Пример #1
0
 private static void ConstructScene(this GltfObject gltfObject, GltfScene gltfScene)
 {
     for (int i = 0; i < gltfScene.nodes.Length; i++)
     {
         ConstructNode(gltfObject, gltfObject.nodes[gltfScene.nodes[i]], gltfScene.nodes[i], gltfObject.GameObjectReference.transform);
     }
 }
 private static async Task ConstructSceneAsync(this GltfObject gltfObject, GltfScene gltfScene)
 {
     for (int i = 0; i < gltfScene.nodes.Length; i++)
     {
         await ConstructNodeAsync(gltfObject, gltfObject.nodes[gltfScene.nodes[i]], gltfScene.nodes[i], gltfObject.GameObjectReference.transform);
     }
 }
Пример #3
0
 private static async Task ConstructSceneAsync(this GltfObject gltfObject, GltfScene gltfScene, GameObject root)
 {
     for (int i = 0; i < gltfScene.nodes.Length; i++)
     {
         // TODO Uncomment this out after implementing root object transform normalization.
         await ConstructNodeAsync(gltfObject, gltfObject.nodes[gltfScene.nodes[i]], gltfScene.nodes[i], root.transform /*, gltfObject.scenes.Length == 1*/);
     }
 }
 private static async Task ConstructSceneAsync(this GltfObject gltfObject, GltfScene gltfScene, GameObject root)
 {
     for (int i = 0; i < gltfScene.nodes.Length; i++)
     {
         // Note: glTF objects are currently imported with their original scale from the glTF scene, which may apply an unexpected transform
         // to the root node. If this behavior needs to be changed, functionality should be added below to ConstructNodeAsync
         await ConstructNodeAsync(gltfObject, gltfObject.nodes[gltfScene.nodes[i]], gltfScene.nodes[i], root.transform);
     }
 }
Пример #5
0
        public Scene Read()
        {
            GltfScene rootScene = this._root.Scenes[this._root.Scene.Value];
            Scene     scene     = new Scene(rootScene.Name);

            foreach (int nodeIndex in rootScene.Nodes)
            {
                Node n = readNode(nodeIndex);

                if (n != null)
                {
                    scene.Nodes.Add(n);
                }
            }

            return(scene);
        }