示例#1
0
        /// <summary>
        /// MeshFilter + MeshRenderer もしくは SkinnedMeshRenderer を構築する
        /// </summary>
        public static Renderer CreateRenderer(VrmLib.Node node, GameObject go, ModelMap map)
        {
            var mesh = node.MeshGroup.Meshes[0];

            Renderer renderer      = null;
            var      hasBlendShape = mesh.MorphTargets.Any();

            if (node.MeshGroup.Skin != null || hasBlendShape)
            {
                var skinnedMeshRenderer = go.AddComponent <SkinnedMeshRenderer>();
                renderer = skinnedMeshRenderer;
                skinnedMeshRenderer.sharedMesh = map.Meshes[node.MeshGroup];
                if (node.MeshGroup.Skin != null)
                {
                    skinnedMeshRenderer.bones = node.MeshGroup.Skin.Joints.Select(x => map.Nodes[x].transform).ToArray();
                    if (node.MeshGroup.Skin.Root != null)
                    {
                        skinnedMeshRenderer.rootBone = map.Nodes[node.MeshGroup.Skin.Root].transform;
                    }
                }
            }
            else
            {
                var meshFilter = go.AddComponent <MeshFilter>();
                renderer = go.AddComponent <MeshRenderer>();
                meshFilter.sharedMesh = map.Meshes[node.MeshGroup];
            }
            var materials = mesh.Submeshes.Select(x => map.Materials[x.Material]).ToArray();

            renderer.sharedMaterials = materials;

            return(renderer);
        }
示例#2
0
        private static void CreateNodes(
            Transform parentTransform,
            VrmLib.Node parentNode,
            Dictionary <GameObject, VrmLib.Node> nodes)
        {
            // parentNode.SetMatrix(parentTransform.localToWorldMatrix.ToNumericsMatrix4x4(), false);
            parentNode.LocalTranslation = parentTransform.localPosition.ToNumericsVector3();
            parentNode.LocalRotation    = parentTransform.localRotation.ToNumericsQuaternion();
            parentNode.LocalScaling     = parentTransform.localScale.ToNumericsVector3();
            nodes.Add(parentTransform.gameObject, parentNode);

            foreach (Transform child in parentTransform)
            {
                var childNode = new VrmLib.Node(child.gameObject.name);
                CreateNodes(child, childNode, nodes);
                parentNode.Add(childNode);
            }
        }
示例#3
0
        /// <summary>
        /// ヒエラルキーを再帰的に構築する
        /// <summary>
        public static void CreateNodes(VrmLib.Node node, GameObject parent, Dictionary <VrmLib.Node, GameObject> nodes)
        {
            GameObject go = new GameObject(node.Name);

            go.transform.SetPositionAndRotation(node.Translation.ToUnityVector3(), node.Rotation.ToUnityQuaternion());
            nodes.Add(node, go);
            if (parent != null)
            {
                go.transform.SetParent(parent.transform);
            }

            if (node.Children.Count > 0)
            {
                for (int n = 0; n < node.Children.Count; n++)
                {
                    CreateNodes(node.Children[n], go, nodes);
                }
            }
        }