/// <summary> /// Parsing .ply-encoded 3D points (e.g. "haircut point cloud"). /// </summary> public static AsyncRequest <Vector3[]> PlyToPointsAsync(byte[] plyBytes) { var request = new AsyncRequestThreaded <Vector3[]> (() => { Vector3[] points; PlyReader.ReadPointCloudFromPly(plyBytes, out points); return(points); }, AvatarSdkMgr.Str(Strings.ParsingPoints)); AvatarSdkMgr.SpawnCoroutine(request.Await()); return(request); }
/// <summary> /// Parsing .ply data asynchronously into Unity mesh data (vertices, triangles, etc.) /// </summary> /// <param name="plyBytes">Binary content of .ply file.</param> public static AsyncRequest <MeshData> PlyToMeshDataAsync(byte[] plyBytes) { var request = new AsyncRequestThreaded <MeshData> (() => { var meshData = new MeshData(); PlyReader.ReadMeshDataFromPly( plyBytes, out meshData.vertices, out meshData.triangles, out meshData.uv, out meshData.indexMap ); return(meshData); }, AvatarSdkMgr.Str(Strings.ParsingMeshData)); AvatarSdkMgr.SpawnCoroutine(request.Await()); return(request); }