Пример #1
0
 public virtual void AppendNewGO(fGameObject go, fGameObject parent, bool bKeepPosition)
 {
     vObjects.Add(go);
     go.SetParent(parent, bKeepPosition);
     go.SetLayer(parent.GetLayer());
     foreach (GameObject child_go in go.Children())
     {
         vObjects.Add(child_go);
         child_go.SetLayer(parent.GetLayer());
     }
 }
Пример #2
0
        /// <summary>
        /// Utility to add SO geometry to a parent GO, which would then be passed to Create()
        /// </summary>
        public static void AppendSOGeometry(fGameObject parentGO, SceneObject so, bool bAddMeshColliders)
        {
            fGameObject copy = GameObjectFactory.Duplicate(so.RootGameObject);

            // if so is a DMeshSO, and it doesn't have a collider, add it
            if (so is DMeshSO && bAddMeshColliders)
            {
                foreach (var go in copy.Children())
                {
                    if (go.GetComponent <MeshFilter>() != null && go.GetComponent <MeshCollider>() == null)
                    {
                        go.AddComponent <MeshCollider>();
                    }
                }
            }

            parentGO.AddChild(copy, true);
        }
Пример #3
0
        /// <summary>
        /// This is called for each SO we are going to export, and only fGameObject
        /// elements in the returned list will be included in mesh export. By default
        /// this is anything with a MeshFilter.
        /// *However*, DMeshSO is handled separately because it has an internal DMesh
        /// that should be written, instead of the fGOs it uses for rendering!
        /// </summary>
        protected virtual List <fGameObject> CollectGOChildren(SceneObject so)
        {
            List <fGameObject> vExports = new List <fGameObject>();

            if (so is DMeshSO)
            {
                // handled separately
            }
            else
            {
                fGameObject rootgo = so.RootGameObject;
                foreach (GameObject childgo in rootgo.Children())
                {
                    if (childgo.GetSharedMesh() != null)
                    {
                        vExports.Add(childgo);
                    }
                }
            }
            return(vExports);
        }
Пример #4
0
        public static GOWrapperSO CombineAnySOs(SceneObject s1, SceneObject s2, bool bDeleteExisting = true)
        {
            FScene scene = s1.GetScene();

            if (scene.IsSelected(s1))
            {
                scene.Deselect(s1);
            }
            if (scene.IsSelected(s2))
            {
                scene.Deselect(s2);
            }

            fGameObject parentGO = GameObjectFactory.CreateParentGO("combined");

            fGameObject copy1 = GameObjectFactory.Duplicate(s1.RootGameObject);
            fGameObject copy2 = GameObjectFactory.Duplicate(s2.RootGameObject);


            // if inputs are DMeshSOs, they do not have colliders, which we will need...
            if (s1 is DMeshSO)
            {
                foreach (var go in copy1.Children())
                {
                    if (go.GetComponent <MeshFilter>() != null && go.GetComponent <MeshCollider>() == null)
                    {
                        go.AddComponent <MeshCollider>();
                    }
                }
            }
            if (s2 is DMeshSO)
            {
                foreach (var go in copy2.Children())
                {
                    if (go.GetComponent <MeshFilter>() != null && go.GetComponent <MeshCollider>() == null)
                    {
                        go.AddComponent <MeshCollider>();
                    }
                }
            }

            parentGO.AddChild(copy1, true);
            parentGO.AddChild(copy2, true);

            GOWrapperSO wrapperSO = new GOWrapperSO()
            {
                AllowMaterialChanges = false
            };

            wrapperSO.Create(parentGO);

            if (bDeleteExisting)
            {
                scene.RemoveSceneObject(s1, false);
                scene.RemoveSceneObject(s2, false);
            }

            scene.AddSceneObject(wrapperSO, false);

            return(wrapperSO);
        }