes.Count; i++)
                {
                    UnityNodeBase child = this.ChildNodes[i];

                    //Create a request to be send down the chain of children, see if any child will handle it.
                    ResourceResponse materialRequest = new ResourceResponse(materialID, (ResourceResponse response) => {
                        meshRenderer.material = response.GetMaterialRequest;
                    });

                    child.Deserialize(dataBlocks, this, materialRequest, postInstallActions, optimizedLoad);
                }

                this.isDeserialized = true;
            }
        }
Exemplo n.º 4
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        public override void Deserialize(Dictionary <PCFResourceType, DataBlockBase> dataBlocks,
                                         UnityNodeBase parentNode,
                                         ResourceResponse resourceResponse,
                                         List <Action <UnityNodeBase> > postInstallActions,
                                         bool optimizedLoad)
        {
            GameObject parentGameObject = parentNode.GetGameObject();

            this.skinnedMesh = parentGameObject.AddComponent <SkinnedMeshRenderer>();

            ResourceBlock dataBlock = dataBlocks[resourceType] as ResourceBlock;
            AssetResource resource  = dataBlock.GetResource(this.referenceID);

            byte[]  metaDataBuffer = resource.GetMetaData();
            JObject metaData       = JObject.Parse(System.Text.Encoding.UTF8.GetString(metaDataBuffer));

            UInt32 materialID    = metaData.Value <UInt32>("materialID");
            string rootBoneName  = metaData.Value <string>("rootBone");
            string probeBoneName = metaData.Value <string>("probeAnchor");
            int    quality       = metaData.Value <int>("quality");

            string[] boneNames         = metaData.Value <JArray>("bones").ToObject <string[]>();
            float[]  blendShapeWeights = metaData.Value <JArray>("blendShapeWeights").ToObject <float[]>();

            // Add a post install action so the bones will have time to be created.
            postInstallActions.Add((UnityNodeBase node) => {
                System.Diagnostics.Stopwatch watch = new System.Diagnostics.Stopwatch();
                watch.Start();

                Transform[] bones = new Transform[boneNames.Length];

                //Mapp all bone transform in the hierarchy.
                Dictionary <string, Transform> bonesMapping = new Dictionary <string, Transform>();
                FindTransformsInHierarchy(node, bonesMapping);

                for (int i = 0; i < boneNames.Length; i++)
                {
                    string name = boneNames[i];

                    if (bonesMapping.ContainsKey(name))
                    {
                        bones[i] = bonesMapping[name];
                    }
                    else
                    {
                        bones[i] = null;
                    }
                }

                this.mesh = MeshSerializeUtilities.ReadMesh(resource.GetResourceData(), true);

                if (optimizedLoad)
                {
                    //Free up mono memory for this mesh, now owned by the GPU.
                    this.mesh.UploadMeshData(true);
                }

                this.skinnedMesh.sharedMesh = this.mesh;
                this.skinnedMesh.bones      = bones;
                this.skinnedMesh.quality    = (SkinQuality)Enum.ToObject(typeof(SkinQuality), quality);

                for (int i = 0; i < blendShapeWeights.Length; i++)
                {
                    this.skinnedMesh.SetBlendShapeWeight(i, blendShapeWeights[i]);
                }

                if (bonesMapping.ContainsKey(rootBoneName))
                {
                    this.skinnedMesh.rootBone = bonesMapping[rootBoneName];
                }
                if (probeBoneName != null)
                {
                    this.skinnedMesh.probeAnchor = bonesMapping[probeBoneName];
                }

                watch.Stop();
                //Debug.Log("time to deserialize skinned mesh: " + watch.ElapsedMilliseconds);
            });

            for (int i = 0; i < this.ChildNodes.Count; i++)
            {
                UnityNodeBase child = this.ChildNodes[i];

                //Create a request to be send down the chain of children, see if any child will handle it.
                ResourceResponse materialRequest = new ResourceResponse(materialID, (ResourceResponse response) => {
                    skinnedMesh.material = response.GetMaterialRequest;
                });

                child.Deserialize(dataBlocks, this, materialRequest, postInstallActions, optimizedLoad);
            }
        }