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externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 0 - settings: - DefaultValueInitialized: true - - first: - Windows Store Apps: WindowsStoreApps - second: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/AssimpNet/AssimpNet.xml b/Assets/Plugins/AssimpNet/AssimpNet.xml deleted file mode 100644 index 04097be1..00000000 --- a/Assets/Plugins/AssimpNet/AssimpNet.xml +++ /dev/null @@ -1,11454 +0,0 @@ - - - - AssimpNet - - - - - An animation consists of keyframe data for a number of nodes. For - each node affected by the animation, a separate series of data is given. - - - - - Gets or sets the name of the animation. If the modeling package the - data was exported from only supports a single animation channel, this - name is usually empty. - - - - - Gets or sets the duration of the animation in number of ticks. - - - - - Gets or sets the number of ticks per second. It may be zero - if it is not specified in the imported file. - - - - - Gets if the animation has node animation channels. - - - - - Gets the number of node animation channels where each channel - affects a single node. - - - - - Gets the node animation channels. - - - - - Gets if the animation has mesh animations. - - - - - Gets the number of mesh animation channels. - - - - - Gets the number of mesh morph animation channels. - - - - - Gets the mesh animation channels. - - - - - Gets the mesh morph animation channels. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an Assimp Import/Export context that load or save models using the unmanaged library. Additionally, conversion - functionality is offered to bypass loading model data into managed memory. - - - - - Gets if the context has been disposed. - - - - - Gets or sets the uniform scale for the model. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the X-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation abut the Y-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the Z-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets whether this context is using a user-defined IO system for file handling. - - - - - Gets the property configurations set to this context. This is only used during import. - - - - - Constructs a new instance of the class. - - - - - Imports a model from the stream without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the stream. The importer sets configurations and loads the model into managed memory, releasing the unmanaged memory - used by Assimp. It is up to the caller to dispose of the stream. If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Post processing flags, if any - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - Post processing flags, if any - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Post processing steps used for the import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Post processing steps used for the import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Sets a custom file system implementation that is used by this importer. If it is null, then the default assimp file system - is used instead. - - Custom file system implementation - - - - Removes the currently set custom file system implementation from the importer. - - - - - Gets the model formats that are supported for export by Assimp. - - Export formats supported - - - - Gets the model formats that are supported for import by Assimp. - - Import formats supported - - - - Gets descriptions for each importer that assimp has registered. - - Descriptions of supported importers. - - - - Gets an importer description for the specified file extension. If no importers support it, null is returned. Multiple importers may support the file extension, - they are called in the order that they were registered. - - File extension to query importer support for. - Importer description or null if it does not exist. - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for import. - - Model format - True if the format is supported, false otherwise - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for export. - - Model format - True if the format is supported, false otherwise - - - - Sets a configuration property to the context. This is only used during import. - - Config to set - - - - Removes a set configuration property by name. - - Name of the config property - - - - Removes all configuration properties from the context. - - - - - Checks if the context has a config set by the specified name. - - Name of the config property - True if the config is present, false otherwise - - - - Disposes of resources held by the context. These include IO systems still attached. - - - - - Releases unmanaged and - optionally - managed resources - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - AssimpNet general exception. - - - - - Initializes a new instance of the class. - - - - - Initializes a new instance of the class. - - The error message. - - - - Initializes a new instance of the class. - - Name of the param. - The error message. - - - - Initializes a new instance of the class. - - The error message - The inner exception. - - - - Represents a single bone of a mesh. A bone has a name which allows it to be found in the frame - hierarchy and by which it can be addressed by animations. In addition it has a number of - influences on vertices. - - - - - Gets or sets the name of the bone. - - - - - Gets the number of vertex influences the bone contains. - - - - - Gets if the bone has vertex weights - this should always be true. - - - - - Gets the vertex weights owned by the bone. - - - - - Gets or sets the matrix that transforms from mesh space to bone space in bind pose. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the bone - Bone's offset matrix - Vertex weights - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes a right-handed camera in the scene. An important aspect is that - the camera itself is also part of the scenegraph, meaning any values such - as the direction vector are not *absolute*, they can be relative to the coordinate - system defined by the node which corresponds to the camera. This allows for camera - animations. - - - - - Gets or sets the name of the camera. This corresponds to a node in the - scenegraph with the same name. This node specifies the position of the - camera in the scene hierarchy and can be animated. - - - - - Gets or sets the position of the camera relative to the coordinate space defined by - the corresponding node. THe default value is 0|0|0. - - - - - Gets or sets the 'up' vector of the camera, relative to the coordinate space defined by the - corresponding node. The 'right' vector of the camera is the cross product of the up - and direction vectors. The default value is 0|1|0. - - - - - Gets or sets the viewing direction of the camera, relative to the coordinate space defined by the corresponding node. - The default value is 0|0|1. - - - - - Gets or sets the half horizontal field of view angle, in radians. The FoV angle is - the angle between the center line of the screen and the left or right border. The default - value is 1/4PI. - - - - - Gets or sets the distance of the near clipping plane from the camera. The value may not - be 0.0f for arithmetic reasons to prevent a division through zero. The default value is 0.1f; - - - - - Gets or sets the distance of the far clipping plane from the camera. The far clippling plane must - be further than the near clippling plane. The default value is 1000.0f. The ratio between - the near and far plane should not be too large (between 1000 - 10000 should be ok) to avoid - floating-point inaccuracies which can lead to z-fighting. - - - - - Gets or sets the screen aspect ratio. This is the ratio between the width and height of the screen. Typical - values are 4/3, 1/2, or 1/1. This value is 0 if the aspect ratio is not defined in the source file. - The default value is zero. - - - - - Gets a right-handed view matrix. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a RGB color. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color3D. - - Red component - Green component - Blue component - - - - Constructs a Color3D where each component is - set to the same value. - - Value to set R, G, B components - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a Red-Green-Blue-Alpha (RGBA) color. - Color values range from 0 to 1. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Alpha component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color4D. - - Red component - Green component - Blue component - Alpha component - - - - Constructs a Color4D. Alpha is set to 1.0. - - Red component - Green component - Blue component - - - - Constructs a Color4D where each component is - set to the same value. - - Value to set R, G, B, A components - - - - Constructs a Color4D from a Color3D. Alpha is set to 1.0. - - RGB values - - - - Constructs a Color4D from a Color3D and alpha value. - - RGB values - Alpha value - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Base property config. - - - - - Gets the property name. - - - - - Creates a new property config that has no active Assimp property store. - - Name of the property. - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes an integer configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new IntengerPropertyConfig. - - Name of the property - Property value - - - - constructs a new IntegerPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a float configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new FloatPropertyConfig. - - Name of the property - Property value - - - - Constructs a new FloatPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a boolean configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new BooleanPropertyConfig. - - Name of the property - Property value - - - - Constructs a new BooleanPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a string configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new StringPropertyConfig. - - Name of the property - Property value - - - - Constructs a new StringPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Convience method for constructing a whitespace delimited name list. - - Array of names - White-space delimited list as a string - - - - Configuration to enable time measurements. If enabled, each - part of the loading process is timed and logged. Default value is false. - - - - - Gets the string name used by MeasureTimeConfig. - - - - - Constructs a new MeasureTimeConfig. - - True if the loading process should be timed or not. - - - - Configuration to set Assimp's multithreading policy. Possible - values are -1 to let Assimp decide, 0 to disable multithreading, or - any number larger than zero to force a specific number of threads. This - is only a hint and may be ignored by Assimp. Default value is -1. - - - - - Gets the string name used by MultithreadingConfig. - - - - - Constructs a new MultithreadingConfig. - - A value of -1 will let Assimp decide, - a value of zero to disable multithreading, and a value greater than zero - to force a specific number of threads. - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. Default value is false. - - - - - Gets the string name used by NoSkeletonMeshConfig. - - - - - Constructs a new NoSkeletonMeshConfig. - - True if dummy skeleton mesh generation should be disabled, false otherwise. - - - - Configuration to set the maximum angle that may be between two vertex tangents/bitangents - when they are smoothed during the step to calculate the tangent basis. The default - value is 45 degrees. - - - - - Gets the string name used by TangentSmoothingAngleConfig. - - - - - Constructs a new TangentSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the maximum angle between two face normals at a vertex when - they are smoothed during the step to calculate smooth normals. This is frequently - called the "crease angle". The maximum and default value is 175 degrees. - - - - - Gets the string name used by NormalSmoothingAngleConfig. - - - - - Constructs a new NormalSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the colormap (palette) to be used to decode embedded textures in MDL (Quake or 3DG5) - files. This must be a valid path to a file. The file is 768 (256 * 3) bytes alrge and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a - default palette (from Quake 1) is used. The default value is "colormap.lmp". - - - - - Gets the string name used by MDLColorMapConfig. - - - - - Constructs a new MDLColorMapConfig. - - Colormap filename - - - - Configuration for the the step - to determine what materials to keep. If a material matches one of these names it will not - be modified or removed by the post processing step. Default is an empty string. - - - - - Gets the string name used by MaterialExcludeListConfig. - - - - - Constructs a new MaterialExcludeListConfig. Material names containing whitespace - must be enclosed in single quotation marks. - - List of material names that will not be modified or replaced by the remove redundant materials post process step. - - - - Configuration for the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization is performed - where meshes with the same materials are not joined. This option can be useful - if you have a scene hierarchy that contains important additional information - which you intend to parse. The default value is false. - - - - - Gets the string name used by KeepSceneHierarchyConfig. - - - - - Constructs a new KeepHierarchyConfig. - - True to keep the hierarchy, false otherwise. - - - - Configuration for the step - to normalize all vertex components into the -1...1 range. The default value is - false. - - - - - Gets the string name used by NormalizeVertexComponentsConfig. - - - - - Constructs a new NormalizeVertexComponentsConfig. - - True if the post process step should normalize vertex components, false otherwise. - - - - Configuration for the step to - remove degenerted primitives from the import immediately. The default value is false, - where degenerated triangles are converted to lines, and degenerated lines to points. - - - - - Gets the string name used by RemoveDegeneratePrimitivesConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesConfig. - - True if the post process step should remove degenerate primitives, false otherwise. - - - - Configuration for the step. If true, the area of the triangles are checked - to see if they are greater than 1e-6. If so, the triangle is removed if is set to true. - - - - - Gets the string name used by RemoveDegeneratePrimitivesCheckAreaConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesCheckAreaConfig. - - True if the post process step should check the area of triangles when finding degenerate primitives, false otherwise. - - - - Configuration for the step - to preserve nodes matching a name in the given list. Nodes that match the names in the list - will not be modified or removed. Identifiers containing whitespaces - must be enclosed in single quotation marks. The default value is an - empty string. - - - - - Gets the string name used by NodeExcludeListConfig. - - - - - Constructs a new NodeExcludeListConfig. - - List of node names - - - - Configuration for the step - that specifies the maximum number of triangles a mesh can contain. The - default value is MeshTriangleLimitConfigDefaultValue. - - - - - Gets the string name used by MeshTriangleLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshTriangleLimitConfig. - - Max number of triangles a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of vertices a mesh can contain. The - default value is MeshVertexLimitConfigDefaultValue. - - - - - Gets the string name used by MeshVertexLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshVertexLimitConfig. - - Max number of vertices a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of bone weights per vertex. The default - value is VertexBoneWeightLimitConfigDefaultValue. - - - - - gets the string name used by VertexBoneWeightLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new VertexBoneWeightLimitConfig. - - Max number of bone weights per vertex. - - - - Configuration for the step - that specifies the size of the post-transform vertex cache. The size is - given in number of vertices and the default value is VertexCacheSizeConfigDefaultValue. - - - - - Gets the string name used by VertexCacheConfig. - - - - - Gets the defined default vertex cache size, this corresponds to - the . - - - - - Constructs a new VertexCacheSizeConfig. - - Size of the post-transform vertex cache, in number of vertices. - - - - Configuration for the step that - specifies which parts of the data structure is to be removed. If no valid mesh - remains after the step, the import fails. The default value i . - - - - - Gets the string name used by RemoveComponentConfig. - - - - - Constructs a new RemoveComponentConfig. - - Bit-wise combination of components to exclude. - - - - Configuration for the step that - specifies which primitive types are to be removed by the step. Specifying all - primitive types is illegal. The default value is zero specifying none. - - - - - Gets the string name used by SortByPrimitiveTypeConfig. - - - - - Constructs a new SortByPrimitiveTypeConfig. - - Bit-wise combination of primitive types to remove - - - - Configuration for the step that - specifies the floating point accuracy for animation values, specifically - the episilon during comparisons. The default value is 0.0f. - - - - - Gets the string name used by AnimationAccuracyConfig. - - - - - Constructs a new AnimationAccuracyConfig. - - Episilon for animation value comparisons. - - - - Configuration for the step that - specifies which UV transformations are to be evaluated. The default value - is for all combinations (scaling, rotation, translation). - - - - - Gets the string name used by TransformUVConfig. - - - - - Constructs a new TransformUVConfig. - - Bit-wise combination specifying which UV transforms that should be evaluated. - - - - Configuration that is a hint to Assimp to favor speed against import quality. Enabling this - option may result in faster loading, or it may not. It is just a hint to loaders - and post-process steps to use faster code paths if possible. The default value is false. - - - - - Gets the string name used by FavorSpeedConfig. - - - - - Constructs a new FavorSpeedConfig. - - True if Assimp should favor speed at the expense of quality, false otherwise. - - - - Configures the maximum bone count per mesh for the step. Meshes are - split until the maximum number of bones is reached. - - - - - Gets the string name used by MaxBoneCountConfig. - - - - - Constructs a new MaxBoneCountConfig. - - The maximum bone count. - - - - Configures which texture channel is used for tangent space computations. The channel must exist or an error will be raised. - - - - - Gets the string name used by TangentTextureChannelIndexConfig. - - - - - Constructs a new TangentTextureChannelIndexConfig. - - The zero-based texture channel index. - - - - Configures the threshold that is used to determine what bones are removed. - - - - - Gets the string name used by DeboneThresholdConfig. - - - - - Constructs a new DeboneThresholdConfig. - - The debone threshold. - - - - Configuration that requires all bones to qualify for deboning before any are removed. - - - - - Gets the string name used by DeboneAllOrNoneConfig. - - - - - Constructs a new DeboneAllOrNoneConfig. - - True if all are required, false if none need to qualify. - - - - Configuration for that sets a user defined matrix as the scene root node transformation before - transforming vertices. Default value is the identity matrix. - - - - - Gets the string name used by RootTransformationConfig. - - - - - Constructs a new RootTransformationConfig. - - Root transformation matrix to be set to the root scene node during the pretransform post process step. - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - - - - - - Gets the string name used by GlobalScaleConfig. - - - - - Constructs a new GlobalScaleConfig. - - Value to scale the entire scene by. - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the "global" keyframe that will be imported. There are other configs - for specific importers that will override the global setting. - - - - - Gets the string name used by GlobalKeyFrameImportConfig. - - - - - Constructs a new GlobalKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD3 format. - - - - - Gets the string name used by MD3KeyFrameImportConfig. - - - - - Constructs a new MD3KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD2 format. - - - - - Gets the string name used by MD2KeyFrameImportConfig. - - - - - Constructs a new MD2KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MDL format. - - - - - Gets the string name used by MDLKeyFrameImportConfig. - - - - - Constructs a new MDLKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the SMD format. - - - - - Gets the string name used by SMDKeyFrameImportConfig. - - - - - Constructs a new SMDKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the Unreal format. - - - - - Gets the string name used by UnrealKeyFrameImportConfig. - - - - - Constructs a new UnrealKeyFrameImportConfig. - - Keyframe index - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. The default value is true. - - - - - Gets the string name used by ACSeparateBackfaceCullConfig. - - - - - Constructs a new ACSeparateBackfaceCullConfig. - - True if all surfaces that have the "backface cull" flag set should be collected in separate meshes, false otherwise. - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. The default value is true. - - - - - Gets the string name used by ACEvaluateSubdivisionConfig. - - - - - Constructs a new ACEvaluateSubdivisionConfig. - - True if the AC loader should evaluate subdivisions, false otherwise. - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - The default value is true. - - - - - Gets the string name used by UnrealHandleFlagsConfig. - - - - - Constructs a new UnrealHandleFlagsConfig. - - True if the unreal loader should separate faces with different surface flags, false otherwise. - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. The default value is false. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - - - - - Gets the string name used by TerragenComputeTexCoordsConfig. - - - - - Constructs a new TerragenComputeTexCoordsConfig. - - True if terran UV coordinates should be computed, false otherwise. - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. The default value is true. - - - - - Gets the string name used by ASEReconstructNormalsConfig. - - - - - Constructs a new ASEReconstructNormalsConfig. - - True if normals should be re-computed, false otherwise. - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. The - default value is true. - - - - - Gets the string name used by MD3HandleMultiPartConfig. - - - - - Constructs a new MD3HandleMultiPartConfig. - - True if the split files should be loaded and combined, false otherwise. - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. The default string value is "default". - - - - - Gets the string name used by MD3SkinNameConfig. - - - - - Constructs a new MD3SkinNameConfig. - - The skin name. - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. the default string value is an empty string. - - - - - Gets the string name used by MD3ShaderSourceConfig. - - - - - Constructs a new MD3ShaderSourceConfig. - - The shader file. - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - The default value is false (all layers are loaded). - - - - - Gets the string name used by LWOImportOneLayerConfig. - - - - - Constructs a new LWOImportOneLayerConfig. - - True if only one layer should be imported, false if all layers should be imported. - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default value is false. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - - - - - Gets the string name used by MD5NoAnimationAutoLoadConfig. - - - - - Constructs a new MD5NoAnimationAutoLoadConfig. - - True if animations should not be automatically loaded, false if they should be. - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - - - - - Gets the string name used by LWSAnimationStartConfig. - - - - - Constructs a new LWSAnimationStartConfig. - - Beginning of the time range - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - - - - - Gets the string name used by LWSAnimationEndConfig. - - - - - Constructs a new LWSAnimationEndConfig. - - Ending of the time range - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - The default value is 100 frames per second. - - - - - Gets the string name used by IRRAnimationFrameRateConfig. - - - - - Constructs a new IRRAnimationFramerateConfig. - - Number of frames per second to output. - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. The default value is "Scene.Material". - - - - - Gets the string name used by OgreMaterialFileConfig. - - - - - Constructs a new OgreMaterialFileConfig. - - Material file name to load. - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. The default value is false. - - - - - Gets the string name used by OgreTextureTypeFromFilenameConfig. - - - - - Constructs a new OgreTextureTypeFromFilenameConfig. - - True if the filename defines texture usage, false otherwise. - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - - - - - Gets the string name used by IFCSkipSpaceRepresentationsConfig. - - - - - Constructs a new IFCSkipSpaceRepresentationsConfig. - - True if the IfcSpace elements are skipped, false if otherwise. - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - - - - - Gets the string name used by IFCUseCustomTriangulationConfig. - - - - - Constructs a new IFCUseCustomTriangulationConfig. - - True if the loader should use its own triangulation routine for walls/floors, false otherwise. - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - - - - - Gets the string name used by IFCSmoothingAngleConfig. - - - - - Constructs a new IFCSmoothingAngleConfig. - - Smoothing angle when tessellating curves. Needs to be in the range of [5, 120]. - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - - - - - Gets the string name used by IFCCylindricalTessellationConfig. - - - - - Constructs a new IFCCylindricalTessellationConfig. - - Tessellation of cylindrical shapes (e.g. the number of segments used to approximate a circle). Needs to be in the range of [3, 180]. - - - - Specifies whether the collada loader will ignore the up direction. Default is false. - - - - - Gets the string name used by ColladaIgnoreUpDirectionConfig. - - - - - Constructs a new ColladaIgnoreUpDirectionConfig. - - True if the loader should ignore the up direction, false otherwise. - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or import only the first. Default is true. - - - - - Gets the string name used by FBXImportAllGeometryLayersConfig. - - - - - Constructs a new FBXImportAllGeometryLayersConfig. - - True if all geometry layers should be merged, false otherwise to take only the first layer. - - - - Specifies whether the FBX importer will import all materials present in the source file or take only the referenced materials, - if the importer is configured to import materials at all. Otherwise this will have no effect. Default is false. - - - - - Gets the string name used by FBXImportAllMaterialsConfig. - - - - - Constructs a new FBXImportAllMaterialsConfig. - - True if the FBX importer should import ALL materials even if not referenced, false otherwise (take only the referenced materials). - - - - Specifies whether the FBX importer will import materials. Default is true. - - - - - Gets the string name used by FBXImportMaterialsConfig. - - - - - Constructs a new FBXImportMaterialsConfig. - - True if the FBX importer should import materials, false otherwise. - - - - Specifies whether the FBX importer will import embedded textures. Default is true. - - - - - - Gets the string name used by FBXImportEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportEmbeddedTexturesConfig. - - True if the FBX importer should import embedded textures, false otherwise. - - - - Specifies if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. Default is false. - - - - - Gets the string name used by FBXImportSearchEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportSearchEmbeddedTexturesConfig. - - True if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. - - - - Specifies whether the FBX importer will import cameras. Default is true. - - - - - Gets the string name used by FBXImportCamerasConfig. - - - - - Constructs a new FBXImportCamerasConfig. - - True if the FBX importer should import cameras, false otherwise. - - - - Specifies whether the FBX importer will import lights. Default is true. - - - - - Gets the string name used by FBXImportLightsConfig. - - - - - Constructs a new FBXImportLightsConfig. - - True if the FBX importer should import lights, false otherwise. - - - - Specifies whether the FBX importer will import animations. Default is true. - - - - - Gets the string name used by FBXImportAnimationsConfig. - - - - - Constructs a new FBXImportAnimationsConfig. - - True if the FBX importer should import animations, false otherwise. - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. Default is false. - - - - - Gets the string name used by FBXStrictModeConfig. - - - - - Constructs a new FBXStrictModeConfig. - - True if FBX strict mode should be used, false otherwise. - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. Default value is true. - - - - - Gets the string name used by FBXPreservePivotsConfig. - - - - - Constructs a new FBXPreservePivotsConfig. - - True if pivots should be preserved, false otherwise. - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. Default value is true. - - - - - Gets the string name used by FBXOptimizeEmptyAnimationCurvesConfig. - - - - - Constructs a new FBXOptimizeEmptyAnimationCurvesConfig. - - True if empty animation curves should be dropped, false otherwise. - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - - - - - Gets the string name used by XFileUseDoublesConfig. - - - - - Constructs a new XFileUseDoublesConfig. - - True if the x file uses 64-bit double values rather than 32-bit float values. - - - - Represents an embedded texture. Some file formats directly embed texture assets. - Embedded textures may be uncompressed, where the data is given in an uncompressed format. - Or it may be compressed in a format like png or jpg. In the latter case, the raw - file bytes are given so the application must utilize an image decoder (e.g. DevIL) to - get access to the actual color data. This object represents both types, so some properties may or may not be valid depending - if it is compressed or not. - - - - - Gets if the texture is compressed or not. - - - - - Gets the width of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets the height of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets if the texture has non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the size of the non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the non-compressed texel data, the array is of size Width * Height. Only valid for non-compressed textures. - - - - - Gets if the embedded texture has compressed data. Only valid for compressed textures. - - - - - Gets the size of the compressed data. Only valid for compressed textures. - - - - - Gets the raw byte data representing the compressed texture. Only valid for compressed textures. - - - - - Gets the format hint to determine the type of compressed data. This hint - is a three-character lower-case hint like "dds", "jpg", "png". - - - - - Constructs a new instance of the class. Should use only if - reading from a native value. - - - - - Constructs a new instance of the class. This creates a compressed - embedded texture. - - The 3 character format hint. - The compressed data. - - - - Constructs a new instance of the class. This creates an uncompressed - embedded texture. - - Width of the texture - Height of the texture - Color data - Thrown if the data size does not match width * height. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Enumerates metadata data types. - - - - - Metadata is a boolean. - - - - - Metadata is an integer. - - - - - Metadata is an unsigned 64-bit integer. - - - - - Metadata is a float. - - - - - Metadata is a double. - - - - - Metadata is a string. - - - - - Metadata is a . - - - - - Post processing flag options, specifying a number of steps - that can be run on the data to either generate additional vertex - data or optimize the imported data. - - - - - No flags enabled. - - - - - Calculates the tangents and binormals (bitangents) - for the imported meshes. - - This does nothing if a mesh does not have normals. You might - want this post processing step to be executed if you plan - to use tangent space calculations such as normal mapping. There is a - config setting AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE which - allows you to specify a maximimum smoothing angle for the algorithm. - However, usually you'll want to leave it at the default value. - - - - - - Identifies and joins identical vertex data sets within all - imported meshes. - - After this step is run each mesh does contain only unique vertices - anymore, so a vertex is possibly used by multiple faces. You usually - want to use this post processing step. If your application deals with - indexed geometry, this step is compulsory or you'll just waste rendering - time. - If this flag is not specified, no vertices are referenced by more than one - face and no index buffer is required for rendering. - - - - - Converts all imported data to a left handed coordinate space. - - By default the data is returned in a right-handed coordinate space, - where +X points to the right, +Z towards the viewer, and +Y upwards. - - - - - Triangulates all faces of all meshes. - - By default the imported mesh data might contain faces with more than - three indices. For rendering you'll usually want all faces to - be triangles. This post processing step splits up all - higher faces to triangles. Line and point primitives are *not* - modified. If you want 'triangles only' with no other kinds of primitives, - try the following: - - - - Specify both and . - - - Ignore all point and line meshes when you process Assimp's output - - - - - - - Removes some parts of the data structure (animations, materials, - light sources, cameras, textures, vertex components). - - The components to be removed are specified in a separate configuration - option, AI_CONFIG_PP_RVC_FLAGS. This is quite useful if you don't - need all parts of the output structure. Especially vertex colors are rarely used today...calling this step to remove - unrequired stuff from the pipeline as early as possible results in an increased - performance and a better optimized output data structure. - - - This step is also useful if you want to force Assimp to recompute normals - or tangents. the corresponding steps don't recompute them if they're already - there (loaded from the source asset). By using this step you can make sure - they are NOT there. - - - - - Generates normals for all faces of all meshes. It may not be - specified together with . - - This is ignored if normals are already there at the time where this - flag is evaluated. Model importers try to load them from the source file, - so they're usually already there. Face normals are shared between all - points of a single face, so a single point can have multiple normals, - which in other words, forces the library to duplicate vertices in - some cases. This makes senseless then. - - - - - - Generates smooth normals for all vertices of all meshes. It - may not be specified together with . - - This is ignored if normals are already there at the time where - this flag is evaluated. Model importers try to load them from the - source file, so they're usually already there. - - The configuration option AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE - allows you to specify an angle maximum for the normal smoothing algorithm. - Normals exceeding this limit are not smoothed, resulting in a 'hard' seam - between two faces. using a decent angle here (e.g. 80 degrees) results in a very good visual - appearance. - - - - - Splits large meshes into smaller submeshes. - - This is useful for realtime rendering where the number - of triangles which can be maximally processed in a single draw call is - usually limited by the video driver/hardware. The maximum vertex buffer - is usually limited, too. Both requirements can be met with this step: - you may specify both a triangle and a vertex limit for a single mesh. - - The split limits can be set through the AI_CONFIG_PP_SLM_VERTEX_LIMIT - and AI_CONFIG_PP_SLM_TRIANGLE_LIMIT config settings. The default - values are 1,000,000. - - Warning: This can be a time consuming task. - - - - - Removes the node graph and "bakes" (pre-transforms) all - vertices with the local transformation matrices of their nodes. - The output scene does still contain nodes, however, there is only - a root node with children, each one referencing only one mesh. - Each mesh referencing one material. For rendering, you can simply render - all meshes in order, you don't need to pay attention to local transformations - and the node hierarchy. - - Warning: Animations are removed during this step. - - - - - Limits the number of bones simultaneously affecting a single - vertex to a maximum value. - - If any vertex is affected by more than that number of bones, - the least important vertex weights are removed and the remaining vertex - weights are re-normalized so that the weights still sum up to 1. - - The default bone weight limit is 4 and uses the - AI_LMW_MAX_WEIGHTS config. If you intend to perform the skinning in hardware, this post processing - step might be of interest for you. - - - - - Validates the imported scene data structure. - - This makes sure that all indices are valid, all animations - and bones are linked correctly, all material references are - correct, etc. - - It is recommended to capture Assimp's log output if you use this flag, - so you can easily find out what's actually wrong if a file fails the - validation. The validator is quite rude and will find *all* inconsistencies - in the data structure. There are two types of failures: - - - Error: There's something wrong with the imported data. Further - postprocessing is not possible and the data is not usable at all. The import - fails. - - - Warning: There are some minor issues (e.g. 1000000 animation keyframes - with the same time), but further postprocessing and use of the data structure is still - safe. Warning details are written to the log file. - - - - - - - Re-orders triangles for better vertex cache locality. - - This step tries to improve the ACMR (average post-transform vertex cache - miss ratio) for all meshes. The implementation runs in O(n) time - and is roughly based on the 'tipsify' algorithm. - - If you intend to render huge models in hardware, this step might be of interest for you. - The AI_CONFIG_PP_ICL_PTCACHE_SIZE config setting can be used to fine tune - the cache optimization. - - - - - Searches for redundant/unreferenced materials and removes them. - - This is especially useful in combination with the PreTransformVertices - and OptimizeMeshes flags. Both join small meshes with equal characteristics, but - they can't do their work if two meshes have different materials. Because several - material settings are always lost during Assimp's import filders and because many - exporters don't check for redundant materials, huge models often have materials which - are defined several times with exactly the same settings. - - Several material settings not contributing to the final appearance of a surface - are ignored in all comparisons ... the material name is one of them. So, if you're passing - additional information through the content pipeline (probably using *magic* material names), - don't specify this flag. Alternatively, take a look at the AI_CONFIG_PP_RRM_EXCLUDE_LIST - setting. - - - - - This step tries to determine which meshes have normal vectors - that are facing inwards. - - The algorithm is simple but effective: - - The bounding box of all vertices and their normals are compared - against the volume of the bounding box of all vertices without their normals. - This works well for most objects, problems might occur with planar surfaces. However, - the step tries to filter such cases. The step inverts all in-facing normals. - Generally, it is recommended to enable this step, although the result is not - always correct. - - - - - This step splits meshes with more than one primitive type in homogeneous submeshes. - - This step is executed after triangulation and after it returns, just one - bit is set in aiMesh:mPrimitiveTypes. This is especially useful for real-time - rendering where point and line primitives are often ignored or rendered separately. - - - You can use AI_CONFIG_PP_SBP_REMOVE option to specify which primitive types you need. - This can be used to easily exclude lines and points, which are rarely used, - from the import. - - - - - - This step searches all meshes for degenerated primitives and - converts them to proper lines or points. A face is 'degenerated' if one or more of its points are identical. - - To have degenerated primitives removed, specify the flag - try one of the following procedures: - - - - To support lines and points: Set the - AI_CONFIG_PP_FD_REMOVE option to one. This will cause the step to remove degenerated triangles as - soon as they are detected. They won't pass any further pipeline steps. - - - If you don't support lines and points: Specify flag, which - will move line and point primitives to separate meshes. Then set the AI_CONFIG_PP_SBP_REMOVE - option to and to cause step - to reject point and line meshes from the scene. - - - - Degenerated polygons are not necessarily evil and that's why they are not removed by default. There are several - file formats which do not support lines or points where exporters bypass the format specification and write - them as degenerated triangles instead. - - - - - - This step searches all meshes for invalid data, such as zeroed - normal vectors or invalid UV coordinates and removes or fixes them. - This is intended to get rid of some common exporter rrors. - - This is especially useful for normals. If they are invalid, - and the step recognizes this, they will be removed and can later - be recomputed, e.g. by the GenerateSmoothNormals flag. The step - will also remove meshes that are infinitely small and reduce animation - tracks consisting of hundreds of redundant keys to a single key. The - AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides the accuracy of the check - for duplicate animation tracks. - - - - - This step converts non-UV mappings (such as spherical or - cylindrical mapping) to proper texture coordinate channels. - - Most applications will support UV mapping only, so you will - probably want to specify this step in every case. Note that Assimp - is not always able to match the original mapping implementation of the 3D - app which produced a model perfectly. It's always better - to let the father app compute the UV channels, at least 3DS max, maya, blender, - lightwave, modo, .... are able to achieve this. - - If this step is not requested, you'll need to process the MATKEY_MAPPING - material property in order to display all assets properly. - - - - - Applies per-texture UV transformations and bakes them to stand-alone vtexture - coordinate channels. - - UV Transformations are specified per-texture - see the MATKEY_UVTRANSFORM material - key for more information. This step processes all textures with transformed input UV coordinates - and generates new (pretransformed) UV channel transformations, so you will probably - want to specify this step. - - UV transformations are usually implemented in realtime apps by - transforming texture coordinates in a vertex shader stage with a 3x3 (homogenous) - transformation matrix. - - - - - Searches for duplicated meshes and replaces them with a reference - to the first mesh. - - This is time consuming, so don't use it if you have no time. Its - main purpose is to work around the limitation with some - file formats that don't support instanced meshes, so exporters - duplicate meshes. - - - - - - Attempts to reduce the number of meshes (and draw calls). - - This is recommended to be used together with - and is fully compatible with both and . - - - - - - Optimizes scene hierarchy. Nodes with no animations, bones, - lights, or cameras assigned are collapsed and joined. - - Node names can be lost during this step, you can specify - names of nodes that should'nt be touched or modified - with AI_CONFIG_PP_OG_EXCLUDE_LIST. - - Use this flag with caution. Most simple files will be collapsed to a - single node, complex hierarchies are usually completely lost. That's not - the right choice for editor environments, but probably a very effective - optimization if you just want to get the model data, convert it to your - own format and render it as fast as possible. - - This flag is designed to be used with for best - results. - - Scenes with thousands of extremely small meshes packed - in deeply nested nodes exist for almost all file formats. - Usage of this and usually fixes them all and - makes them renderable. - - - - - Flips all UV coordinates along the y-axis - and adjusts material settings/bitangents accordingly. - - - - - Flips face winding order from CCW (default) to CW. - - - - - Splits meshes with many bones into submeshes so that each submesh has fewer or as many bones as a given limit. - - - - - Removes bones losslessly or according to some threshold. In some cases (e.g. formats that require it) exporters - are faced to assign dummy bone weights to otherwise static meshes assigned to animated meshes. Full, weight-based skinning is expensive while - animating nodes is extremely cheap, so this step is offered to clean up the data in that regard. - - Usage of the configuration AI_CONFIG_PP_DB_THRESHOLD to control the threshold and AI_CONFIG_PP_DB_ALL_OR_NONE if you want bones - removed if and only if all bones within the scene qualify for removal. - - - - - This step will perform a global scale of the model. Some importers provide a mechanism to define a scaling unit for the model, which this processing step can utilize. - Use AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY to control this. - - - - - Enumerates components of the scene or mesh data that - can be excluded from the import using the post process step - RemoveComponent. - - - - - No components to be excluded. - - - - - Removes normal vectors - - - - - Removes tangents/binormals - - - - - Removes all color sets. - - - - - Removes all texture UV sets. - - - - - Remove all boneweights from all meshes. Scenegraph - nodes corresponding to the bones are NOT removed. - Use OptimizeGraph step to remove them. - - - - - Removes all node animations. Coressponding scenegraph - nodes are NOT removed. Use OptimizeGraph step to - remove them. - - - - - Removes all embedded textures. - - - - - Removes all light sources. The corresponding scenegraph nodes are - NOT removed. Use the OptimizeGraph step to do this. - - - - - Removes all cameras. The corresponding scenegraph - nodes are NOT removed. Use the OptimizeGraph step - to do this. - - - - - Removes all meshes. - - - - - Removes all materials. One default material will be generated. - - - - - Enumerates geometric primitive types. - - - - - Point primitive. This is just a single vertex - in the virtual world. A face has one index for such a primitive. - - - - - Line primitive. This is a line defined through a start and an - end position. A face contains exactly two indices for such a primitive. - - - - - Triangle primitive, consisting of three indices. - - - - - A n-Gon that has more than three edges (thus is not a triangle). - - - - - Defines an animation channel behaves outside the defined - time range. This corresponds to the prestate and poststates - of the animation node. - - - - - The value from the default node transformation is taken. - - - - - The nearest key value is used without interpolation. - - - - - The value of the nearest two keys is linearly extrapolated for the current - time value. - - - - - The animation is repeated. If the animation key goes from n to m - and the current time is t, use the value at (t - n ) % (|m-n|). - - - - - Defines the methods of mesh morphing supported. - - - - - No morphing. - - - - - Interpolation between morph targets. - - - - - Normalized morphing between morph targets. - - - - - Relative morphing between morph targets. - - - - - Enumerates all supported light sources. - - - - - Unknown light. - - - - - Directional light source that has a well-defined - direction but is infinitely far away, e.g. the sun. - - - - - Point light source that has a well-defined position in - space but is omni-directional, e.g. a light bulb. - - - - - Spot light source emits light from a position in space, - in a certain direction that is limited by an angle, like - a cone. - - - - - Generic light level of the world, including the bounces of all other light sources. Typically, there's at most one ambient light in a scene and - is usually just a constant color. This light does not have a valid position, direction, or other properties - just the color. - - - - - An area light is a rectangle with a predefined size that uniformly emits light from one of its sides. The position is center of the rectangle and the direction is its normal vector. - - - - - Defines alpha blending flags, how the final - color value of a pixel is computed, based on the following equation: - - sourceColor * sourceBlend + destColor * destBlend - - - Where the destColor is the previous color in the frame buffer - and sourceColor is the material color before the - transparency calculation. This corresponds to the AI_MATKEY_BLEND_FUNC property. - - - - - Default blending: sourceColor * sourceAlpha + destColor * (1 - sourceAlpha) - - - - - Additive blending: sourcecolor * 1 + destColor * 1. - - - - - Defines all shading models supported by the library. - - The list of shading modes has been taken from Blender. See Blender - documentation for more information. - - - - - - No shading mode defined. - - - - - Flat shading. Shading is done on a per-face basis and is diffuse only. Also known - as 'faceted shading'. - - - - - Simple Gouraud shading. - - - - - Phong Shading. - - - - - Phong-Blinn Shading. - - - - - Toon-shading, also known as a 'comic' shader. - - - - - OrenNayer shading model. Extension to standard Lambertian shading, taking the roughness - of the material into account. - - - - - Minnaert shading model. Extension to standard Lambertian shading, taking the "darkness" of - the material into account. - - - - - CookTorrance shading model. Special shader for metallic surfaces. - - - - - No shading at all. Constant light influence of 1.0. - - - - - Fresnel shading. - - - - - Defines some mixed flags for a particular texture. This corresponds - to the AI_MAT_KEY_TEXFLAGS property. - - - - - The texture's color values have to be inverted (componentwise 1-n). - - - - - Explicit request to the application to process the alpha channel of the texture. This is mutually - exclusive with . These flags are - set if the library can say for sure that the alpha channel is used/is not used. - If the model format does not define this, iti s left to the application to decide - whether the texture alpha channel - if any - is evaluated or not. - - - - - Explicit request to the application to ignore the alpha channel of the texture. This is mutually - exclusive with . - - - - - Defines how UV coordinates outside the [0..1] range are handled. Commonly - referred to as the 'wrapping mode' - - - - - A texture coordinate u|v is translated to u % 1| v % 1. - - - - - Texture coordinates outside [0...1] are clamped to the nearest valid value. - - - - - A texture coordinate u|v becomes u1|v1 if (u - (u % 1)) % 2 is zero - and 1 - (u % 1) | 1 - (v % 1) otherwise. - - - - - If the texture coordinates for a pixel are outside [0...1] the texture is not - applied to that pixel. - - - - - Defines how texture coordinates are generated - - Real-time applications typically require full UV coordinates. So the use - of step is highly recommended. - It generates proper UV channels for non-UV mapped objects, as long as an accurate - description of how the mapping should look like is given. - - - - - - Coordinates are taken from the an existing UV channel. - - The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates - are to be taken from since meshes can have more than one UV channel. - - - - - - Spherical mapping - - - - - Cylinder mapping - - - - - Cubic mapping - - - - - Planar mapping - - - - - Unknown mapping that is not recognied. - - - - - Defines how the Nth texture of a specific type is combined - with the result of all previous layers. - - Example (left: key, right: value): - - DiffColor0 - gray - DiffTextureOp0 - TextureOperation.Multiply - DiffTexture0 - tex1.png - DiffTextureOp0 - TextureOperation.Add - DiffTexture1 - tex2.png - - - Written as an equation, the final diffuse term for a specific - pixel would be: - - - diffFinal = DiffColor0 * sampleTex(DiffTexture0, UV0) + sampleTex(DiffTexture1, UV0) * diffContrib; - - - - - - - T = T1 * T2 - - - - - T = T1 + T2 - - - - - T = T1 - T2 - - - - - T = T1 / T2 - - - - - T = (T1 + T2) - (T1 * T2) - - - - - T = T1 + (T2 - 0.5) - - - - - Defines the purpose of a texture. - - - - - No texture, but the value can be used as a 'texture semantic'. - - - - - A diffuse texture that is combined with the result of the diffuse lighting equation. - - - - - A specular texture that is combined with the result of the specular lighting equation. - - - - - An ambient texture that is combined with the ambient lighting equation. - - - - - An emissive texture that is added to the result of the lighting calculation. It is not influenced - by incoming light, instead it represents the light that the object is naturally emitting. - - - - - A height map texture. by convention, higher gray-scale values stand for - higher elevations from some base height. - - - - - A tangent-space normal map. There are several conventions for normal maps - and Assimp does (intentionally) not distinguish here. - - - - - A texture that defines the glossiness of the material. This is the exponent of the specular (phong) - lighting equation. Usually there is a conversion function defined to map the linear color values - in the texture to a suitable exponent. - - - - - The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite - the opposite. - - - - - A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. - - - - - A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The - texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light. - - - - - A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications. - - - - - An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any - further postprocessing. - - - - - Defines the state of the imported scene data structure. - - - - - Default state of the scene, it imported successfully. - - - - - Specifies that the scene data structure that was imported is not complete. - This flag bypasses some internal validations and allows the import - of animation skeletons, material libaries, or camera animation paths - using Assimp. Most applications won't support such data. - - - - - This flag is set by the - post process step if validation is successful. In a validated scene you can be sure that any - cross references in the data structure (e.g. vertex indices) are valid. - - - - - This flag is set by the - post process step if validation is successful, but some issues have been found. This can for example - mean that a texture that does not exist is referenced by a material or that the bone weights for a vertex - do not sum to 1.0. In most cases you should still be able to use the import. This flag can be useful - for applications which do not capture Assimp's log output. - - - - - This flag is set by the post process step. - It indicates that the vertices of the output mesh are not in the internal verbose format anymore. In the - verbose format, all vertices are unique where no vertex is ever referenced by more than one face. - - - - - Denotes the scene is pure height-map terrain data. Pure terrains usually consist of quads, sometimes triangles, - in a regular grid. The x,y coordinates of all vertex positions refer to the x,y coordinates on the terrain height map, the - z-axis stores the elevation at a specific point. - - TER (Terragen) and HMP (3D Game Studio) are height map formats. - - - - - - Specifies that the scene data can be shared between structures. For example: one vertex in a few faces. This differs from as - that has internal meanings about postprocessing steps. - - - - - Enumerates Assimp function result codes. - - - - - Function returned successfully. - - - - - There was an error. - - - - - Assimp ran out of memory. - - - - - Seek origins for Assimp's virtual file system API. - - - - - Beginning of the file - - - - - Current position of the file pointer. - - - - - End of the file, offsets must be negative. - - - - - Enumerates predefined log streaming destinations. - - - - - Stream log to a file - - - - - Stream log to the standard output - - - - - Stream log to the standard error output. - - - - - MSVC only: Stream the log to the debugger (this relies - on OutputDebugString from the Win32 SDK). - - - - - Defines material property types. - - - - - Array of single-precision (32 bit) floats. - - - - - Array of double-precision (64 bit) floats. - - - - - Property is a string. - - - - - Array of 32 bit integers. - - - - - Byte buffer where the content is undefined. - - - - - Enumerates how the native Assimp DLL was compiled - - - - - Assimp compiled as a shared object (Windows: DLL); - - - - - Assimp was compiled against STLport - - - - - Assimp was compiled as a debug build - - - - - Assimp was compiled with the boost work around. - - - - - Assimp was compiled built to run single threaded. - - - - - Defines how UV coordinates should be transformed. - - - - - Scaling is evaluated. - - - - - Rotation is evaluated. - - - - - Translation is evaluated. - - - - - Defines the desired file I/O mode is when opening a new file. - - - - - Open the file for writing. - - - - - Open the file for writing binary data to it. - - - - - Open the file for writing text data to it. - - - - - Open the file for reading. - - - - - Open the file for reading binary data from it. - - - - - Open the file for reading text data from it. - - - - - Defines flags that indicate level of support for common features for a given importer. - - - - - Indicates there is a textual encoding of the file format and it is supported. - - - - - Indicates there is a binary encoding of the file format and it is supported. - - - - - Indicates there is a compressed encoding of the file format and it is supported. - - - - - Indicates that the importer reads only a very particular subset of the file format. This is common - for formats that cannot easily be mapped to the Scene data structure. - - - - - Indicates that the importer is experimental and used with caution - this is only reserved for importers still in - development, and not typically yet in released production code. - - - - - Describes a blob of exported scene data. Blobs can be nested - each blob may reference another blob, which in - turn can reference another and so on. This is used to allow exporters to write more than one output for a given - scene, such as material files. Existence of such files depends on the format. - - - The stream representation of an ExportDataBlob is as follows: - - String: Name of the Blob - int: Length of Binary Data - byte[]: Binary Data - bool: If has next data blob - String: Name of nested blob - int: Length of nested blob binary data - byte[]: Nested blob binary data - bool: If nested blob has next data blob - .... - - - - - - Gets the name of the blob. The first and primary blob always has an empty string for a name. Auxillary files - that are nested will have names. - - - - - Get the blob data. - - - - - Gets the next data blob. - - - - - Gets if the blob data is valid. - - - - - Creates a new ExportDataBlob. - - Unmanaged structure. - - - - Creates a new ExportDataBlob. - - Name - Data - - - - Writes the data blob to the specified stream. - - Output stream - - - - Reads a data blob from the specified stream. - - Input stream - Data blob - - - - Describes a file format which Assimp can export to. - - - - - Gets a short string ID to uniquely identify the export format. E.g. "collada" or "obj". - - - - - Gets a short description of the file format to present to users. - - - - - Gets the recommended file extension for the exported file in lower case. - - - - - Constructs a new ExportFormatDescription. - - Unmanaged structure - - - - A single face in a mesh, referring to multiple vertices. This can be a triangle - if the index count is equal to three, or a polygon if the count is greater than three. - - Since multiple primitive types can be contained in a single mesh, this approach - allows you to better examine how the mesh is constructed. If you use the - post process step flag during import, then each mesh will be homogenous where primitive type is concerned. - - - - - Gets the number of indices defined in the face. - - - - - Gets if the face has faces (should always be true). - - - - - Gets or sets the indices that refer to positions of vertex data in the mesh's vertex - arrays. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Face indices - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Simple implementation of an IOSystem that searches for files on the disk. This implementation - can be given a number of search directories that it will attempt to locate the file in first, before - using the file path given by Assimp. That way, you can load models that have files distributed in a number of other - directories besides the root model's. - - - - - Constructs a new FileIOSystem that does not have any search directories. - - - - - Constructs a new FileIOSystem that uses the specified search directories. - - Search directories to search for files in - - - - Sets the search directories the FileIOSystem will use when searching for files. - - Directory paths - - - - Gets the search directories the FileIOSystem is using. - - Directory paths - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Finds the first file that matches the file name (name + extension) in the search paths. - - File name (+ extension) to search for - Found file path - True if the file was found, false otherwise - - - - Wraps a FileStream. - - - - - Metadata and feature support information for a given importer. - - - - - Gets the name of the importer (e.g. Blender3D Importer) - - - - - Gets the original author (blank if unknown or assimp team). - - - - - Gets the name of the current maintainer, if empty then the author maintains. - - - - - Gets any implementation comments. - - - - - Gets the features supported by the importer. - - - - - Gets the minimum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the maximum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the list of file extensions the importer can handle. All entries are lower case and do NOT have a leading dot. - - - - - Represents an object that can be marshaled to and from a native representation. - - Managed object type - Native value type - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Custom marshaler for usage with the for performing marshaling - to-and-from unmanaged memory for non-blittable types. A type must be attributed with - to automatically have an instance of its marshaler be utilized. - - - - - Gets the native data size in bytes. - - - - - Marshals the managed object to the unmanaged chunk of memory. - - Managed object to marshal. - Unmanaged chunk of memory to write to. - - - - Marshals the managed object from the unmanaged chunk of memory. - - Unmanaged chunk of memory to read from. - Managed object marshaled. - - - - Defines a stream to some file input or output source. This object is responsible for reading/writing data - that is used by Assimp. - - - - - Gets whether or not this IOStream has been disposed. - - - - - Gets the original path to file given by Assimp. - - - - - Gets the original desired file access mode. - - - - - Gets whether the stream is in fact valid - that is, the input/output has been - properly located and can be read/written. - - - - - Constructs a new IOStream. - - Path to file given by Assimp - Desired file access mode - - - - Finalizes an instance of the class. - - - - - Disposes of resources held by the IOStream. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Writes data to the stream. - - Data to write - Number of bytes to write - Number of bytes actually written. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Reads data from the stream. - - Byte buffer to store the read data in - Number of bytes to read - Number of bytes actually read. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Sets the current file position pointer. - - Offset in bytes from the origin - Origin reference - ReturnCode indicating success or failure. - - - - Gets the current file position pointer (in bytes). - - Current file position pointer (in bytes) - - - - Gets the total file size (in bytes). - - File size in bytes - - - - Flushes all data currently in the stream buffers. - - - - - Closes the stream - flushing any data not yet read/written and disposes of resources. - - - - - Defines a custom IO handler that can be registered to an importer that will handle I/O for assimp. This includes searching/opening - files to read during import, and creating/writing to files during export. - - - - - Gets whether or not this IOSystem has been disposed. - - - - - Gets the number of currently opened streams. - - - - - Constructs a new IOSystem. - - - - - Finalizes an instance of the class. - - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Closes a stream that is owned by this IOSystem. - - Stream to close - - - - Closes all outstanding streams owned by this IOSystem. - - - - - Disposes of all resources held by this object. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Describes a light source in the scene. Assimp supports multiple light sources - including spot, point, and directional lights. All are defined by a single structure - and distinguished by their parameters. Lights have corresponding nodes in the scenegraph. - Some file formats such as 3DS and ASE export a "target point", e.g. the point - a spot light is looking at (it can even be animated). Assimp writes the target point as a subnode - of a spotlight's main node called "spotName.Target". However, this is just additional information - then, the transform tracks of the main node make the spot light already point in the right direction. - - - - - Gets or sets the name of the light source. This corresponds to a node present in the scenegraph. - - - - - Gets or sets the type of light source. This should never be undefined. - - - - - Gets or sets the inner angle of a spot light's light cone. The spot light has - maximum influence on objects inside this angle. The angle is given in radians, it - is 2PI for point lights and defined for directional lights. - - - - - Gets or sets the outer angle of a spot light's light cone. The spot light does not affect objects outside - this angle. The angle is given in radians. It is 2PI for point lights and undefined for - directional lights. The outer angle must be greater than or equal to the inner angle. - - - - - Gets or sets the constant light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att0 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the linear light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d) - This member corresponds to the att1 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the quadratic light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att2 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the position of the light source in space, relative to the - transformation of the node corresponding to the light. This is undefined for - directional lights. - - - - - Gets or sets the direction of the light source in space, relative to the transformation - of the node corresponding to the light. This is undefined for point lights. - - - - - Gets or sets the up vector of the light source in space, relative to the transformation of the node corresponding to the light. - This is undefined for point lights. - - - - - Gets or sets the diffuse color of the light source. The diffuse light color is multiplied with - the diffuse material color to obtain the final color that contributes to the diffuse shading term. - - - - - Gets or sets the specular color of the light source. The specular light color is multiplied with the - specular material color to obtain the final color that contributes to the specular shading term. - - - - - Gets or sets the ambient color of the light source. The ambient light color is multiplied with the ambient - material color to obtain the final color that contributes to the ambient shading term. - - - - - Gets or sets the Width (X) and Height (Y) of the area that represents an light. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Callback delegate for Assimp's LogStream. - - Log message - Supplied user data - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Gets or sets, if verbose logging is enabled globally. - - - - - Gets or sets the user data to be passed to the callback. - - - - - Gets whether the logstream has been disposed or not. - - - - - Gets whether or not the logstream is currently attached to the library. - - - - - Static constructor. - - - - - Constructs a new LogStream. - - - - - Constructs a new LogStream. - - User-supplied data - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - User-supplied data - - - - Finalizes an instance of the class. - - - - - Detaches all active logstreams from the library. - - - - - Gets all active logstreams that are currently attached to the library. - - Collection of active logstreams attached to the library. - - - - Attaches the logstream to the library. - - - - - Detaches the logstream from the library. - - - - - Logs a message. - - Message contents - - - - Releases unmanaged resources held by the LogStream. This should not be called by the user if the logstream is currently attached to an assimp importer. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Override this method to log a message for a subclass of Logstream, if no callback - was set. - - Message - User data - - - - Called when the log stream has been attached to the assimp importer. At this point it may start receiving messages. - - - - - Called when the log stream has been detatched from the assimp importer. After this point it will stop receiving - messages until it is re-attached. - - - - - Log stream that writes messages to the Console. - - - - - Constructs a new console logstream. - - - - - Constructs a new console logstream. - - User supplied data - - - - Log a message to the console. - - Message - Userdata - - - - A material contains all the information that describes how to render a mesh. E.g. textures, colors, and render states. Internally - all this information is stored as key-value pair properties. The class contains many convienence methods and properties for - accessing non-texture/texture properties without having to know the Assimp material key names. Not all properties may be present, - and if they aren't a default value will be returned. - - - - - Gets the number of properties contained in the material. - - - - - Checks if the material has a name property. - - - - - Gets the material name value, if any. Default value is an empty string. - - - - - Checks if the material has a two-sided property. - - - - - Gets if the material should be rendered as two-sided. Default value is false. - - - - - Checks if the material has a shading-mode property. - - - - - Gets the shading mode. Default value is , meaning it is not defined. - - - - - Checks if the material has a wireframe property. - - - - - Gets if wireframe should be enabled. Default value is false. - - - - - Checks if the material has a blend mode property. - - - - - Gets the blending mode. Default value is . - - - - - Checks if the material has an opacity property. - - - - - Gets the opacity. Default value is 1.0f. - - - - - Checks if the material has a bump scaling property. - - - - - Gets the bump scaling. Default value is 0.0f; - - - - - Checks if the material has a shininess property. - - - - - Gets the shininess. Default value is 0.0f; - - - - - Checks if the material has a shininess strength property. - - - - - Gets the shininess strength. Default vaulue is 1.0f. - - - - - Checks if the material has a reflectivty property. - - - - - Gets the reflectivity. Default value is 0.0f; - - - - - Checks if the material has a color diffuse property. - - - - - Gets the color diffuse. Default value is white. - - - - - Checks if the material has a color ambient property. - - - - - Gets the color ambient. Default value is (.2f, .2f, .2f, 1.0f). - - - - - Checks if the material has a color specular property. - - - - - Gets the color specular. Default value is black. - - - - - Checks if the material has a color emissive property. - - - - - Gets the color emissive. Default value is black. - - - - - Checks if the material has a color transparent property. - - - - - Gets the color transparent. Default value is black. - - - - - Checks if the material has a color reflective property. - - - - - Gets the color reflective. Default value is black. - - - - - Gets if the material has a diffuse texture in the first texture index. - - - - - Gets or sets diffuse texture properties in the first texture index. - - - - - Gets if the material has a specular texture in the first texture index. - - - - - Gets or sets specular texture properties in the first texture index. - - - - - Gets if the material has a ambient texture in the first texture index. - - - - - Gets or sets ambient texture properties in the first texture index. - - - - - Gets if the material has a emissive texture in the first texture index. - - - - - Gets or sets emissive texture properties in the first texture index. - - - - - Gets if the material has a height texture in the first texture index. - - - - - Gets or sets height texture properties in the first texture index. - - - - - Gets if the material has a normal texture in the first texture index. - - - - - Gets or sets normal texture properties in the first texture index. - - - - - Gets if the material has an opacity texture in the first texture index. - - - - - Gets or sets opacity texture properties in the first texture index. - - - - - Gets if the material has a displacement texture in the first texture index. - - - - - Gets or sets displacement texture properties in the first texture index. - - - - - Gets if the material has a light map texture in the first texture index. - - - - - Gets or sets light map texture properties in the first texture index. - - - - - Gets if the material has a reflection texture in the first texture index. - - - - - Gets or sets reflection texture properties in the first texture index. - - - - - Constructs a new instance of the class. - - - - - Helper method to construct a fully qualified name from the input parameters. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". This is the name that is used as the material dictionary key. - - Key basename, this must not be null or empty - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The fully qualified name - - - - Gets the non-texture properties contained in this Material. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - The material property, if it exists - - - - Gets the material property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The material property, if it exists - - - - Gets the material property by its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - The material property, if it exists - - - - Checks if the material has the specified non-texture property. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - True if the property exists, false otherwise. - - - - Checks if the material has the specified property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - True if the property exists, false otherwise. - - - - Checks if the material has the specified property by looking up its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - True if the property exists, false otherwise. - - - - Adds a property to this material. - - Material property - True if the property was successfully added, false otherwise (e.g. null or key already present). - - - - Removes a non-texture property from the material. - - Property name - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Name of the property - Property texture type - Property texture index - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Fully qualified name of the property ({basename},{texType},{texIndex}) - True if the property was removed, false otherwise - - - - Removes all properties from the material; - - - - - Gets -all- properties contained in the Material. - - All properties in the material property map. - - - - Gets all the number of textures that are of the specified texture type. - - Texture type - Texture count - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True if the texture properties were added or modified - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True to only set the texture's file path, false otherwise - True if the texture properties were added or modified - - - - Removes a texture from the material - this bulk removes a property for each field. - If the texture has no file path, nothing is removed - - Texture to remove - True if the texture was removed, false otherwise. - - - - Gets a texture that corresponds to the type/index. - - Texture type - Texture index - Texture description - True if the texture was found in the material - - - - Gets all textures that correspond to the type. - - Texture type - The array of textures - - - - Gets all textures in the material. - - The array of textures - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A key-value pairing that represents some material property. - - - - - Gets or sets the property key name. E.g. $tex.file. This corresponds to the - "AiMatKeys" base name constants. - - - - - Gets or sets the type of property. - - - - - Gets the raw byte data count. - - - - - Checks if the property has data. - - - - - Gets the raw byte data. To modify/read this data, see the Get/SetXXXValue methods. - - - - - Gets or sets the texture type semantic, for non-texture properties this is always . - - - - - Gets or sets the texture index, for non-texture properties this is always zero. - - - - - Gets the property's fully qualified name. Format: "{base name},{texture type semantic},{texture index}". E.g. "$clr.diffuse,0,0". This - is the key that is used to index the property in the material property map. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. Constructs a buffer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a float property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs an integer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a boolean property. - - Name of the property - Property value - - - - Constructs a new instance of the class. Creates a string property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a texture property. - - Base name of the property - Property value - Texture type - Texture index - - - - Constructs a new instance of the class. Creates a float array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a int array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a Color3D property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a Color4D property. - - Base name of the property - Property value - - - - Gets the property raw data as a float. - - Float - - - - Sets the property raw data with a float. - - Float. - True if successful, false otherwise - - - - Gets the property raw data as a double. - - Double - - - - Sets the property raw data with a double. - - Double. - True if successful, false otherwise. - - - - Gets the property raw data as an integer. - - Integer - - - - Sets the property raw data as an integer. - - Integer - True if successful, false otherwise - - - - Gets the property raw data as a string. - - String - - - - Sets the property raw data as string. - - String - True if successful, false otherwise - - - - Gets the property raw data as a float array. - - Number of elements to get - Float array - - - - Gets the property raw data as a float array. - - Float array - - - - Sets the property raw data as a float array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a double array. - - Double array - - - - Sets the property raw data as a double array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as an integer array. - - Number of elements to get - Integer array - - - - Gets the property raw data as an integer array. - - Integer array - - - - Sets the property raw data as an integer array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a boolean. - - Boolean - - - - Sets the property raw data as a boolean. - - Boolean value - True if successful, false otherwise - - - - Gets the property raw data as a Color3D. - - Color3D - - - - Sets the property raw data as a Color3D. - - Color3D - True if successful, false otherwise - - - - Gets the property raw data as a Color4D. - - Color4D - - - - Sets the property raw data as a Color4D. - - Color4D - True if successful, false otherwise - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a 3x3 matrix. Assimp docs say their matrices are always row-major, - and it looks like they're only describing the memory layout. Matrices are treated - as column vectors however (X base in the first column, Y base the second, and Z base the third) - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix3x3. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - - - - Constructs a new Matrix3x3. - - A 4x4 matrix to construct from, only taking the rotation/scaling part. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication.Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 4x4 matrix to a 3x3 matrix. - - 4x4 matrix - 3x3 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a 4x4 column-vector matrix (X base is the first column, Y base is the second, Z base the third, and translation the fourth). - Memory layout is row major. Right handed conventions are used by default. - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 1, column 4 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 2, column 4 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Value at row 3, column 4 of the matrix - - - - - Value at row 4, column 1 of the matrix - - - - - Value at row 4, column 2 of the matrix - - - - - Value at row 4, column 3 of the matrix - - - - - Value at row 4, column 4 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix4x4. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 1, column 4 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 2, column 4 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - Element at row 3, column 4 - Element at row 4, column 1 - Element at row 4, column 2 - Element at row 4, column 3 - Element at row 4, column 4 - - - - Constructs a new Matrix4x4. - - Rotation matrix to copy values from. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Decomposes a transformation matrix into its original scale, rotation, and translation components. The - scaling vector receives the scaling for the x, y, z axes. The rotation is returned as a hamilton quaternion. And - the translation is the output position for the x, y, z axes. - - Vector to hold the scaling component - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Decomposes a transformation matrix with no scaling. The rotation is returned as a hamilton - quaternion. The translation receives the output position for the x, y, z axes. - - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a translation matrix. - - Translation vector - The translation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication. Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 3x3 matrix to a 4x4 matrix. - - 3x3 matrix - 4x4 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Delegate for performing unmanaged memory cleanup. - - Location in unmanaged memory of the value to cleanup - True if the unmanaged memory should be freed, false otherwise - - - - Helper static class containing functions that aid dealing with unmanaged memory to managed memory conversions. - - - - - Marshals an array of managed values to a c-style unmanaged array (void*). - - Managed type - Native type - Array of managed values - Pointer to unmanaged memory - - - - Marshals an array of managed values to a c-style unmanaged array (void*). This also can optionally marshal to - an unmanaged array of pointers (void**). - - Managed type - Native type - Array of managed values - True if the pointer is an array of pointers, false otherwise. - Pointer to unmanaged memory - - - - Marshals an array of managed values from a c-style unmanaged array (void*). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - Marshaled managed values - - - - Marshals an array of managed values from a c-style unmanaged array (void*). This also can optionally marshal from - an unmanaged array of pointers (void**). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - True if the pointer is an array of pointers, false otherwise. - Marshaled managed values - - - - Marshals an array of blittable structs to a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Managed array of structs - Pointer to unmanaged memory - - - - Marshals an array of blittable structs from a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Pointer to unmanaged memory - Number of elements to read - Managed array - - - - Frees an unmanaged array and performs cleanup for each value. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - - - - Frees an unmanaged array and performs cleanup for each value. Optionally can free an array of pointers. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - True if the pointer is an array of pointers, false otherwise. - - - - Marshals a managed value to unmanaged memory. - - Managed type - Unmanaged type - Managed value to marshal - Pointer to unmanaged memory - - - - Marshals a managed value from unmanaged memory. - - Managed type - Unmanaged type - Pointer to unmanaged memory - The marshaled managed value - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a structure to a pointer. Only use if the type is not blittable, otherwise - use the write methods for blittable types. - - Struct type - Struct to marshal - Pointer to unmanaged chunk of memory which must be allocated prior to this call - - - - Computes the size of the struct type using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Size of the struct in bytes. - - - - Computes the size of the struct array using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Pins an object in memory, which allows a pointer to it to be returned. While the object remains pinned the runtime - cannot move the object around in memory, which may degrade performance. - - Object to pin. - Pointer to pinned object's memory location. - - - - Unpins an object in memory, allowing it to once again freely be moved around by the runtime. - - Object to unpin. - - - - Convienence method to dispose all items in the collection - - IDisposable type - Collection of disposables - - - - Casts an underlying value type to an enum type, WITHOUT first casting the value to an Object. So this avoid boxing the value. - - Underlying value type. - Enum type. - Value to cast. - Enum value. - - - - Allocates unmanaged memory. This memory should only be freed by this helper. - - Size to allocate - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Allocates unmanaged memory that is cleared to a certain value. This memory should only be freed by this helper. - - Size to allocate - Value the memory will be cleared to, by default zero. - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Frees unmanaged memory that was allocated by this helper. - - Pointer to unmanaged memory to free. - - - - Checks if the memory is aligned to the specified alignment. - - Pointer to the memory - Alignment value, by defauly 16-byte - True if is aligned, false otherwise. - - - - Swaps the value between two references. - - Type of data to swap. - First reference - Second reference - - - - Computes a hash code using the FNV modified algorithmm. - - Byte data to hash. - Hash code for the data. - - - - Reads a stream until the end is reached into a byte array. Based on - Jon Skeet's implementation. - It is up to the caller to dispose of the stream. - - Stream to read all bytes from - Initial buffer length, default is 32K - The byte array containing all the bytes from the stream - - - - Compares two arrays of bytes for equivalence. - - First array of data. - Second array of data. - True if both arrays contain the same data, false otherwise. - - - - Clears the memory to the specified value. - - Pointer to the memory. - Value the memory will be cleared to. - Number of bytes, starting from the memory pointer, to clear. - - - - Computes the size of the struct type. - - Struct type - Size of the struct in bytes. - - - - Casts the by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the readonly by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the pointer into a by-ref value of the specified type. - - Struct type. - Memory location. - By-ref value. - - - - Casts one by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Casts one readonly by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Computes the size of the struct array. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Adds an offset to the pointer. - - Pointer - Offset - Pointer plus the offset - - - - Performs a memcopy that copies data from the memory pointed to by the source pointer to the memory pointer by the destination pointer. - - Destination memory location - Source memory location - Number of bytes to copy - - - - Returns the number of elements in the enumerable. - - Type of element in collection. - Enumerable collection - The number of elements in the enumerable collection. - - - - Converts typed element array to a byte array. - - Struct type - Element array - Byte array copy or null if the source array was not valid. - - - - Converts a byte array to a typed element array. - - Struct type - Byte array - Typed element array or null if the source array was not valid. - - - - Copies bytes from a byte array to an element array. - - Struct type - Source byte array - Starting index in destination array - Destination element array - Starting index in destination array - Number of elements to copy - - - - Copies bytes from an element array to a byte array. - - Struct type - Source element array - Starting index in source array - Destination byte array - Starting index in destination array - Number of elements to copy - - - - Reads data from the memory location into the array. - - Struct type - Pointer to memory location - Array to store the copied data - Zero-based element index to start writing data to in the element array. - Number of elements to copy - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value. - - - - Writes data from the array to the memory location. - - Struct type - Pointer to memory location - Array containing data to write - Zero-based element index to start reading data from in the element array. - Number of elements to copy - - - - Writes a single element to the memory location. - - Struct type - Pointer to memory location - The value to write - - - - A mesh represents geometry with a single material. - - - - - Gets or sets the mesh name. This tends to be used - when formats name nodes and meshes independently, - vertex animations refer to meshes by their names, - or importers split meshes up, each mesh will reference - the same (dummy) name. - - - - - Gets or sets the primitive type. This may contain more than one - type unless if - option is not set. - - - - - Gets or sets the index of the material associated with this mesh. - - - - - Gets the number of vertices in this mesh. This is the count that all - per-vertex lists should be the size of. - - - - - Gets if the mesh has a vertex array. This should always return - true provided no special scene flags are set. - - - - - Gets the vertex position list. - - - - - Gets if the mesh as normals. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex normal list. - - - - - Gets if the mesh has tangents and bitangents. It is not - possible for one to be without the other. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of faces contained in the mesh. - - - - - Gets if the mesh contains faces. If no special - scene flags are set, this should always return true. - - - - - Gets the mesh's faces. Each face will contain indices - to the vertices. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets the array that contains the count of UV(W) components for each texture coordinate channel, usually 2 (UV) or 3 (UVW). A component - value of zero means the texture coordinate channel does not exist. The channel index (index in the array) corresponds - to the texture coordinate channel index. - - - - - Gets the number of bones that influence this mesh. - - - - - Gets if this mesh has bones. - - - - - Gets the bones that influence this mesh. - - - - - Gets the number of mesh animation attachments that influence this mesh. - - - - - Gets if this mesh has mesh animation attachments. - - - - - Gets the mesh animation attachments that influence this mesh. - - - - - Gets or sets the morph method used when animation attachments are used. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the mesh. - - - - Constructs a new instance of the class. - - Primitive types contained in the mesh. - - - - Constructs a new instance of the class. - - Name of the mesh - Primitive types contained in the mesh. - - - - Checks if the mesh has vertex colors for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh has texture coordinates for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if texture coordinates are present in the channel. - - - - Convienence method for setting this meshe's face list from an index buffer. - - Index buffer - Indices per face - True if the operation succeeded, false otherwise (e.g. not enough data) - - - - Convienence method for accumulating all face indices into a single - index array. - - int index array - - - - Convienence method for accumulating all face indices into a single index - array as unsigned integers (the default from Assimp, if you need them). - - uint index array - - - - Convienence method for accumulating all face indices into a single - index array. - - short index array - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A mesh attachment store per-vertex animations for a particular frame. You may - think of this as a 'patch' for the host mesh, since the mesh attachment replaces only certain - vertex data streams at a particular time. Each mesh stores 'n' attached meshes. The actual - relationship between the time line and mesh attachments is established by the mesh animation channel, - which references singular mesh attachments by their ID and binds them to a time offset. - - - - - Gets the number of vertices in this mesh. This is a replacement - for the host mesh's vertex count. Likewise, a mesh attachment - cannot add or remove per-vertex attributes, therefore the existance - of vertex data will match the existance of data in the mesh. - - - - - Checks whether the attachment mesh overrides the vertex positions - of its host mesh. - - - - - Gets the vertex position list. - - - - - Checks whether the attachment mesh overrides the vertex normals of - its host mesh. - - - - - Gets the vertex normal list. - - - - - Checks whether the attachment mesh overrides the vertex - tangents and bitangents of its host mesh. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets or sets the weight of the mesh animation. - - - - - Constructs a new instance of the class. - - - - - Checks if the mesh attachment overrides a particular set of vertex colors on - the host mesh. This returns false if the list is null or empty. The index is between - zero and the maximumb number of vertex color channels. - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh attachment overrides a particular set of texture coordinates on - the host mesh. This returns false if the list is null or empty. The index is - between zero and the maximum number of texture coordinate channels. - - Channel index - True if texture coordinates are present in the channel. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes vertex-based animations for a single mesh or a group of meshes. Meshes - carry the animation data for each frame. The purpose of this object is to define - keyframes, linking each mesh attachment to a particular point in a time. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of meshkeys in this animation channel. There will always - be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds an anim mesh (referenced by an index) to a specific point in time. - - - - - The time of this key. - - - - - Index of the anim mesh that corresponds to this keyframe. - - - - - Constructs a new MeshKey. - - The time of this key. - Index of the anim mesh that corresponds to this keyframe. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's indices are the same, false otherwise - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's indices are not equal, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes morph-based keyframe animations for a single mesh or a group of meshes. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of mesh morph keys in this animation channel. There will always be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh morph keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds a morph animation mesh to a specific point in time. - - - - - Gets or sets the time of this keyframe. - - - - - Gets the values at the time of this keyframe. Number of values must equal number of weights. - - - - - Gets the weights at the time of this keyframe. Number of weights must equal number of values. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a container for holding metadata, representing as key-value pairs. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an entry in a metadata container. - - - - - Gets the type of metadata. - - - - - Gets the metadata data stored in this entry. - - - - - Constructs a new instance of the struct. - - Type of the data. - The data. - - - - Tests equality between two entries. - - First entry - Second entry - True if the entries are equal, false otherwise - - - - Tests inequality between two entries. - - First entry - Second entry - True if the entries are not equal, false otherwise - - - - Gets the data as the specified type. If it cannot be casted to the type, then null is returned. - - Type to cast the data to. - Casted data or null. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - True if the specified is equal to this instance; otherwise, false. - - - - Indicates whether the current object is equal to another object of the same type. - - An object to compare with this object. - True if the current object is equal to the parameter; otherwise, false. - - - - Returns a hash code for this instance. - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Attribute for assocating a type with an instance. - - - - - Gets the associated marshaler. - - - - - Constructs a new instance of the class. - - Type that implements - Thrown if the type is null. - Thrown if the type does not implement . - - - - A node in the imported model hierarchy. - - - - - Gets or sets the name of the node. - - - - - Gets or sets the transformation of the node relative to its parent. - - - - - Gets the node's parent, if it exists. - - - - - Gets the number of children that is owned by this node. - - - - - Gets if the node contains children. - - - - - Gets the node's children. - - - - - Gets the number of meshes referenced by this node. - - - - - Gets if the node contains mesh references. - - - - - Gets the indices of the meshes referenced by this node. Meshes can be - shared between nodes, so there is a mesh collection owned by the scene - that each node can reference. - - - - - Gets the node's metadata container. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the node - - - - Constructs a new instance of the class. - - Name of the node - Parent of the node - - - - Finds a node with the specific name, which may be this node - or any children or children's children, and so on, if it exists. - - Node name - The node or null if it does not exist - - - - Gets a value indicating whether this instance is native blittable. - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes the animation of a single node. The name specifies the bone/node which is affected by - this animation chanenl. The keyframes are given in three separate seties of values, - one for each position, rotation, and scaling. The transformation matrix is computed from - these values and replaces the node's original transformation matrix at a specific time. - This means all keys are absolute and not relative to the bone default pose. - The order which the transformations are to be applied is scaling, rotation, and translation (SRT). - Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no - negative time values, but they are not forbidden. - - - - - Gets or sets the name of the node affected by this animation. It must exist and it must - be unique. - - - - - Gets the number of position keys in the animation channel. - - - - - Gets if this animation channel contains position keys. - - - - - Gets the position keys of this animation channel. Positions are - specified as a 3D vector. If there are position keys, there should - also be -at least- one scaling and one rotation key. - - - - - Gets the number of rotation keys in the animation channel. - - - - - Gets if the animation channel contains rotation keys. - - - - - Gets the rotation keys of this animation channel. Rotations are - given as quaternions. If this exists, there should be -at least- one - scaling and one position key. - - - - - Gets the number of scaling keys in the animation channel. - - - - - Gets if the animation channel contains scaling keys. - - - - - Gets the scaling keys of this animation channel. Scalings are - specified in a 3D vector. If there are scaling keys, there should - also be -at least- one position and one rotation key. - - - - - Gets or sets how the animation behaves before the first key is encountered. By default the original - transformation matrix of the affected node is used. - - - - - Gets or sets how the animation behaves after the last key was processed. By default the original - transformation matrix of the affected node is taken. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A collection of child nodes owned by a parent node. Manages access to the collection while maintaing parent-child linkage. - - - - - Gets the number of elements contained in the . - - - - - Gets or sets the element at the specified index. - - The child index - - - - Gets a value indicating whether the is read-only. - - true if the is read-only; otherwise, false. - - - - Constructs a new instance of the class. - - Parent node - - - - Adds an item to the . - - The object to add to the . - - - - Adds a range of items to the list. - - Item array - - - - Removes all items from the . - - - - - Determines whether the contains a specific value. - - The object to locate in the . - - true if is found in the ; otherwise, false. - - - - - Copies collection contents to the array - - The array to copy to. - Index of the array to start copying. - - - - Determines the index of a specific item in the . - - The object to locate in the . - - The index of if found in the list; otherwise, -1. - - - - - Inserts an item to the at the specified index. - - The zero-based index at which should be inserted. - The object to insert into the . - - - - Removes the item at the specified index. - - The zero-based index of the item to remove. - - - - Removes the first occurrence of a specific object from the . - - The object to remove from the . - - true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . - - - - - Copies elements in the collection to a new array. - - Array of copied elements - - - - Returns an enumerator that iterates through the collection. - - A that can be used to iterate through the collection. - - - - Returns an enumerator that iterates through a collection. - - An object that can be used to iterate through the collection. - - - - Represents a plane in three-dimensional euclidean space where - A, B, C are components of the plane normal and D is the distance along the - normal from the origin to the plane. - - - - - X component of the normal vector. - - - - - Y component of the normal vector. - - - - - Z component of the normal vector. - - - - - Distance from the origin to the plane along the normal vector. - - - - - Constructs a new Plane. - - X component of the normal vector. - Y component of the normal vector. - Z component of the normal vector. - Distance from the origin to the plane along the normal vector. - - - - Static class containing preset properties for post processing options. - - - - - PostProcess configuration for (some) Direct3D conventions, - left handed geometry, upper left origin for UV coordinates, - and clockwise face order, suitable for CCW culling. - - - - - PostProcess configuration for optimizing data for real-time. - Does the following steps: - - , , - , , - , and - - - - - PostProcess configuration for optimizing - data for real-time rendering. Does the following steps: - - , , - , , - , - , , - , , and - - - - - - PostProcess configuration for heavily optimizing the data - for real-time rendering. Includes all flags in - as well as - , , and - - - - - - A 4D vector that represents a rotation. - - - - - Rotation component of the quaternion/ - - - - - X component of the vector part of the quaternion. - - - - - Y component of the vector part of the quaternion. - - - - - Z component of the vector part of the quaternion. - - - - - Constructs a new Quaternion. - - W component - X component - Y component - Z component - - - - Constructs a new Quaternion from a rotation matrix. - - Rotation matrix to create the Quaternion from. - - - - Constructs a new Quaternion from three euler angles. - - Pitch - Yaw - Roll - - - - Constructs a new Quaternion from an axis-angle. - - Axis - Angle about the axis - - - - Normalizes the quaternion. - - - - - Transforms this quaternion into its conjugate. - - - - - Returns a matrix representation of the quaternion. - - Rotation matrix representing the quaternion. - - - - Spherical interpolation between two quaternions. - - Start rotation when factor == 0 - End rotation when factor == 1 - Interpolation factor between 0 and 1, values beyond this range yield undefined values - Interpolated quaternion. - - - - Rotates a point by this quaternion. - - Point to rotate - Quaternion representing the rotation - Rotated point. - - - - Multiplies two quaternions. - - First quaternion - Second quaternion - Resulting quaternion - - - - Tests equality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are equal, false otherwise. - - - - Tests inequality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are not equal, false otherwise. - - - - Tests equality between two quaternions. - - Quaternion to compare - True if the quaternions are equal. - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a rotation for a given time. - - - - - The time of this key. - - - - - The rotation of this key. - - - - - Constructs a new QuaternionKey. - - Time of the key. - Quaternion rotation at the time frame. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's rotations are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's rotations are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their rotations are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Defines a 3D ray with a point of origin and a direction. - - - - - Origin of the ray in space. - - - - - Direction of the ray. - - - - - Constructs a new Ray. - - Origin of the ray. - Direction of the ray. - - - - Represents a completely imported model or scene. Everything that was imported from the given file can be - accessed from here. Once the scene is loaded from unmanaged memory, it resides solely in managed memory - and Assimp's read only copy is released. - - - - - Gets or sets the state of the imported scene. By default no flags are set, but - issues can arise if the flag is set to incomplete. - - - - - Gets or sets the root node of the scene graph. There will always be at least the root node - if the import was successful and no special flags have been set. Presence of further nodes - depends on the format and content of the imported file. - - - - - Gets if the scene contains meshes. Unless if no special scene flags are set - this should always be true. - - - - - Gets the number of meshes in the scene. - - - - - Gets the meshes contained in the scene, if any. - - - - - Gets if the scene contains any lights. - - - - - Gets the number of lights in the scene. - - - - - Gets the lights in the scene, if any. - - - - - Gets if the scene contains any cameras. - - - - - Gets the number of cameras in the scene. - - - - - Gets the cameras in the scene, if any. - - - - - Gets if the scene contains embedded textures. - - - - - Gets the number of embedded textures in the scene. - - - - - Gets the embedded textures in the scene, if any. - - - - - Gets if the scene contains any animations. - - - - - Gets the number of animations in the scene. - - - - - Gets the animations in the scene, if any. - - - - - Gets if the scene contains any materials. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the number of materials in the scene. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the materials in the scene. - - - - - Constructs a new instance of the class. - - - - - Clears the scene of all components. - - - - - Marshals a managed scene to unmanaged memory. The unmanaged memory must be freed with a call to - , the memory is owned by AssimpNet and cannot be freed by the native library. - - Scene data - Unmanaged scene or NULL if the scene is null. - - - - Marshals an unmanaged scene to managed memory. This does not free the unmanaged memory. - - The unmanaged scene data - The managed scene, or null if the pointer is NULL - - - - Frees unmanaged memory allocated -ONLY- in . To free an unmanaged scene allocated by the unmanaged Assimp library, - call the appropiate function. - - Pointer to unmanaged scene data. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a texel in ARGB8888 format. - - - - - Blue component. - - - - - Green component. - - - - - Red component. - - - - - Alpha component. - - - - - Constructs a new Texel. - - Blue component. - Green component. - Red component. - Alpha component. - - - - Tests equality between two texels. - - First texel - Second texel - True if the texels are equal, false otherwise. - - - - Tests inequality between two texels. - - First texel - Second texel - True if the texels are not equal, false otherwise. - - - - Implicitly converts a texel to a Color4D. - - Texel to convert - Converted Color4D - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes all the values pertaining to a particular texture slot in a material. - - - - - Gets the texture file path. - - - - - Gets the texture type semantic. - - - - - Gets the texture index in the material. - - - - - Gets the texture mapping. - - - - - Gets the UV channel index that corresponds to this texture from the mesh. - - - - - Gets the blend factor. - - - - - Gets the texture operation. - - - - - Gets the texture wrap mode for the U coordinate. - - - - - Gets the texture wrap mode for the V coordinate. - - - - - Gets misc flags. - - - - - Constructs a new TextureSlot. - - Texture filepath - Texture type semantic - Texture index in the material - Texture mapping - UV channel in mesh that corresponds to this texture - Blend factor - Texture operation - Texture wrap mode for U coordinate - Texture wrap mode for V coordinate - Misc flags - - - - Defines configurable properties for importing models. All properties - have default values. Setting config properties are done via the SetProperty* - methods in AssimpMethods. - - - - - Enables time measurements. If enabled the time needed for each - part of the loading process is timed and logged. - Type: bool. Default: false - - - - - Sets Assimp's multithreading policy. This is ignored if Assimp is - built without boost.thread support. Possible values are: -1 to - let Assimp decide, 0 to disable multithreading, and nay number larger than 0 - to force a specific number of threads. This is only a hint and may be - ignored by Assimp. - Type: integer. Default: -1 - - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. - Type: Bool. Default: false. - - - - - Specifies the maximum angle that may be between two vertex tangents that their tangents - and bitangents are smoothed during the step to calculate the tangent basis. The angle specified - is in degrees. The maximum value is 175 degrees. - Type: float. Default: 45 degrees - - - - - Specifies the maximum angle that may be between two face normals at the same vertex position that - their normals will be smoothed together during the calculate smooth normals step. This is commonly - called the "crease angle". The angle is specified in degrees. Maximum value is 175 degrees (all vertices - smoothed). - Type: float. Default: 175 degrees - - - - - Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) files. - This must be a valid path to a file. The file is 768 (256 * 3) bytes large and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a default - palette (from Quake 1) is used. - Type: string. Default: "colormap.lmp" - - - - - Configures the step to - keep materials matching a name in a given list. This is a list of - 1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers - containing whitespaces must be enclosed in *single* quotation marks. Tabs or - carriage returns are treated as whitespace. - If a material matches one of these names, it will not be modified - or removed by the post processing step nor will other materials be replaced - by a reference to it. - Default: string. Default: "" - - - - - Configures the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization - is performed where meshes with the same materials are not joined. - This option could be of used if you have a scene hierarchy that contains - important additional information which you intend to parse. - Type: bool. Default: false - - - - - Configures the step - to normalize all vertex components into the -1...1 range. That is, a bounding - box for the whole scene is computed where the maximum component is taken - and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension - of the input data. - Type: bool. Default: false - - - - - Configures the step - to remove degenerated primitives from the import immediately. - The default behavior converts degenerated triangles to lines and - degenerated lines to points. - Type: bool. Default: false - - - - - Configures the step - to check the area of a triangle to be greater than 1e-6. If this is not the case, the triangle will be removed if is set to true. - Type: bool. Default: false - - - - - Configures the step - to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character. - Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns - and tabs are treated as white space. - If a node matches one of these names, it will not be modified or removed by the - postprocessing step. - Type: string. Default: "" - - - - - Sets the maximum number of triangles a mesh can contain. This is used by the - step to determine - whether a mesh must be split or not. - Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES - - - - - Sets the maximum number of vertices in a mesh. This is used by the - step to determine - whether a mesh must be split or not. - Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES - - - - - Sets the maximum number of bones that can affect a single vertex. This is used - by the step. - Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS - - - - - Sets the size of the post-transform vertex cache to optimize vertices for. This is - for the step. The size - is given in vertices. Of course you can't know how the vertex format will exactly look - like after the import returns, but you can still guess what your meshes will - probably have. The default value *has* resulted in slight performance improvements - for most Nvidia/AMD cards since 2002. - Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE - - - - - Input parameter to the step. - It specifies the parts of the data structure to be removed. - This is a bitwise combination of the flag. If no valid mesh is remaining after - the step is executed, the import FAILS. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies which primitive types are to be removed by the step. - This is a bitwise combination of the flag. - Specifying ALL types is illegal. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies the floating point accuracy for animation values, specifically the epislon - during the comparison. The step checks for animation tracks where all frame values are absolutely equal - and removes them. Two floats are considered equal if the invariant abs(n0-n1) > epislon holds - true for all vector/quaternion components. - Type: float. Default: 0.0f (comparisons are exact) - - - - - Input parameter to the step. - It specifies which UV transformations are to be evaluated. - This is bitwise combination of the flag. - Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations) - - - - - A hint to Assimp to favour speed against import quality. Enabling this option - may result in faster loading, or it may not. It is just a hint to loaders and post-processing - steps to use faster code paths if possible. A value not equal to zero stands - for true. - Type: integer. Default: 0 - - - - - Maximum bone cone per mesh for the step. Meshes - are split until the max number of bones is reached. - Type: integer. Default: 60 - - - - - Source UV channel for tangent space computation. The specified channel must exist or an error will be raised. - Type: integer. Default: 0 - - - - - Threshold used to determine if a bone is kept or removed during the step. - Type: float. Default: 1.0f - - - - - Require all bones to qualify for deboning before any are removed. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node - transformation before transforming vertices. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node transformation - before transforming vertices. - Type: Matrix4x4. Default: Identity Matrix - - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - Type: Float. Default: 1.0f. - - - - - Sets the vertex animation keyframe to be imported. Assimp does not support - vertex keyframes (only bone animation is supported). The libary reads only one frame of models - with vertex animations. By default this is the first frame. - The default value is 0. This option applies to all importers. However, it is - also possible to override the global setting for a specific loader. You can use the - AI_CONFIG_IMPORT_XXX_KEYFRAME options where XXX is a placeholder for the file format which - you want to override the global setting. - Type: integer. Default: 0 - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. - Type: bool. Default: true - - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. - Type: bool. Default: true - - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - Type: bool. Default: true - - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - Type: bool. Default: false - - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. - Type: bool. Default: true - - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. - Type: bool. Default: true - - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. - Type: string. Default: "default" - - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. - Type: string. Default: "" - - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - Type: bool. Default: false (All layers are loaded) - - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - Type: bool. Default: false - - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - Type: integer. Default: taken from file - - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - Type: integer. Default: taken from file - - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - Type: integer. Default: 100 - - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. - Type: string. Default: "Scene.Material" - - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. - Type: Bool. Default: false. - - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - Type: Bool. Default: true. - - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - Type: Bool. Default: true. - - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - Type: Float. Default: 10.0f - - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - Type: Integer. Default: 32 - - - - - Specifies whether the collada loader will ignore the up direction. - Type: Bool. Default: false - - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or take only the first. - Type: bool. Default: true. - - - - - Specifies whether the FBX importer will read all materials present in the source file or take only the referenced materials, if the importer - will read materials, otherwise this has no effect. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read materials. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read embedded textures. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will search for embedded loaded textures, where no embedded texture data is provided. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read cameras. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read light sources. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read animations. - Type: Bool. default: true. - - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. - Type: Bool. Default: true. - - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. - Type: Bool. Default: true. - - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - Type: Bool. Default: false. - - - - - Static class that has a number of constants that are found in Assimp. These can be limits to configuration property default values. The constants - are grouped according to their usage or where they're found in the Assimp include files. - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for - - - - - Defines the maximum number of indices per face (polygon). - - - - - Defines the maximum number of bone weights. - - - - - Defines the maximum number of vertices per mesh. - - - - - Defines the maximum number of faces per mesh. - - - - - Defines the maximum number of vertex color sets per mesh. - - - - - Defines the maximum number of texture coordinate sets (UV(W) channels) per mesh. - - - - - Defines the default bone count limit. - - - - - Defines the deboning threshold. - - - - - Defines the maximum length of a string used in AiString. - - - - - Defines the default color material. - - - - - Defines the default textured material (if the meshes have UV coords). - - - - - Static class containing material key constants. A fully qualified mat key - name here means that it's a string that combines the mat key (base) name, its - texture type semantic, and its texture index into a single string delimited by - commas. For non-texture material properties, the texture type semantic and texture - index are always zero. - - - - - Material name (String) - - - - - Material name (String) - - - - - Two sided property (boolean) - - - - - Two sided property (boolean) - - - - - Shading mode property (ShadingMode) - - - - - Shading mode property (ShadingMode) - - - - - Enable wireframe property (boolean) - - - - - Enable wireframe property (boolean) - - - - - Blending function (BlendMode) - - - - - Blending function (BlendMode) - - - - - Opacity (float) - - - - - Opacity (float) - - - - - Bumpscaling (float) - - - - - Bumpscaling (float) - - - - - Shininess (float) - - - - - Shininess (float) - - - - - Reflectivity (float) - - - - - Reflectivity (float) - - - - - Shininess strength (float) - - - - - Shininess strength (float) - - - - - Refracti (float) - - - - - Refracti (float) - - - - - Diffuse color (Color4D) - - - - - Diffuse color (Color4D) - - - - - Ambient color (Color4D) - - - - - Ambient color (Color4D) - - - - - Specular color (Color4D) - - - - - Specular color (Color4D) - - - - - Emissive color (Color4D) - - - - - Emissive color (Color4D) - - - - - Transparent color (Color4D) - - - - - Transparent color (Color4D) - - - - - Reflective color (Color4D) - - - - - Reflective color (Color4D) - - - - - Background image (String) - - - - - Background image (String) - - - - - Texture base name - - - - - UVWSRC base name - - - - - Texture op base name - - - - - Mapping base name - - - - - Texture blend base name. - - - - - Mapping mode U base name - - - - - Mapping mode V base name - - - - - Texture map axis base name - - - - - UV transform base name - - - - - Texture flags base name - - - - - Helper function to get the fully qualified name of a texture property type name. Takes - in a base name constant, a texture type, and a texture index and outputs the name in the format: - "baseName,TextureType,texIndex" - - Base name - Texture type - Texture index - Fully qualified texture name - - - - Helper function to get the base name from a fully qualified name of a material property type name. The format - of such a string is: - "baseName,TextureType,texIndex" - - Fully qualified material property name. - Base name of the property type. - - - - Singleton that governs access to the unmanaged Assimp library functions. - - - - - Default name of the unmanaged library. Based on runtime implementation the prefix ("lib" on non-windows) and extension (.dll, .so, .dylib) will be appended automatically. - - - - - Gets the AssimpLibrary instance. - - - - - Gets if the Assimp unmanaged library supports multithreading. If it was compiled for single threading only, - then it will not utilize multiple threads during import. - - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a scene from a stream. This uses the "aiImportFileFromMemory" function. The stream can be from anyplace, - not just a memory stream. It is up to the caller to dispose of the stream. - - Stream containing the scene data - Post processing flags - A hint to Assimp to decide which importer to use to process the data - Property store containing the config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Releases the unmanaged scene data structure. This should NOT be used for unmanaged scenes that were marshaled - from the managed scene structure - only for scenes whose memory was allocated by the native library! - - Pointer to the unmanaged scene data structure. - - - - Applies a post-processing step on an already imported scene. - - Pointer to the unmanaged scene data structure. - Post processing steps to run. - Pointer to the unmanaged scene data structure. - - - - Gets all supported export formats. - - Array of supported export formats. - - - - Exports the given scene to a chosen file format. Returns the exported data as a binary blob which you can embed into another data structure or file. - - Scene to export, it is the responsibility of the caller to free this when finished. - Format id describing which format to export to. - Pre processing flags to operate on the scene during the export. - Exported binary blob, or null if there was an error. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Creates a modifyable copy of a scene, useful for copying the scene that was imported so its topology can be modified - and the scene be exported. - - Valid scene to be copied - Modifyable copy of the scene - - - - Attaches a log stream callback to catch Assimp messages. - - Pointer to an instance of AiLogStream. - - - - Enables verbose logging. - - True if verbose logging is to be enabled or not. - - - - Gets if verbose logging is enabled. - - True if verbose logging is enabled, false otherwise. - - - - Detaches a logstream callback. - - Pointer to an instance of AiLogStream. - A return code signifying if the function was successful or not. - - - - Detaches all logstream callbacks currently attached to Assimp. - - - - - Create an empty property store. Property stores are used to collect import settings. - - Pointer to property store - - - - Deletes a property store. - - Pointer to property store - - - - Sets an integer property value. - - Pointer to property store - Property name - Property value - - - - Sets a float property value. - - Pointer to property store - Property name - Property value - - - - Sets a string property value. - - Pointer to property store - Property name - Property value - - - - Sets a matrix property value. - - Pointer to property store - Property name - Property value - - - - Retrieves a color value from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The color if it exists. If not, the default Color4D value is returned. - - - - Retrieves an array of float values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of floats to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available floats, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The float array, if it exists - - - - Retrieves an array of integer values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of integers to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available integers, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The integer array, if it exists - - - - Retrieves a material property with the specific key from the material. - - Material to retrieve the property from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The material property, if found. - - - - Retrieves a string from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The string, if it exists. If not, an empty string is returned. - - - - Gets the number of textures contained in the material for a particular texture type. - - Material to retrieve the data from - Texture Type semantic - The number of textures for the type. - - - - Gets the texture filepath contained in the material. - - Material to retrieve the data from - Texture type semantic - Texture index - The texture filepath, if it exists. If not an empty string is returned. - - - - Gets all values pertaining to a particular texture from a material. - - Material to retrieve the data from - Texture type semantic - Texture index - Returns the texture slot struct containing all the information. - - - - Gets the last error logged in Assimp. - - The last error message logged. - - - - Checks whether the model format extension is supported by Assimp. - - Model format extension, e.g. ".3ds" - True if the format is supported, false otherwise. - - - - Gets all the model format extensions that are currently supported by Assimp. - - Array of supported format extensions - - - - Gets a collection of importer descriptions that detail metadata and feature support for each importer. - - Collection of importer descriptions - - - - Gets the memory requirements of the scene. - - Pointer to the unmanaged scene data structure. - The memory information about the scene. - - - - Creates a quaternion from the 3x3 rotation matrix. - - Quaternion struct to fill - Rotation matrix - - - - Decomposes a 4x4 matrix into its scaling, rotation, and translation parts. - - 4x4 Matrix to decompose - Scaling vector - Quaternion containing the rotation - Translation vector - - - - Transposes the 4x4 matrix. - - Matrix to transpose - - - - Transposes the 3x3 matrix. - - Matrix to transpose - - - - Transforms the vector by the 3x3 rotation matrix. - - Vector to transform - Rotation matrix - - - - Transforms the vector by the 4x4 matrix. - - Vector to transform - Matrix transformation - - - - Multiplies two 4x4 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Multiplies two 3x3 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Creates a 3x3 identity matrix. - - Matrix to hold the identity - - - - Creates a 4x4 identity matrix. - - Matrix to hold the identity - - - - Gets the Assimp legal info. - - String containing Assimp legal info. - - - - Gets the native Assimp DLL's minor version number. - - Assimp minor version number - - - - Gets the native Assimp DLL's major version number. - - Assimp major version number - - - - Gets the native Assimp DLL's revision version number. - - Assimp revision version number - - - - Gets the native Assimp DLL's current version number as "major.minor.revision" string. This is the - version of Assimp that this wrapper is currently using. - - Unmanaged DLL version - - - - Gets the native Assimp DLL's current version number as a .NET version object. - - Unmanaged DLL version - - - - Get the compilation flags that describe how the native Assimp DLL was compiled. - - Compilation flags - - - - Defines all the unmanaged assimp C-function names. - - - - - Defines all of the delegates that represent the unmanaged assimp functions. - - - - - Enumerates supported platforms. - - - - - Windows platform. - - - - - Linux platform. - - - - - Mac platform. - - - - - An attribute that represents the name of an unmanaged function to import. - - - - - Name of the unmanaged function. - - - - - Constructs a new . - - Name of the function. - - - - Represents management and access to an unmanaged library. An unmanaged library can be loaded and unloaded dynamically. The library then searches for a list - of exported functions to create managed delegates for, allowing callers to access the library. Each OS platform has its own implementation to determine how to load - unmanaged libraries. - - - - - Occurs when the unmanaged library is loaded. - - - - - Occurs when the unmanaged library is freed. - - - - - Queries if the unmanaged library has been loaded or not. - - - - - Gets the default name of the unmanaged library DLL. This is dependent based on the platform extension and name prefix. Additional - names can be set in the (e.g. to load versioned DLLs) - - - - - Gets the path to the unmanaged library DLL that is currently loaded. - - - - - Gets the resolver used to find the unmanaged library DLL when loading. - - - - - Gets or sets whether an is thrown if the unmanaged DLL fails to load for whatever reason. By - default this is true. - - - - - Queries if the OS is 64-bit, if false then it is 32-bit. - - - - - Constructs a new . - - Default name (NOT path) of the unmanaged library. - Delegate types to instantiate and load. - - - - Gets an enum representing the current OS that is application is executing on. - - Platform enumeration. - - - - Loads the unmanaged library using the . - - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied 32 and 64 bit paths, the one chosen is based on the OS bitness. - - Path to the 32-bit DLL - Path to the 64-bit DLL - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied path. - - Path to the unmanaged DLL. - True if the library was found and successfully loaded. - - - - Frees the unmanaged library that is currently loaded. - - True if the library was sucessfully freed. - - - - Gets a delegate based on the unmanaged function name. - - Type of delegate. - Name of unmanaged function that is exported by the library. - The delegate, or null if not found. - - - - If library is not explicitly loaded by user, call this when trying to call an unmanaged function to load the unmanaged library - from the default path. This function is thread safe. - - - - - Called when the library is loaded. - - - - - Called when the library is freed. - - - - - Resolves unmanaged DLLs for . The process is completely configurable, where the user can supply alternative library names (e.g. versioned libs), - an override library name, and probing paths. These can be set for both 32/64 bit, or seperately for 32 or 64 bit. See - for the search strategy. - - - - - Gets the platform that the application is running on. - - - - - Constructs a new instance of the class. - - Platform we're resolving binaries for. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 32-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for both 32-bit and 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of file paths to probe for 32-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for both 32-bit and 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets an override 32-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 32-bit and 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Given a library name, this function attempts to resolve the file path from which it can be loaded. Each step of the search strategy uses the fallback - library names if the given name was not found in the current step. If the search is unsuccessfully, the library name is returned which means the OS will try - and do its own search strategy when attempting to load the library (this is dependent on the OS). The search strategy is the following, in order of execution: - - - Search user-specified probing paths. - Search {AppBaseDirectory}/runtimes/{RID}/native/. - Search {AppBaseDirectory}/. - Search nuget package path, e.g. {UserProfile}/.nuget/packages/{PackageId}/{PackageVersion}/runtimes/{RID}/native/. - - - - The search strategy gives priority to user-specified probing paths, then local paths to the application, then finally examining the global nuget cache. The RID - is the Runtime Identifier based on the platform/architecture, see also Microsoft's RID Catalog. - - - Name of the library to attempt to resolve. - Full file path to the library, or the file name if not found (e.g. "libXYZ.so"). - - - - Represents an aiScene struct. - - - - - unsigned int, flags about the state of the scene - - - - - aiNode*, root node of the scenegraph. - - - - - Number of meshes contained. - - - - - aiMesh**, meshes in the scene. - - - - - Number of materials contained. - - - - - aiMaterial**, materials in the scene. - - - - - Number of animations contained. - - - - - aiAnimation**, animations in the scene. - - - - - Number of embedded textures contained. - - - - - aiTexture**, textures in the scene. - - - - - Number of lights contained. - - - - - aiLight**, lights in the scene. - - - - - Number of cameras contained. - - - - - aiCamera**, cameras in the scene. - - - - - void*, Private data do not touch! - - - - - Represents an aiNode struct. - - - - - Name of the node. - - - - - Node's transform relative to its parent. - - - - - aiNode*, node's parent. - - - - - Number of children the node owns. - - - - - aiNode**, array of nodes this node owns. - - - - - Number of meshes referenced by this node. - - - - - unsigned int*, array of mesh indices. - - - - - aiMetadata*, pointer to a metadata container. May be NULL, if an importer doesn't document metadata then it doesn't write any. - - - - - Represents an aiMetadataEntry struct. - - - - - Type of metadata. - - - - - Pointer to data. - - - - - Represents an aiMetadata struct. - - - - - Length of the Keys and Values arrays. - - - - - aiString*, array of keys. May not be NULL. Each entry must exist. - - - - - aiMetadataEntry*, array of values. May not be NULL. Entries may be NULL if the corresponding property key has no assigned value. - - - - - Represents an aiMesh struct. Note: This structure requires marshaling, due to the arrays of IntPtrs. - - - - - unsigned int, bitwise flag detailing types of primitives contained. - - - - - Number of vertices in the mesh, denotes length of - -all- per-vertex arrays. - - - - - Number of faces in the mesh. - - - - - aiVector3D*, array of positions. - - - - - aiVector3D*, array of normals. - - - - - aiVector3D*, array of tangents. - - - - - aiVector3D*, array of bitangents. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int[Max_Value], array of ints denoting the number of components for each set of texture coordinates - UV (2), UVW (3) for example. - Max_Value is defined as . - - - - - aiFace*, array of faces. - - - - - Number of bones in the mesh. - - - - - aiBone**, array of bones. - - - - - Material index referencing the material in the scene. - - - - - Optional name of the mesh. - - - - - Number of attachment meshes. NOT CURRENTLY IN USE. - - - - - aiAnimMesh**, array of attachment meshes for vertex-based animation. NOT CURRENTLY IN USE. - - - - - unsigned int, method of morphing when anim meshes are specified. - - - - - Represents an aiTexture struct. - - - - - Width of the texture. - - - - - Height of the texture. - - - - - sbyte[9], format extension hint. Fixed size char is two bytes regardless of encoding. Unmanaged assimp uses a char that - maps to one byte. 8 for string + 1 for terminator. - - - - - aiTexel*, array of texel data. - - - - - Sets the format hint. - - Format hint - must be 3 characters or less - - - - Gets the format hint. - - The format hint - - - - Gets the format hint. Use this to avoid struct copy if the string was passed by read-only ref. - - AiTexture - The format hint - - - - Represents an aiFace struct. - - - - - Number of indices in the face. - - - - - unsigned int*, array of indices. - - - - - Represents an aiBone struct. - - - - - Name of the bone. - - - - - Number of weights. - - - - - VertexWeight*, array of vertex weights. - - - - - Matrix that transforms the vertex from mesh to bone space in bind pose - - - - - Represents an aiMaterialProperty struct. - - - - - Name of the property (key). - - - - - Textures: Specifies texture usage. None texture properties - have this zero (or None). - - - - - Textures: Specifies the index of the texture. For non-texture properties - this is always zero. - - - - - Size of the buffer data in bytes. This value may not be zero. - - - - - Type of value contained in the buffer. - - - - - char*, byte buffer to hold the property's value. - - - - - Represents an aiMaterial struct. - - - - - aiMaterialProperty**, array of material properties. - - - - - Number of key-value properties. - - - - - Storage allocated for key-value properties. - - - - - Represents an aiNodeAnim struct. - - - - - Name of the node affected by the animation. The node must exist - and be unique. - - - - - Number of position keys. - - - - - VectorKey*, position keys of this animation channel. Positions - are 3D vectors and are accompanied by at least one scaling and one rotation key. - - - - - The number of rotation keys. - - - - - QuaternionKey*, rotation keys of this animation channel. Rotations are 4D vectors (quaternions). - If there are rotation keys there will be at least one scaling and one position key. - - - - - Number of scaling keys. - - - - - VectorKey*, scaling keys of this animation channel. Scalings are specified as a - 3D vector, and if there are scaling keys, there will at least be one position - and one rotation key. - - - - - Defines how the animation behaves before the first key is encountered. - - - - - Defines how the animation behaves after the last key was processed. - - - - - Represents an aiMeshAnim struct. - - - - - Name of the mesh to be animated. Empty string not allowed. - - - - - Number of keys, there is at least one. - - - - - aiMeshkey*, the key frames of the animation. There must exist at least one. - - - - - Represents an aiMeshMorphKey struct. - - - - - The time of this key. - - - - - unsigned int*, values at the time of this key. - - - - - double*, weights at the time of this key. - - - - - unsigned int, the number of values/weights. - - - - - Represents an aiMeshMorphAnim struct. - - - - - aiString, the name of the mesh to be animated. Empty strings are not allowed, animated meshes need to be named (not necessarily uniquely, - the name can basically serve as a wildcard to select a group of meshes with similar animation setup). - - - - - unsigned int, number of key frames. Must be at least one. - - - - - aiMeshMorphKey*, key frames of the animation. - - - - - Represents an aiAnimation struct. - - - - - Name of the animation. - - - - - Duration of the animation in ticks. - - - - - Ticks per second, 0 if not specified in imported file. - - - - - Number of bone animation channels, each channel affects a single node. - - - - - aiNodeAnim**, node animation channels. Each channel affects a single node. - - - - - Number of mesh animation channels. Each channel affects a single mesh and defines - vertex-based animation. - - - - - aiMeshAnim**, mesh animation channels. Each channel affects a single mesh. - - - - - Number of mesh morph animation channels. Each channel affects a single mesh and defines - morphing animation. - - - - - aiMeshMorphAnim**, mesh morph animation channels. Each channel affects a single mesh. - - - - - Represents an aiLight struct. - - - - - Name of the light. - - - - - Type of light. - - - - - Position of the light. - - - - - Direction of the spot/directional light. - - - - - Up direction of the light source in space. Undefined for point lights. - - - - - Attenuation constant value. - - - - - Attenuation linear value. - - - - - Attenuation quadratic value. - - - - - Diffuse color. - - - - - Specular color. - - - - - Ambient color. - - - - - Spot light inner angle. - - - - - Spot light outer angle. - - - - - Width (X) and Height (Y) of the area that represents an light. - - - - - Represents an aiCamera struct. - - - - - Name of the camera. - - - - - Position of the camera. - - - - - Up vector of the camera. - - - - - Viewing direction of the camera. - - - - - Field Of View of the camera. - - - - - Near clip plane distance. - - - - - Far clip plane distance. - - - - - The Aspect ratio. - - - - - Represents an aiString struct. - - - - - Byte length of the UTF-8 string. - - - - - Actual string data. - - - - - Constructs a new instance of the struct. - - The string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. Use this to avoid struct copy if the string was passed by read-only ref. - - AiString - AiString string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. - - AiString string data - - - - Convienence method for setting the AiString string (and length). - - String data to set - True if the operation was successful, false otherwise. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Function pointer that gets called when a message is to be logged. - - - - - char*, user defined opaque data. - - - - - Represents the memory requirements for the different components of an imported - scene. All sizes in in bytes. - - - - - Size of the storage allocated for texture data, in bytes. - - - - - Size of the storage allocated for material data, in bytes. - - - - - Size of the storage allocated for mesh data, in bytes. - - - - - Size of the storage allocated for node data, in bytes. - - - - - Size of the storage allocated for animation data, in bytes. - - - - - Size of the storage allocated for camera data, in bytes. - - - - - Size of the storage allocated for light data, in bytes. - - - - - Total storage allocated for the imported scene, in bytes. - - - - - Represents an aiAnimMesh struct. Note: This structure requires marshaling, due to the array of IntPtrs. - - - - - aiVector3D*, replacement position array. - - - - - aiVector3D*, replacement normal array. - - - - - aiVector3D*, replacement tangent array. - - - - - aiVector3D*, replacement bitangent array. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int, number of vertices. - - - - - float, weight of the AnimMesh. - - - - - Describes a variety of information about an importer. - - - - - char*, full name of the importer (e.g. Blender3D Importer) - - - - - char*, original author (blank if unknown or assimp team) - - - - - char*, current maintainer, left blank if the author maintains. - - - - - char*, implementation comments. E.g. unimplemented features. - - - - - unsigned int, features supported by the importer. - - - - - unsigned int, max major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, max major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - char*, list of file extensions the importer can handle. Entries are separated by space characters, and all entries are lower case WITHOUT a leading dot. (e.g. "xml dae"). - Multiple importers may respond to the same file extension, assim - - - - - Describes a file format which Assimp can export to. - - - - - char*, a short string ID to uniquely identify the export format. e.g. "collada" or "obj" - - - - - char*, a short description of the file format to present to users. - - - - - char*, a recommended file extension of the exported file in lower case. - - - - - Describes a blob of exported scene data. Blobs can be nested, the first blob always has an empty name. Nested - blobs represent auxillary files produced by the exporter (e.g. material files) and are named accordingly. - - - - - size_t, size of the data in bytes. - - - - - void*, the data. - - - - - AiString, name of the blob. - - - - - aiExportDataBlob*, pointer to the next blob in the chain. - - - - - Contains callbacks to implement a custom file system to open and close files. - - - - - Function pointer to open a new file. - - - - - Function pointer used to close an existing file. - - - - - Char*, user defined opaque data. - - - - - Contains callbacks to read and write to a file opened by a custom file system. - - - - - Function pointer to read from a file. - - - - - Function pointer to write to a file. - - - - - Function pointer to retrieve the current position of the file cursor. - - - - - Function pointer to retrieve the size of the file. - - - - - Function pointer to set the current position of the file cursor. - - - - - Function pointer to flush the file contents. - - - - - Char*, user defined opaque data. - - - - - Callback delegate for Assimp's LogStream. - - Log message - char* pointer to user data that is passed to the callback - - - - Callback delegate for a custom file system, to write to a file. - - Pointer to an AiFile instance - Char* pointer to data to write (casted from a void*) - Size of a single element in bytes to write - Number of elements to write - Number of elements successfully written. Should be zero if either size or numElements is zero. May be less than numElements if an error occured. - - - - Callback delegate for a custom file system, to read from a file. - - Pointer to an AiFile instance. - Char* pointer that will store the data read (casted from a void*) - Size of a single element in bytes to read - Number of elements to read - Number of elements succesfully read. Should be zero if either size or numElements is zero. May be less than numElements if end of file is encountered, or if an error occured. - - - - Callback delegate for a custom file system, to tell offset/size information about the file. - - Pointer to an AiFile instance. - Returns the current file cursor or the file size in bytes. May be -1 if an error has occured. - - - - Callback delegate for a custom file system, to flush the contents of the file to the disk. - - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to set the current position of the file cursor. - - Pointer to An AiFile instance. - Offset from the origin. - Position used as a reference - Returns success, if successful - - - - Callback delegate for a custom file system, to open a given file and create a new AiFile instance. - - Pointer to an AiFileIO instance. - Path to the target file - Read-write permissions to request - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to close a given file and free its memory. - - Pointer to an AiFileIO instance. - Pointer to an AiFile instance that will be closed. - - - - Fixed length array for representing the color channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the texture coordinate channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the number of UV components for each texture coordinate channel of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Defines how an UV channel is transformed. - - - - - Translation on the U and V axes. Default is 0|0 - - - - - Scaling on the U and V axes. Default is 1|1. - - - - - Rotation in counter-clockwise direction, specfied in - radians. The rotation center is 0.5f|0.5f and the - default value is zero. - - - - - Represents a two-dimensional vector. - - - - - X component. - - - - - Y component - - - - - Gets or sets the component value at the specified zero-based index - in the order of XY (index 0 access X, 1 access Y. If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector2D. - - X component - Y component - - - - Constructs a new Vector2D with both components - set the same value. - - Value to set both X and Y to - - - - Sets the X and Y values. - - X component - Y component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a three-dimensional vector. - - - - - X component. - - - - - Y component. - - - - - Z component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of XYZ (index 0 access X, 1 access Y, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector3D. - - X component - Y component - Z component - - - - Constructs a new Vector3D. - - Vector2D containing the X, Y values - Z component - - - - Constructs a new Vector3D where each component is set - to the same value. - - Value to set X, Y, and Z to - - - - Sets the X, Y, and Z values. - - X component - Y component - Z component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Calculates the cross product of two vectors. - - First vector - Second vector - Resulting vector - - - - Calculates the dot product of two vectors. - - First vector - Second vector - Resulting vector - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Transforms this vector by a 3x3 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Transforms this vector by a 4x4 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a 3D vector for a given time. - - - - - The time of this key. - - - - - The 3D vector value of this key. - - - - - Constructs a new VectorKey. - - The time of this key. - The 3D vector value of this key. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's 3D vectors are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's 3D vectors are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their 3D vectors are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a single influence of a bone on a vertex. - - - - - Index of the vertex which is influenced by the bone. - - - - - Strength of the influence in range of (0...1). All influences - from all bones at one vertex amounts to 1. - - - - - Constructs a new VertexWeight. - - Index of the vertex. - Weight of the influence. - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Internal stub type used by MemoryInterop.ILPatcher to inject fast-interop code. Depending on the type of method, the IL injection is either inline (replacing the call) or - replaces the entire method body. Recommended types to use are generally blittable structs. - - - - - Casts the by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the readonly by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the pointer to a by-ref value of the specified type. - - Type to cast to. - Pointer. - Ref to the value, as the new type. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to receive the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to write the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Computes the size of the type (inlined). - - Type of data. - Size of the type in bytes. - - - - Casts the by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Casts the readonly by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Writes a single element to the memory location (inlined). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Writes a single element to the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Reads a single element from the memory location (inlined). - - Type of data. - Pointer to memory location. - Value read. - - - - Reads a single element from the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value read. - - - - Copies the number of bytes from one pointer to the other (inlined). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Copies the number of bytes from one pointer to the other (inlined, unaligned copy). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Clears the memory to a specified value (inlined). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - - Clears the memory to a specified value (inlined, unaligned init). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - diff --git a/Assets/Plugins/AssimpNet/AssimpNet.xml.meta b/Assets/Plugins/AssimpNet/AssimpNet.xml.meta deleted file mode 100644 index a8c7bb06..00000000 --- a/Assets/Plugins/AssimpNet/AssimpNet.xml.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 3f568f2b4e78ff240b2f5c0cfffd9d13 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/AssimpNet/AssimpUnity.cs b/Assets/Plugins/AssimpNet/AssimpUnity.cs deleted file mode 100644 index a9c3707a..00000000 --- a/Assets/Plugins/AssimpNet/AssimpUnity.cs +++ /dev/null @@ -1,156 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using Assimp.Unmanaged; -using System.IO; -using UnityEngine; - -namespace Assimp -{ - /// - /// AssimpNet Unity integration. This handles one-time initialization (before scene load) of the AssimpLibrary instance, setting DLL probing paths to load the correct native - /// dependencies, if the current platform is supported. - /// - public class AssimpUnity - { - private static bool s_triedLoading = false; - private static bool s_assimpAvailable = false; - - /// - /// Gets if the assimp library is available on this platform (e.g. the library can load native dependencies). - /// - public static bool IsAssimpAvailable - { - get - { - return s_assimpAvailable; - } - } - - [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] - private static void InitializePlugin() - { - //Only try once during runtime - if(s_triedLoading) - return; - - UnmanagedLibrary libInstance = AssimpLibrary.Instance; - - //If already initialized, set flags and return - if(libInstance.IsLibraryLoaded) - { - s_assimpAvailable = true; - s_triedLoading = true; - return; - } - - //First time initialization, need to set a probing path (at least in editor) to resolve the native dependencies - string pluginsFolder = Path.Combine(Application.dataPath, "Plugins"); - string editorPluginNativeFolder = Path.Combine(pluginsFolder, "AssimpNet", "Native"); - string native64LibPath = null; - string native32LibPath = null; - - //Set if any platform needs to tweak the default name AssimpNet uses for the platform, null clears using an override at all - string override64LibName = null; - string override32LibName = null; - - //Setup DLL paths based on platforms. When run inside the editor, the path will be to the AssimpNet plugin folder structure. When in standalone, - //Unity copies the native DLLs for the specific target architecture into a single Plugin folder. - switch(Application.platform) - { - case RuntimePlatform.WindowsEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "win", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "win", "x86"); - } - break; - case RuntimePlatform.WindowsPlayer: - { - native64LibPath = Path.Combine(pluginsFolder, "x86_64"); - native32LibPath = Path.Combine(pluginsFolder, "x86"); - } - break; - case RuntimePlatform.LinuxEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "linux", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "linux", "x86"); - } - break; - case RuntimePlatform.LinuxPlayer: - { - //Linux standalone creates subfolders presumably since it allows "universal" types - native64LibPath = Path.Combine(pluginsFolder, "x86_64"); - native32LibPath = Path.Combine(pluginsFolder, "x86"); - } - break; - case RuntimePlatform.OSXEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "osx", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "osx", "x86"); - - //In order to get unity to accept the dylib, had to rename it as *.bundle. Set an override name so we try and load that file. Seems to load - //fine. - string bundlelibName = Path.ChangeExtension(libInstance.DefaultLibraryName, ".bundle"); - override64LibName = bundlelibName; - override32LibName = bundlelibName; - } - break; - case RuntimePlatform.OSXPlayer: - { - native64LibPath = pluginsFolder; - native32LibPath = pluginsFolder; - - //In order to get unity to accept the dylib, had to rename it as *.bundle. Set an override name so we try and load that file. Seems to load - //fine. - string bundlelibName = Path.ChangeExtension(libInstance.DefaultLibraryName, ".bundle"); - override64LibName = bundlelibName; - override32LibName = bundlelibName; - } - break; - //TODO: Add more platforms if you have binaries that can run on it - } - - //If both null, then we do not support the platform - if(native64LibPath == null && native32LibPath == null) - { - Debug.Log(string.Format("Assimp does not support platform: {0}", Application.platform.ToString())); - s_assimpAvailable = false; - return; - } - - //Set resolver properties, null will clear the property - libInstance.Resolver.SetOverrideLibraryName64(override64LibName); - libInstance.Resolver.SetOverrideLibraryName32(override32LibName); - libInstance.Resolver.SetProbingPaths64(native64LibPath); - libInstance.Resolver.SetProbingPaths32(native32LibPath); - libInstance.ThrowOnLoadFailure = false; - - //Try and load the native library, if failed we won't get an exception - bool success = libInstance.LoadLibrary(); - s_assimpAvailable = success; - s_triedLoading = true; - - //Turn exceptions back on - libInstance.ThrowOnLoadFailure = true; - } - } -} diff --git a/Assets/Plugins/AssimpNet/AssimpUnity.cs.meta b/Assets/Plugins/AssimpNet/AssimpUnity.cs.meta deleted file mode 100644 index 79aea73b..00000000 --- a/Assets/Plugins/AssimpNet/AssimpUnity.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0f39c280efb2ff64a8ffcbc2f82eb36d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/AssimpNet/License_AssimpNet.txt b/Assets/Plugins/AssimpNet/License_AssimpNet.txt deleted file mode 100644 index d2bf7bcc..00000000 --- a/Assets/Plugins/AssimpNet/License_AssimpNet.txt +++ /dev/null @@ -1,70 +0,0 @@ - -Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. - -==================================================================================== - -Open Asset Import Library (Assimp) - - -Copyright (c) 2006-2018, Assimp Development Team -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - - -AN EXCEPTION applies to all files in the ./test/models-nonbsd subfolder. -These are 3d models for testing purposes, from various free sources -on the internet. They are - unless otherwise stated - copyright of -their respective creators, which may impose additional requirements -on the use of their work. For any of these models, see -.source.txt for more legal information. Contact us if you -are a copyright holder and believe that we credited you inproperly or -if you don't want your files to appear in the repository. - diff --git a/Assets/Plugins/AssimpNet/License_AssimpNet.txt.meta b/Assets/Plugins/AssimpNet/License_AssimpNet.txt.meta deleted file mode 100644 index e0918166..00000000 --- a/Assets/Plugins/AssimpNet/License_AssimpNet.txt.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: d357481e84878784bb5c337b81213883 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/AssimpNet/Native.meta b/Assets/Plugins/AssimpNet/Native.meta deleted file mode 100644 index ec3998c3..00000000 --- a/Assets/Plugins/AssimpNet/Native.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4d1876b156e9f244c85ddcb8d4cd42ed -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/AssimpNet/Native/linux.meta b/Assets/Plugins/AssimpNet/Native/linux.meta deleted file mode 100644 index 52a8cfab..00000000 --- a/Assets/Plugins/AssimpNet/Native/linux.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5cfb4bf6881e4e34daf25b3d5b4da3bb -folderAsset: yes -DefaultImporter: - 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* - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.IO; // Path -using UnityEngine; -using UnityEditor; - -using System.Runtime.InteropServices; - -[UnityEditor.AssetImporters.ScriptedImporter(5, "tx")] -public class TxImporter : UnityEditor.AssetImporters.ScriptedImporter -{ - [SerializeField] public Vector2Int imageDimensions; - - public override void OnImportAsset(UnityEditor.AssetImporters.AssetImportContext ctx) - { - // NOTE: repere bas gauche, Y up. - - int ret = OIIOAPI.oiio_open_image(assetPath); - if (ret == 0) - { - Debug.Log("could not open " + assetPath); - return; - } - - int width = -1; - int height = -1; - int nchannels = -1; - OIIOAPI.BASETYPE format = OIIOAPI.BASETYPE.NONE; - ret = OIIOAPI.oiio_get_image_info(ref width, ref height, ref nchannels, ref format); - if (ret == 0) - { - Debug.Log("Could not get width/height of " + assetPath); - return; - } - - imageDimensions.Set(width, height); - TextureFormat textureFormat = Format2Format(format, nchannels); - var image = new Texture2D(width, height, textureFormat, false, true); // with mips, linear - - int do_rgb_to_rgba = 0; - if ((format == OIIOAPI.BASETYPE.FLOAT && nchannels == 3) - || (format == OIIOAPI.BASETYPE.HALF && nchannels == 3)) - { - do_rgb_to_rgba = 1; - } - //Color[] pixels = image.GetPixels(); - var pixels = image.GetRawTextureData(); - GCHandle handle = GCHandle.Alloc(pixels, GCHandleType.Pinned); - ret = OIIOAPI.oiio_fill_image_data(handle.AddrOfPinnedObject(), do_rgb_to_rgba); - if (ret == 1) - { - image.LoadRawTextureData(pixels); - //image.SetPixels(pixels); - image.Apply(); - } - else - { - Debug.Log("Could not fill texture data of " + assetPath); - return; - } - - - -#if UNITY_2017_3_OR_NEWER - var filename = Path.GetFileNameWithoutExtension(assetPath); - ctx.AddObjectToAsset(filename, image); - ctx.SetMainObject(image); -#else - ctx.SetMainObject(image); -#endif - } - - private TextureFormat Format2Format(OIIOAPI.BASETYPE format, int nchannels) - { - TextureFormat defaultFormat = TextureFormat.RGBA32; - - switch (format) - { - case OIIOAPI.BASETYPE.UCHAR: - case OIIOAPI.BASETYPE.CHAR: - { - switch (nchannels) - { - case 1: return TextureFormat.R8; - case 2: return TextureFormat.RG16; - case 3: return TextureFormat.RGB24; - case 4: return TextureFormat.RGBA32; - default: return defaultFormat; - } - } - - case OIIOAPI.BASETYPE.HALF: - { - switch (nchannels) - { - case 1: return TextureFormat.RHalf; - case 2: return TextureFormat.RGHalf; - case 3: return TextureFormat.RGBAHalf; // RGBHalf is NOT SUPPORTED - case 4: return TextureFormat.RGBAHalf; - default: return defaultFormat; - } - } - - case OIIOAPI.BASETYPE.FLOAT: - { - switch (nchannels) - { - case 1: return TextureFormat.RFloat; - case 2: return TextureFormat.RGFloat; - case 3: return TextureFormat.RGBAFloat; // RGBFloat is NOT SUPPORTED - case 4: return TextureFormat.RGBAFloat; - default: return defaultFormat; - } - } - - default: return defaultFormat; - } - } -} diff --git a/Assets/Plugins/OIIO/Editor/TxImporter.cs.meta b/Assets/Plugins/OIIO/Editor/TxImporter.cs.meta deleted file mode 100644 index e4a8b626..00000000 --- a/Assets/Plugins/OIIO/Editor/TxImporter.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8257e7880aceb4e48a4db0da3f2803e4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/OIIO/Editor/TxImporterEditor.cs b/Assets/Plugins/OIIO/Editor/TxImporterEditor.cs deleted file mode 100644 index d78ac0e3..00000000 --- a/Assets/Plugins/OIIO/Editor/TxImporterEditor.cs +++ /dev/null @@ -1,39 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; - -using UnityEditor.SceneManagement; -using UnityEngine; - -[CustomEditor(typeof(TxImporter))] -public class TxImporterEditor : UnityEditor.AssetImporters.ScriptedImporterEditor -{ - public override void OnInspectorGUI() - { - var dimensions = new GUIContent("Dimensions"); - var prop = serializedObject.FindProperty("imageDimensions"); - EditorGUILayout.PropertyField(prop, dimensions); - base.ApplyRevertGUI(); - } -} diff --git a/Assets/Plugins/OIIO/Editor/TxImporterEditor.cs.meta b/Assets/Plugins/OIIO/Editor/TxImporterEditor.cs.meta deleted file mode 100644 index 5135412e..00000000 --- a/Assets/Plugins/OIIO/Editor/TxImporterEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 12cd0a194f9bde348892a395787c2408 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/OIIO/OIIOAPI.cs b/Assets/Plugins/OIIO/OIIOAPI.cs deleted file mode 100644 index 9cc35b06..00000000 --- a/Assets/Plugins/OIIO/OIIOAPI.cs +++ /dev/null @@ -1,50 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Runtime.InteropServices; - -public class OIIOAPI -{ - public enum BASETYPE - { - UNKNOWN, NONE, - UCHAR, UINT8 = UCHAR, CHAR, INT8 = CHAR, - USHORT, UINT16 = USHORT, SHORT, INT16 = SHORT, - UINT, UINT32 = UINT, INT, INT32 = INT, - ULONGLONG, UINT64 = ULONGLONG, LONGLONG, INT64 = LONGLONG, - HALF, FLOAT, DOUBLE, STRING, PTR, LASTBASE - }; - - [DllImport("oiio_wrapper")] - public static extern int oiio_open_image(string path); - - [DllImport("oiio_wrapper")] - public static extern int oiio_close_image(); - - [DllImport("oiio_wrapper")] - public static extern int oiio_get_image_info(ref int width, ref int height, ref int nchannels, ref BASETYPE format); - - [DllImport("oiio_wrapper")] - public static extern int oiio_fill_image_data(IntPtr data, int rgb_to_rgba); -} diff --git a/Assets/Plugins/OIIO/OIIOAPI.cs.meta b/Assets/Plugins/OIIO/OIIOAPI.cs.meta deleted file mode 100644 index 39bc5209..00000000 --- a/Assets/Plugins/OIIO/OIIOAPI.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b213f2e8ecc00164080fa5fd08799f9a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/OIIO/Plugins.meta b/Assets/Plugins/OIIO/Plugins.meta deleted file mode 100644 index 59cea930..00000000 --- a/Assets/Plugins/OIIO/Plugins.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: c8faf5164f3acd249a9f873a78eae129 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Plugins/OIIO/Plugins/x86_64.meta b/Assets/Plugins/OIIO/Plugins/x86_64.meta deleted file mode 100644 index a4e8ec5c..00000000 --- a/Assets/Plugins/OIIO/Plugins/x86_64.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 744a7ec50d21bcf4b88cde331e8396c7 -folderAsset: yes -DefaultImporter: - 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As such, it is not covered - by regular Unity support. Please direct any questions to the: ' - linkText: Preview Forum - url: https://forum.unity.com/categories/betas-experimental-features.86/ - - heading: - text: This template is a good starting point for people focused on high-end graphics - that want to develop games for platforms that support Shader Model 5.0 (DX11 - and above). This template utilizes the High Definition Scriptable Render Pipeline, - a modern rendering pipeline that includes advanced material types and a configurable - hybrid tile/cluster deferred/forward lighting architecture. - linkText: - url: - - heading: - text: "HDRP uses its own implementation of post-processing, which is currently - still in development. HDRP\u2019s implementation uses the Volume system to allow - you to localize post-processing effects to a certain area of your Scene. For - information about how to use the Volume system, see the documentation on Volumes:" - linkText: Post-processing in HDRP - url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Post-Processing-Main.html?preview=1 - linkText: Volumes in HDRP - url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Volumes.html?preview=1 - - heading: - text: This project uses the new Package Manager to bring you the latest features - Unity has to offer. Open the Package Manager from Windows > Package Manager - and make sure you're using the most recent version of the High Definition Render - Pipeline. To update packages, select your desired package from the list on the - left, and click the Update to button in the bottom right corner. - linkText: - url: - - heading: - text: 'To read more about the HD Render Pipeline please refer to the Scriptable - Render Pipeline wiki: ' - linkText: Scriptable Render Pipeline - url: https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki - - heading: - text: 'The Unity HDRI Pack is a great resource when working with the HD Render - Pipeline and can be downloaded here:' - linkText: HDRI Package - url: https://assetstore.unity.com/packages/essentials/beta-projects/unity-hdri-pack-72511 - loadedLayout: 1 diff --git a/Assets/Readme.asset.meta b/Assets/Readme.asset.meta deleted file mode 100644 index 0f2df39e..00000000 --- a/Assets/Readme.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 83c2ed844a8c74b779a4c823d16594b1 -timeCreated: 1484217493 -licenseType: Store -NativeFormatImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources.meta b/Assets/Resources.meta deleted file mode 100644 index 9ff176f7..00000000 --- a/Assets/Resources.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5f7a47f46c597f64da5e2ed57bd5ced9 -folderAsset: yes -DefaultImporter: - 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-RWStructuredBuffer points; -int numPointsPerAxis; -float boundsSize; -float3 centre; -float3 offset; -float spacing; -float3 worldSize; - -int indexFromCoord(uint x, uint y, uint z) { - return z * numPointsPerAxis * numPointsPerAxis + y * numPointsPerAxis + x; -} \ No newline at end of file diff --git a/Assets/Resources/Compute Shaders/Includes/Density.compute.meta b/Assets/Resources/Compute Shaders/Includes/Density.compute.meta deleted file mode 100644 index 82a09337..00000000 --- a/Assets/Resources/Compute Shaders/Includes/Density.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 818802da3c8ba4749ab9653fd6c33079 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Compute Shaders/Includes/MarchTables.compute b/Assets/Resources/Compute Shaders/Includes/MarchTables.compute deleted file mode 100644 index bb6ea158..00000000 --- a/Assets/Resources/Compute Shaders/Includes/MarchTables.compute +++ /dev/null @@ -1,549 +0,0 @@ -// Values from http://paulbourke.net/geometry/polygonise/ - -static const int edges[256] = { - 0x0, - 0x109, - 0x203, - 0x30a, - 0x406, - 0x50f, - 0x605, - 0x70c, - 0x80c, - 0x905, - 0xa0f, - 0xb06, - 0xc0a, - 0xd03, - 0xe09, - 0xf00, - 0x190, - 0x99, - 0x393, - 0x29a, - 0x596, - 0x49f, - 0x795, - 0x69c, - 0x99c, - 0x895, - 0xb9f, - 0xa96, - 0xd9a, - 0xc93, - 0xf99, - 0xe90, - 0x230, - 0x339, - 0x33, - 0x13a, - 0x636, - 0x73f, - 0x435, - 0x53c, - 0xa3c, - 0xb35, - 0x83f, - 0x936, - 0xe3a, - 0xf33, - 0xc39, - 0xd30, - 0x3a0, - 0x2a9, - 0x1a3, - 0xaa, - 0x7a6, - 0x6af, - 0x5a5, - 0x4ac, - 0xbac, - 0xaa5, - 0x9af, - 0x8a6, - 0xfaa, - 0xea3, - 0xda9, - 0xca0, - 0x460, - 0x569, - 0x663, - 0x76a, - 0x66, - 0x16f, - 0x265, - 0x36c, - 0xc6c, - 0xd65, - 0xe6f, - 0xf66, - 0x86a, - 0x963, - 0xa69, - 0xb60, - 0x5f0, - 0x4f9, - 0x7f3, - 0x6fa, - 0x1f6, - 0xff, - 0x3f5, - 0x2fc, - 0xdfc, - 0xcf5, - 0xfff, - 0xef6, - 0x9fa, - 0x8f3, - 0xbf9, - 0xaf0, - 0x650, - 0x759, - 0x453, - 0x55a, - 0x256, - 0x35f, - 0x55, - 0x15c, - 0xe5c, - 0xf55, - 0xc5f, - 0xd56, - 0xa5a, - 0xb53, - 0x859, - 0x950, - 0x7c0, - 0x6c9, - 0x5c3, - 0x4ca, - 0x3c6, - 0x2cf, - 0x1c5, - 0xcc, - 0xfcc, - 0xec5, - 0xdcf, - 0xcc6, - 0xbca, - 0xac3, - 0x9c9, - 0x8c0, - 0x8c0, - 0x9c9, - 0xac3, - 0xbca, - 0xcc6, - 0xdcf, - 0xec5, - 0xfcc, - 0xcc, - 0x1c5, - 0x2cf, - 0x3c6, - 0x4ca, - 0x5c3, - 0x6c9, - 0x7c0, - 0x950, - 0x859, - 0xb53, - 0xa5a, - 0xd56, - 0xc5f, - 0xf55, - 0xe5c, - 0x15c, - 0x55, - 0x35f, - 0x256, - 0x55a, - 0x453, - 0x759, - 0x650, - 0xaf0, - 0xbf9, - 0x8f3, - 0x9fa, - 0xef6, - 0xfff, - 0xcf5, - 0xdfc, - 0x2fc, - 0x3f5, - 0xff, - 0x1f6, - 0x6fa, - 0x7f3, - 0x4f9, - 0x5f0, - 0xb60, - 0xa69, - 0x963, - 0x86a, - 0xf66, - 0xe6f, - 0xd65, - 0xc6c, - 0x36c, - 0x265, - 0x16f, - 0x66, - 0x76a, - 0x663, - 0x569, - 0x460, - 0xca0, - 0xda9, - 0xea3, - 0xfaa, - 0x8a6, - 0x9af, - 0xaa5, - 0xbac, - 0x4ac, - 0x5a5, - 0x6af, - 0x7a6, - 0xaa, - 0x1a3, - 0x2a9, - 0x3a0, - 0xd30, - 0xc39, - 0xf33, - 0xe3a, - 0x936, - 0x83f, - 0xb35, - 0xa3c, - 0x53c, - 0x435, - 0x73f, - 0x636, - 0x13a, - 0x33, - 0x339, - 0x230, - 0xe90, - 0xf99, - 0xc93, - 0xd9a, - 0xa96, - 0xb9f, - 0x895, - 0x99c, - 0x69c, - 0x795, - 0x49f, - 0x596, - 0x29a, - 0x393, - 0x99, - 0x190, - 0xf00, - 0xe09, - 0xd03, - 0xc0a, - 0xb06, - 0xa0f, - 0x905, - 0x80c, - 0x70c, - 0x605, - 0x50f, - 0x406, - 0x30a, - 0x203, - 0x109, - 0x0 -}; - -static const int triangulation[256][16] = { - {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 1, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 8, 3, 9, 8, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 3, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 2, 10, 0, 2, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 8, 3, 2, 10, 8, 10, 9, 8, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 11, 2, 8, 11, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 9, 0, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 11, 2, 1, 9, 11, 9, 8, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 10, 1, 11, 10, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 10, 1, 0, 8, 10, 8, 11, 10, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 9, 0, 3, 11, 9, 11, 10, 9, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 3, 0, 7, 3, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 1, 9, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 1, 9, 4, 7, 1, 7, 3, 1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 10, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 4, 7, 3, 0, 4, 1, 2, 10, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 2, 10, 9, 0, 2, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 10, 9, 2, 9, 7, 2, 7, 3, 7, 9, 4, -1, -1, -1, -1 }, - { 8, 4, 7, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 11, 4, 7, 11, 2, 4, 2, 0, 4, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 0, 1, 8, 4, 7, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 7, 11, 9, 4, 11, 9, 11, 2, 9, 2, 1, -1, -1, -1, -1 }, - { 3, 10, 1, 3, 11, 10, 7, 8, 4, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 11, 10, 1, 4, 11, 1, 0, 4, 7, 11, 4, -1, -1, -1, -1 }, - { 4, 7, 8, 9, 0, 11, 9, 11, 10, 11, 0, 3, -1, -1, -1, -1 }, - { 4, 7, 11, 4, 11, 9, 9, 11, 10, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 5, 4, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 5, 4, 1, 5, 0, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 5, 4, 8, 3, 5, 3, 1, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 10, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 0, 8, 1, 2, 10, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 2, 10, 5, 4, 2, 4, 0, 2, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 10, 5, 3, 2, 5, 3, 5, 4, 3, 4, 8, -1, -1, -1, -1 }, - { 9, 5, 4, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 11, 2, 0, 8, 11, 4, 9, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 5, 4, 0, 1, 5, 2, 3, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 1, 5, 2, 5, 8, 2, 8, 11, 4, 8, 5, -1, -1, -1, -1 }, - { 10, 3, 11, 10, 1, 3, 9, 5, 4, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 9, 5, 0, 8, 1, 8, 10, 1, 8, 11, 10, -1, -1, -1, -1 }, - { 5, 4, 0, 5, 0, 11, 5, 11, 10, 11, 0, 3, -1, -1, -1, -1 }, - { 5, 4, 8, 5, 8, 10, 10, 8, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 7, 8, 5, 7, 9, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 3, 0, 9, 5, 3, 5, 7, 3, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 7, 8, 0, 1, 7, 1, 5, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 7, 8, 9, 5, 7, 10, 1, 2, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 1, 2, 9, 5, 0, 5, 3, 0, 5, 7, 3, -1, -1, -1, -1 }, - { 8, 0, 2, 8, 2, 5, 8, 5, 7, 10, 5, 2, -1, -1, -1, -1 }, - { 2, 10, 5, 2, 5, 3, 3, 5, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 7, 9, 5, 7, 8, 9, 3, 11, 2, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 5, 7, 9, 7, 2, 9, 2, 0, 2, 7, 11, -1, -1, -1, -1 }, - { 2, 3, 11, 0, 1, 8, 1, 7, 8, 1, 5, 7, -1, -1, -1, -1 }, - { 11, 2, 1, 11, 1, 7, 7, 1, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 5, 8, 8, 5, 7, 10, 1, 3, 10, 3, 11, -1, -1, -1, -1 }, - { 5, 7, 0, 5, 0, 9, 7, 11, 0, 1, 0, 10, 11, 10, 0, -1 }, - { 11, 10, 0, 11, 0, 3, 10, 5, 0, 8, 0, 7, 5, 7, 0, -1 }, - { 11, 10, 5, 7, 11, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 3, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 0, 1, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 8, 3, 1, 9, 8, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 6, 5, 2, 6, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 6, 5, 1, 2, 6, 3, 0, 8, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 6, 5, 9, 0, 6, 0, 2, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 9, 8, 5, 8, 2, 5, 2, 6, 3, 2, 8, -1, -1, -1, -1 }, - { 2, 3, 11, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 11, 0, 8, 11, 2, 0, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 1, 9, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 10, 6, 1, 9, 2, 9, 11, 2, 9, 8, 11, -1, -1, -1, -1 }, - { 6, 3, 11, 6, 5, 3, 5, 1, 3, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 11, 0, 11, 5, 0, 5, 1, 5, 11, 6, -1, -1, -1, -1 }, - { 3, 11, 6, 0, 3, 6, 0, 6, 5, 0, 5, 9, -1, -1, -1, -1 }, - { 6, 5, 9, 6, 9, 11, 11, 9, 8, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 10, 6, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 3, 0, 4, 7, 3, 6, 5, 10, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 9, 0, 5, 10, 6, 8, 4, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 6, 5, 1, 9, 7, 1, 7, 3, 7, 9, 4, -1, -1, -1, -1 }, - { 6, 1, 2, 6, 5, 1, 4, 7, 8, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 5, 5, 2, 6, 3, 0, 4, 3, 4, 7, -1, -1, -1, -1 }, - { 8, 4, 7, 9, 0, 5, 0, 6, 5, 0, 2, 6, -1, -1, -1, -1 }, - { 7, 3, 9, 7, 9, 4, 3, 2, 9, 5, 9, 6, 2, 6, 9, -1 }, - { 3, 11, 2, 7, 8, 4, 10, 6, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 10, 6, 4, 7, 2, 4, 2, 0, 2, 7, 11, -1, -1, -1, -1 }, - { 0, 1, 9, 4, 7, 8, 2, 3, 11, 5, 10, 6, -1, -1, -1, -1 }, - { 9, 2, 1, 9, 11, 2, 9, 4, 11, 7, 11, 4, 5, 10, 6, -1 }, - { 8, 4, 7, 3, 11, 5, 3, 5, 1, 5, 11, 6, -1, -1, -1, -1 }, - { 5, 1, 11, 5, 11, 6, 1, 0, 11, 7, 11, 4, 0, 4, 11, -1 }, - { 0, 5, 9, 0, 6, 5, 0, 3, 6, 11, 6, 3, 8, 4, 7, -1 }, - { 6, 5, 9, 6, 9, 11, 4, 7, 9, 7, 11, 9, -1, -1, -1, -1 }, - { 10, 4, 9, 6, 4, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 10, 6, 4, 9, 10, 0, 8, 3, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 0, 1, 10, 6, 0, 6, 4, 0, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 3, 1, 8, 1, 6, 8, 6, 4, 6, 1, 10, -1, -1, -1, -1 }, - { 1, 4, 9, 1, 2, 4, 2, 6, 4, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 0, 8, 1, 2, 9, 2, 4, 9, 2, 6, 4, -1, -1, -1, -1 }, - { 0, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 3, 2, 8, 2, 4, 4, 2, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 4, 9, 10, 6, 4, 11, 2, 3, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 2, 2, 8, 11, 4, 9, 10, 4, 10, 6, -1, -1, -1, -1 }, - { 3, 11, 2, 0, 1, 6, 0, 6, 4, 6, 1, 10, -1, -1, -1, -1 }, - { 6, 4, 1, 6, 1, 10, 4, 8, 1, 2, 1, 11, 8, 11, 1, -1 }, - { 9, 6, 4, 9, 3, 6, 9, 1, 3, 11, 6, 3, -1, -1, -1, -1 }, - { 8, 11, 1, 8, 1, 0, 11, 6, 1, 9, 1, 4, 6, 4, 1, -1 }, - { 3, 11, 6, 3, 6, 0, 0, 6, 4, -1, -1, -1, -1, -1, -1, -1 }, - { 6, 4, 8, 11, 6, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 7, 10, 6, 7, 8, 10, 8, 9, 10, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 7, 3, 0, 10, 7, 0, 9, 10, 6, 7, 10, -1, -1, -1, -1 }, - { 10, 6, 7, 1, 10, 7, 1, 7, 8, 1, 8, 0, -1, -1, -1, -1 }, - { 10, 6, 7, 10, 7, 1, 1, 7, 3, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 6, 1, 6, 8, 1, 8, 9, 8, 6, 7, -1, -1, -1, -1 }, - { 2, 6, 9, 2, 9, 1, 6, 7, 9, 0, 9, 3, 7, 3, 9, -1 }, - { 7, 8, 0, 7, 0, 6, 6, 0, 2, -1, -1, -1, -1, -1, -1, -1 }, - { 7, 3, 2, 6, 7, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 3, 11, 10, 6, 8, 10, 8, 9, 8, 6, 7, -1, -1, -1, -1 }, - { 2, 0, 7, 2, 7, 11, 0, 9, 7, 6, 7, 10, 9, 10, 7, -1 }, - { 1, 8, 0, 1, 7, 8, 1, 10, 7, 6, 7, 10, 2, 3, 11, -1 }, - { 11, 2, 1, 11, 1, 7, 10, 6, 1, 6, 7, 1, -1, -1, -1, -1 }, - { 8, 9, 6, 8, 6, 7, 9, 1, 6, 11, 6, 3, 1, 3, 6, -1 }, - { 0, 9, 1, 11, 6, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 7, 8, 0, 7, 0, 6, 3, 11, 0, 11, 6, 0, -1, -1, -1, -1 }, - { 7, 11, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 0, 8, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 1, 9, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 1, 9, 8, 3, 1, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 1, 2, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 10, 3, 0, 8, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 9, 0, 2, 10, 9, 6, 11, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 6, 11, 7, 2, 10, 3, 10, 8, 3, 10, 9, 8, -1, -1, -1, -1 }, - { 7, 2, 3, 6, 2, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 7, 0, 8, 7, 6, 0, 6, 2, 0, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 7, 6, 2, 3, 7, 0, 1, 9, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 6, 2, 1, 8, 6, 1, 9, 8, 8, 7, 6, -1, -1, -1, -1 }, - { 10, 7, 6, 10, 1, 7, 1, 3, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 7, 6, 1, 7, 10, 1, 8, 7, 1, 0, 8, -1, -1, -1, -1 }, - { 0, 3, 7, 0, 7, 10, 0, 10, 9, 6, 10, 7, -1, -1, -1, -1 }, - { 7, 6, 10, 7, 10, 8, 8, 10, 9, -1, -1, -1, -1, -1, -1, -1 }, - { 6, 8, 4, 11, 8, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 6, 11, 3, 0, 6, 0, 4, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 6, 11, 8, 4, 6, 9, 0, 1, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 4, 6, 9, 6, 3, 9, 3, 1, 11, 3, 6, -1, -1, -1, -1 }, - { 6, 8, 4, 6, 11, 8, 2, 10, 1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 10, 3, 0, 11, 0, 6, 11, 0, 4, 6, -1, -1, -1, -1 }, - { 4, 11, 8, 4, 6, 11, 0, 2, 9, 2, 10, 9, -1, -1, -1, -1 }, - { 10, 9, 3, 10, 3, 2, 9, 4, 3, 11, 3, 6, 4, 6, 3, -1 }, - { 8, 2, 3, 8, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 4, 2, 4, 6, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 9, 0, 2, 3, 4, 2, 4, 6, 4, 3, 8, -1, -1, -1, -1 }, - { 1, 9, 4, 1, 4, 2, 2, 4, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 1, 3, 8, 6, 1, 8, 4, 6, 6, 10, 1, -1, -1, -1, -1 }, - { 10, 1, 0, 10, 0, 6, 6, 0, 4, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 6, 3, 4, 3, 8, 6, 10, 3, 0, 3, 9, 10, 9, 3, -1 }, - { 10, 9, 4, 6, 10, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 9, 5, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 3, 4, 9, 5, 11, 7, 6, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 0, 1, 5, 4, 0, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 11, 7, 6, 8, 3, 4, 3, 5, 4, 3, 1, 5, -1, -1, -1, -1 }, - { 9, 5, 4, 10, 1, 2, 7, 6, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 6, 11, 7, 1, 2, 10, 0, 8, 3, 4, 9, 5, -1, -1, -1, -1 }, - { 7, 6, 11, 5, 4, 10, 4, 2, 10, 4, 0, 2, -1, -1, -1, -1 }, - { 3, 4, 8, 3, 5, 4, 3, 2, 5, 10, 5, 2, 11, 7, 6, -1 }, - { 7, 2, 3, 7, 6, 2, 5, 4, 9, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 5, 4, 0, 8, 6, 0, 6, 2, 6, 8, 7, -1, -1, -1, -1 }, - { 3, 6, 2, 3, 7, 6, 1, 5, 0, 5, 4, 0, -1, -1, -1, -1 }, - { 6, 2, 8, 6, 8, 7, 2, 1, 8, 4, 8, 5, 1, 5, 8, -1 }, - { 9, 5, 4, 10, 1, 6, 1, 7, 6, 1, 3, 7, -1, -1, -1, -1 }, - { 1, 6, 10, 1, 7, 6, 1, 0, 7, 8, 7, 0, 9, 5, 4, -1 }, - { 4, 0, 10, 4, 10, 5, 0, 3, 10, 6, 10, 7, 3, 7, 10, -1 }, - { 7, 6, 10, 7, 10, 8, 5, 4, 10, 4, 8, 10, -1, -1, -1, -1 }, - { 6, 9, 5, 6, 11, 9, 11, 8, 9, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 6, 11, 0, 6, 3, 0, 5, 6, 0, 9, 5, -1, -1, -1, -1 }, - { 0, 11, 8, 0, 5, 11, 0, 1, 5, 5, 6, 11, -1, -1, -1, -1 }, - { 6, 11, 3, 6, 3, 5, 5, 3, 1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 10, 9, 5, 11, 9, 11, 8, 11, 5, 6, -1, -1, -1, -1 }, - { 0, 11, 3, 0, 6, 11, 0, 9, 6, 5, 6, 9, 1, 2, 10, -1 }, - { 11, 8, 5, 11, 5, 6, 8, 0, 5, 10, 5, 2, 0, 2, 5, -1 }, - { 6, 11, 3, 6, 3, 5, 2, 10, 3, 10, 5, 3, -1, -1, -1, -1 }, - { 5, 8, 9, 5, 2, 8, 5, 6, 2, 3, 8, 2, -1, -1, -1, -1 }, - { 9, 5, 6, 9, 6, 0, 0, 6, 2, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 5, 8, 1, 8, 0, 5, 6, 8, 3, 8, 2, 6, 2, 8, -1 }, - { 1, 5, 6, 2, 1, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 3, 6, 1, 6, 10, 3, 8, 6, 5, 6, 9, 8, 9, 6, -1 }, - { 10, 1, 0, 10, 0, 6, 9, 5, 0, 5, 6, 0, -1, -1, -1, -1 }, - { 0, 3, 8, 5, 6, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 5, 6, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 11, 5, 10, 7, 5, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 11, 5, 10, 11, 7, 5, 8, 3, 0, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 11, 7, 5, 10, 11, 1, 9, 0, -1, -1, -1, -1, -1, -1, -1 }, - { 10, 7, 5, 10, 11, 7, 9, 8, 1, 8, 3, 1, -1, -1, -1, -1 }, - { 11, 1, 2, 11, 7, 1, 7, 5, 1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 3, 1, 2, 7, 1, 7, 5, 7, 2, 11, -1, -1, -1, -1 }, - { 9, 7, 5, 9, 2, 7, 9, 0, 2, 2, 11, 7, -1, -1, -1, -1 }, - { 7, 5, 2, 7, 2, 11, 5, 9, 2, 3, 2, 8, 9, 8, 2, -1 }, - { 2, 5, 10, 2, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 2, 0, 8, 5, 2, 8, 7, 5, 10, 2, 5, -1, -1, -1, -1 }, - { 9, 0, 1, 5, 10, 3, 5, 3, 7, 3, 10, 2, -1, -1, -1, -1 }, - { 9, 8, 2, 9, 2, 1, 8, 7, 2, 10, 2, 5, 7, 5, 2, -1 }, - { 1, 3, 5, 3, 7, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 7, 0, 7, 1, 1, 7, 5, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 0, 3, 9, 3, 5, 5, 3, 7, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 8, 7, 5, 9, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 8, 4, 5, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1 }, - { 5, 0, 4, 5, 11, 0, 5, 10, 11, 11, 3, 0, -1, -1, -1, -1 }, - { 0, 1, 9, 8, 4, 10, 8, 10, 11, 10, 4, 5, -1, -1, -1, -1 }, - { 10, 11, 4, 10, 4, 5, 11, 3, 4, 9, 4, 1, 3, 1, 4, -1 }, - { 2, 5, 1, 2, 8, 5, 2, 11, 8, 4, 5, 8, -1, -1, -1, -1 }, - { 0, 4, 11, 0, 11, 3, 4, 5, 11, 2, 11, 1, 5, 1, 11, -1 }, - { 0, 2, 5, 0, 5, 9, 2, 11, 5, 4, 5, 8, 11, 8, 5, -1 }, - { 9, 4, 5, 2, 11, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 5, 10, 3, 5, 2, 3, 4, 5, 3, 8, 4, -1, -1, -1, -1 }, - { 5, 10, 2, 5, 2, 4, 4, 2, 0, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 10, 2, 3, 5, 10, 3, 8, 5, 4, 5, 8, 0, 1, 9, -1 }, - { 5, 10, 2, 5, 2, 4, 1, 9, 2, 9, 4, 2, -1, -1, -1, -1 }, - { 8, 4, 5, 8, 5, 3, 3, 5, 1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 4, 5, 1, 0, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 8, 4, 5, 8, 5, 3, 9, 0, 5, 0, 3, 5, -1, -1, -1, -1 }, - { 9, 4, 5, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 11, 7, 4, 9, 11, 9, 10, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 8, 3, 4, 9, 7, 9, 11, 7, 9, 10, 11, -1, -1, -1, -1 }, - { 1, 10, 11, 1, 11, 4, 1, 4, 0, 7, 4, 11, -1, -1, -1, -1 }, - { 3, 1, 4, 3, 4, 8, 1, 10, 4, 7, 4, 11, 10, 11, 4, -1 }, - { 4, 11, 7, 9, 11, 4, 9, 2, 11, 9, 1, 2, -1, -1, -1, -1 }, - { 9, 7, 4, 9, 11, 7, 9, 1, 11, 2, 11, 1, 0, 8, 3, -1 }, - { 11, 7, 4, 11, 4, 2, 2, 4, 0, -1, -1, -1, -1, -1, -1, -1 }, - { 11, 7, 4, 11, 4, 2, 8, 3, 4, 3, 2, 4, -1, -1, -1, -1 }, - { 2, 9, 10, 2, 7, 9, 2, 3, 7, 7, 4, 9, -1, -1, -1, -1 }, - { 9, 10, 7, 9, 7, 4, 10, 2, 7, 8, 7, 0, 2, 0, 7, -1 }, - { 3, 7, 10, 3, 10, 2, 7, 4, 10, 1, 10, 0, 4, 0, 10, -1 }, - { 1, 10, 2, 8, 7, 4, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 9, 1, 4, 1, 7, 7, 1, 3, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 9, 1, 4, 1, 7, 0, 8, 1, 8, 7, 1, -1, -1, -1, -1 }, - { 4, 0, 3, 7, 4, 3, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 4, 8, 7, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 10, 8, 10, 11, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 0, 9, 3, 9, 11, 11, 9, 10, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 1, 10, 0, 10, 8, 8, 10, 11, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 1, 10, 11, 3, 10, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 2, 11, 1, 11, 9, 9, 11, 8, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 0, 9, 3, 9, 11, 1, 2, 9, 2, 11, 9, -1, -1, -1, -1 }, - { 0, 2, 11, 8, 0, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 3, 2, 11, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 3, 8, 2, 8, 10, 10, 8, 9, -1, -1, -1, -1, -1, -1, -1 }, - { 9, 10, 2, 0, 9, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 2, 3, 8, 2, 8, 10, 0, 1, 8, 1, 10, 8, -1, -1, -1, -1 }, - { 1, 10, 2, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 1, 3, 8, 9, 1, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 9, 1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - { 0, 3, 8, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 }, - {-1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1 } - }; - -static const int cornerIndexAFromEdge[12] = { - 0, - 1, - 2, - 3, - 4, - 5, - 6, - 7, - 0, - 1, - 2, - 3 -}; - -static const int cornerIndexBFromEdge[12] = { - 1, - 2, - 3, - 0, - 5, - 6, - 7, - 4, - 4, - 5, - 6, - 7 -}; \ No newline at end of file diff --git a/Assets/Resources/Compute Shaders/Includes/MarchTables.compute.meta b/Assets/Resources/Compute Shaders/Includes/MarchTables.compute.meta deleted file mode 100644 index 293543d5..00000000 --- a/Assets/Resources/Compute Shaders/Includes/MarchTables.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 38c55b48d91e64148aff7549fe093674 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Compute Shaders/Includes/Noise.compute b/Assets/Resources/Compute Shaders/Includes/Noise.compute deleted file mode 100644 index abca2ffc..00000000 --- a/Assets/Resources/Compute Shaders/Includes/Noise.compute +++ /dev/null @@ -1,191 +0,0 @@ -// Noise Shader Library for Unity - https://github.com/keijiro/NoiseShader -// -// Original work (webgl-noise) Copyright (C) 2011 Ashima Arts. -// Translation and modification was made by Keijiro Takahashi. -// -// This shader is based on the webgl-noise GLSL shader. For further details -// of the original shader, please see the following description from the -// original source code. -// - -// -// Description : Array and textureless GLSL 2D/3D/4D simplex -// noise functions. -// Author : Ian McEwan, Ashima Arts. -// Maintainer : ijm -// Lastmod : 20110822 (ijm) -// License : Copyright (C) 2011 Ashima Arts. All rights reserved. -// Distributed under the MIT License. See LICENSE file. -// https://github.com/ashima/webgl-noise -// - -float3 mod289(float3 x) -{ - return x - floor(x / 289.0) * 289.0; -} - -float4 mod289(float4 x) -{ - return x - floor(x / 289.0) * 289.0; -} - -float4 permute(float4 x) -{ - return mod289((x * 34.0 + 1.0) * x); -} - -float4 taylorInvSqrt(float4 r) -{ - return 1.79284291400159 - r * 0.85373472095314; -} - -float snoise(float3 v) -{ - const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); - - // First corner - float3 i = floor(v + dot(v, C.yyy)); - float3 x0 = v - i + dot(i, C.xxx); - - // Other corners - float3 g = step(x0.yzx, x0.xyz); - float3 l = 1.0 - g; - float3 i1 = min(g.xyz, l.zxy); - float3 i2 = max(g.xyz, l.zxy); - - // x1 = x0 - i1 + 1.0 * C.xxx; - // x2 = x0 - i2 + 2.0 * C.xxx; - // x3 = x0 - 1.0 + 3.0 * C.xxx; - float3 x1 = x0 - i1 + C.xxx; - float3 x2 = x0 - i2 + C.yyy; - float3 x3 = x0 - 0.5; - - // Permutations - i = mod289(i); // Avoid truncation effects in permutation - float4 p = - permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) - + i.y + float4(0.0, i1.y, i2.y, 1.0)) - + i.x + float4(0.0, i1.x, i2.x, 1.0)); - - // Gradients: 7x7 points over a square, mapped onto an octahedron. - // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) - float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) - - float4 x_ = floor(j / 7.0); - float4 y_ = floor(j - 7.0 * x_); // mod(j,N) - - float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; - float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; - - float4 h = 1.0 - abs(x) - abs(y); - - float4 b0 = float4(x.xy, y.xy); - float4 b1 = float4(x.zw, y.zw); - - //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; - //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; - float4 s0 = floor(b0) * 2.0 + 1.0; - float4 s1 = floor(b1) * 2.0 + 1.0; - float4 sh = -step(h, 0.0); - - float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; - float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; - - float3 g0 = float3(a0.xy, h.x); - float3 g1 = float3(a0.zw, h.y); - float3 g2 = float3(a1.xy, h.z); - float3 g3 = float3(a1.zw, h.w); - - // Normalise gradients - float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); - g0 *= norm.x; - g1 *= norm.y; - g2 *= norm.z; - g3 *= norm.w; - - // Mix final noise value - float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); - m = m * m; - m = m * m; - - float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); - return 42.0 * dot(m, px); -} - -float4 snoise_grad(float3 v) -{ - const float2 C = float2(1.0 / 6.0, 1.0 / 3.0); - - // First corner - float3 i = floor(v + dot(v, C.yyy)); - float3 x0 = v - i + dot(i, C.xxx); - - // Other corners - float3 g = step(x0.yzx, x0.xyz); - float3 l = 1.0 - g; - float3 i1 = min(g.xyz, l.zxy); - float3 i2 = max(g.xyz, l.zxy); - - // x1 = x0 - i1 + 1.0 * C.xxx; - // x2 = x0 - i2 + 2.0 * C.xxx; - // x3 = x0 - 1.0 + 3.0 * C.xxx; - float3 x1 = x0 - i1 + C.xxx; - float3 x2 = x0 - i2 + C.yyy; - float3 x3 = x0 - 0.5; - - // Permutations - i = mod289(i); // Avoid truncation effects in permutation - float4 p = - permute(permute(permute(i.z + float4(0.0, i1.z, i2.z, 1.0)) - + i.y + float4(0.0, i1.y, i2.y, 1.0)) - + i.x + float4(0.0, i1.x, i2.x, 1.0)); - - // Gradients: 7x7 points over a square, mapped onto an octahedron. - // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) - float4 j = p - 49.0 * floor(p / 49.0); // mod(p,7*7) - - float4 x_ = floor(j / 7.0); - float4 y_ = floor(j - 7.0 * x_); // mod(j,N) - - float4 x = (x_ * 2.0 + 0.5) / 7.0 - 1.0; - float4 y = (y_ * 2.0 + 0.5) / 7.0 - 1.0; - - float4 h = 1.0 - abs(x) - abs(y); - - float4 b0 = float4(x.xy, y.xy); - float4 b1 = float4(x.zw, y.zw); - - //float4 s0 = float4(lessThan(b0, 0.0)) * 2.0 - 1.0; - //float4 s1 = float4(lessThan(b1, 0.0)) * 2.0 - 1.0; - float4 s0 = floor(b0) * 2.0 + 1.0; - float4 s1 = floor(b1) * 2.0 + 1.0; - float4 sh = -step(h, 0.0); - - float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy; - float4 a1 = b1.xzyw + s1.xzyw * sh.zzww; - - float3 g0 = float3(a0.xy, h.x); - float3 g1 = float3(a0.zw, h.y); - float3 g2 = float3(a1.xy, h.z); - float3 g3 = float3(a1.zw, h.w); - - // Normalise gradients - float4 norm = taylorInvSqrt(float4(dot(g0, g0), dot(g1, g1), dot(g2, g2), dot(g3, g3))); - g0 *= norm.x; - g1 *= norm.y; - g2 *= norm.z; - g3 *= norm.w; - - // Compute noise and gradient at P - float4 m = max(0.6 - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0); - float4 m2 = m * m; - float4 m3 = m2 * m; - float4 m4 = m2 * m2; - float3 grad = - -6.0 * m3.x * x0 * dot(x0, g0) + m4.x * g0 + - -6.0 * m3.y * x1 * dot(x1, g1) + m4.y * g1 + - -6.0 * m3.z * x2 * dot(x2, g2) + m4.z * g2 + - -6.0 * m3.w * x3 * dot(x3, g3) + m4.w * g3; - float4 px = float4(dot(x0, g0), dot(x1, g1), dot(x2, g2), dot(x3, g3)); - return 42.0 * float4(grad, dot(m4, px)); -} \ No newline at end of file diff --git a/Assets/Resources/Compute Shaders/Includes/Noise.compute.meta b/Assets/Resources/Compute Shaders/Includes/Noise.compute.meta deleted file mode 100644 index 2a6753a6..00000000 --- a/Assets/Resources/Compute Shaders/Includes/Noise.compute.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 98a4ce1ca5a36024799956097abbab29 -ComputeShaderImporter: - externalObjects: {} - currentAPIMask: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Compute Shaders/MarchingCubes.compute b/Assets/Resources/Compute Shaders/MarchingCubes.compute deleted file mode 100644 index e0b58637..00000000 --- a/Assets/Resources/Compute Shaders/MarchingCubes.compute +++ /dev/null @@ -1,93 +0,0 @@ -#pragma kernel March -#include "/Includes/MarchTables.compute" - -static const int numThreads = 8; - -struct Triangle { - float3 vertexC; - float3 vertexB; - float3 vertexA; -}; - -// TODO: add inputs to compensate for the point buffer containing only values, not positions. -float4 origin; -float stepSize; - -AppendStructuredBuffer triangles; -RWStructuredBuffer field; -//RWStructuredBuffer points; - -//int numPointsPerAxis; -int numPointsPerAxisX; -int numPointsPerAxisY; -int numPointsPerAxisZ; -float isoLevel; - -float3 interpolateVerts(float4 v1, float4 v2) -{ - float t = (isoLevel - v1.w) / (v2.w - v1.w); - return v1.xyz + t * (v2.xyz-v1.xyz); -} - -int indexFromCoord(int x, int y, int z) -{ - return z * numPointsPerAxisX * numPointsPerAxisY + y * numPointsPerAxisX + x; -} -[numthreads(numThreads,numThreads,numThreads)] -void March (int3 id : SV_DispatchThreadID) -{ - // Stop one point before the end because voxel includes neighbouring points - if (id.x >= numPointsPerAxisX-1 || id.y >= numPointsPerAxisY-1 || id.z >= numPointsPerAxisZ-1) - { - return; - } - - float3 o = origin; - float s = stepSize; - - // 8 corners of the current cube - float4 cubeCorners[8] = { - float4(o.x + s * (id.x + 0), o.y + s * (id.y + 0), o.z + s * (id.z + 0), field[indexFromCoord(id.x, id.y, id.z)]), - float4(o.x + s * (id.x + 1), o.y + s * (id.y + 0), o.z + s * (id.z + 0), field[indexFromCoord(id.x + 1, id.y, id.z)]), - float4(o.x + s * (id.x + 1), o.y + s * (id.y + 0), o.z + s * (id.z + 1), field[indexFromCoord(id.x + 1, id.y, id.z + 1)]), - float4(o.x + s * (id.x + 0), o.y + s * (id.y + 0), o.z + s * (id.z + 1), field[indexFromCoord(id.x, id.y, id.z + 1)]), - float4(o.x + s * (id.x + 0), o.y + s * (id.y + 1), o.z + s * (id.z + 0), field[indexFromCoord(id.x, id.y + 1, id.z)]), - float4(o.x + s * (id.x + 1), o.y + s * (id.y + 1), o.z + s * (id.z + 0), field[indexFromCoord(id.x + 1, id.y + 1, id.z)]), - float4(o.x + s * (id.x + 1), o.y + s * (id.y + 1), o.z + s * (id.z + 1), field[indexFromCoord(id.x + 1, id.y + 1, id.z + 1)]), - float4(o.x + s * (id.x + 0), o.y + s * (id.y + 1), o.z + s * (id.z + 1), field[indexFromCoord(id.x, id.y + 1, id.z + 1)]) - }; - - // Calculate unique index for each cube configuration. - // There are 256 possible values - // A value of 0 means cube is entirely inside surface; 255 entirely outside. - // The value is used to look up the edge table, which indicates which edges of the cube are cut by the isosurface. - int cubeIndex = 0; - if (cubeCorners[0].w < isoLevel) cubeIndex |= 1; - if (cubeCorners[1].w < isoLevel) cubeIndex |= 2; - if (cubeCorners[2].w < isoLevel) cubeIndex |= 4; - if (cubeCorners[3].w < isoLevel) cubeIndex |= 8; - if (cubeCorners[4].w < isoLevel) cubeIndex |= 16; - if (cubeCorners[5].w < isoLevel) cubeIndex |= 32; - if (cubeCorners[6].w < isoLevel) cubeIndex |= 64; - if (cubeCorners[7].w < isoLevel) cubeIndex |= 128; - - // Create triangles for current cube configuration - for (int i = 0; triangulation[cubeIndex][i] != -1; i +=3) { - // Get indices of corner points A and B for each of the three edges - // of the cube that need to be joined to form the triangle. - int a0 = cornerIndexAFromEdge[triangulation[cubeIndex][i]]; - int b0 = cornerIndexBFromEdge[triangulation[cubeIndex][i]]; - - int a1 = cornerIndexAFromEdge[triangulation[cubeIndex][i+1]]; - int b1 = cornerIndexBFromEdge[triangulation[cubeIndex][i+1]]; - - int a2 = cornerIndexAFromEdge[triangulation[cubeIndex][i+2]]; - int b2 = cornerIndexBFromEdge[triangulation[cubeIndex][i+2]]; - - Triangle tri; - tri.vertexA = interpolateVerts(cubeCorners[a0], cubeCorners[b0]); - tri.vertexB = interpolateVerts(cubeCorners[a1], cubeCorners[b1]); - tri.vertexC = interpolateVerts(cubeCorners[a2], cubeCorners[b2]); - 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* - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Experimental.Rendering; -using UnityEngine.Rendering; -using UnityEngine.Rendering.HighDefinition; - -// NOTE: (nico) found this here -// https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Custom-Pass.html -// - -namespace VRtist -{ - class ControllersCustomPass : CustomPass - { - public LayerMask outlineLayer = 0; - [ColorUsage(false, true)] - public Color outlineColor = Color.black; - public float threshold = 1; - - // To make sure the shader will ends up in the build, we keep it's reference in the custom pass - [SerializeField, HideInInspector] - Shader outlineShader; - - Material fullscreenOutline; - MaterialPropertyBlock outlineProperties; - ShaderTagId[] shaderTags; - RTHandle outlineBuffer; - RTHandle depthBuffer; - - protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) - { - outlineShader = Shader.Find("VRtist/ControllersCustomPassShader"); - fullscreenOutline = CoreUtils.CreateEngineMaterial(outlineShader); - outlineProperties = new MaterialPropertyBlock(); - - // List all the materials that will be replaced in the frame - - // TODO: est-ce qu'il faut en inclure plus?? - shaderTags = new ShaderTagId[3] - { - new ShaderTagId("Forward"), - new ShaderTagId("ForwardOnly"), - new ShaderTagId("SRPDefaultUnlit"), - }; - - if (null == outlineBuffer) - { - outlineBuffer = RTHandles.Alloc( - Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, - colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, - useDynamicScale: true, name: "Controllers Outline Buffer" - ); - - depthBuffer = RTHandles.Alloc( - Vector2.one, - colorFormat: GraphicsFormat.R16_UInt, useDynamicScale: true, - name: "Depth", depthBufferBits: DepthBits.Depth16 - ); - } - } - - void DrawOutlineMeshes(CustomPassContext ctx) - { - // TODO: see how we can render objects without lights here. - // Their rendered color is compared to black to find the outline... black on black... - - var result = new RendererListDesc(shaderTags, ctx.cullingResults, ctx.hdCamera.camera) - { - // We need the lighting render configuration to support rendering lit objects - rendererConfiguration = PerObjectData.LightProbe | PerObjectData.LightProbeProxyVolume | PerObjectData.Lightmaps, - renderQueueRange = RenderQueueRange.all, - sortingCriteria = SortingCriteria.BackToFront, - excludeObjectMotionVectors = false, - layerMask = outlineLayer, - overrideMaterial = fullscreenOutline, - overrideMaterialPassIndex = 0 - }; - - CoreUtils.SetRenderTarget(ctx.cmd, outlineBuffer, ctx.cameraDepthBuffer, ClearFlag.Color, - new Color(99.0f, 99.0f, 99.0f) // clear target with a big number, hopefully bigger than anything. Next compare if <, instead of > - ); - CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, RendererList.Create(result)); - } - - protected override void Execute(CustomPassContext ctx) - { - DrawOutlineMeshes(ctx); - - CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer, ctx.cameraDepthBuffer); - outlineProperties.SetColor("_OutlineColor", outlineColor); - outlineProperties.SetTexture("_OutlineBuffer", outlineBuffer); - outlineProperties.SetFloat("_Threshold", threshold); - CoreUtils.DrawFullScreen(ctx.cmd, fullscreenOutline, outlineProperties, shaderPassId: 1); - } - - protected override void Cleanup() - { - CoreUtils.Destroy(fullscreenOutline); - outlineBuffer.Release(); - } - } -} diff --git a/Assets/Resources/Materials/ControllersCustomPass.cs.meta b/Assets/Resources/Materials/ControllersCustomPass.cs.meta deleted file mode 100644 index 761eb589..00000000 --- a/Assets/Resources/Materials/ControllersCustomPass.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 71421ba2203e83842b2f8e860d61584a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Materials/ControllersCustomPassShader.shader b/Assets/Resources/Materials/ControllersCustomPassShader.shader deleted file mode 100644 index 92b0742c..00000000 --- a/Assets/Resources/Materials/ControllersCustomPassShader.shader +++ /dev/null @@ -1,133 +0,0 @@ -Shader "VRtist/ControllersCustomPassShader" -{ - HLSLINCLUDE - - #pragma vertex Vert - - #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" - - TEXTURE2D_X(_OutlineBuffer); - float4 _OutlineColor; - float _Threshold; - - #define v2 1.41421 - #define c45 0.707107 - #define c225 0.9238795 - #define s225 0.3826834 - - #define MAXSAMPLES 20 - static float2 samplingPositions[MAXSAMPLES] = - { - float2(-1,2), float2(0,2), float2(1,2), - float2(-2,1), float2(-1,1), float2(0,1), float2(1,1), float2(2,1), - float2(-2,0), float2(-1,0), float2(1,0), float2(2,0), - float2(-2,-1), float2(-1,-1), float2(0,-1), float2(1,-1), float2(2,-1), - float2(-1,-2), float2(0,-2), float2(1,-2) - }; - - float4 FullScreenPass(Varyings varyings) : SV_Target - { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); - - float depth = LoadCameraDepth(varyings.positionCS.xy); - PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float4 color = float4(0.0, 0.0, 0.0, 0.0); - //float luminanceThreshold = max(0.000001, _Threshold * 0.01); // render target is fill with 0 - float luminanceThreshold = 80.0f; // render target is filled with 99 - - // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point - if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) - color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); - - // When sampling RTHandle texture, always use _RTHandleScale.xy to scale your UVs first. - float2 uv = posInput.positionNDC.xy * _RTHandleScale.xy; - float4 outline = SAMPLE_TEXTURE2D_X_LOD(_OutlineBuffer, s_linear_clamp_sampler, uv, 0); - outline.a = 0; - - //if (Luminance(outline.rgb) < luminanceThreshold) - if (Luminance(outline.rgb) > luminanceThreshold) - { - float3 o = float3(_ScreenSize.zw, 0); - - for (int i = 0; i < MAXSAMPLES; i++) - { - float2 uvN = uv + _ScreenSize.zw * samplingPositions[i]; - float4 neighbour = SAMPLE_TEXTURE2D_X_LOD(_OutlineBuffer, s_linear_clamp_sampler, uvN, 0); - - //if (Luminance(neighbour) > luminanceThreshold) - if (Luminance(neighbour) < luminanceThreshold) - { - outline.rgb = _OutlineColor.rgb; - outline.a = 1; - break; - } - } - } - - return outline; - } - - /*#define SHADERPASS SHADERPASS_FORWARD_UNLIT - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/ShaderPass/UnlitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl" - - struct appdata { - float4 vertex : POSITION; - }; - */ - struct v2f { - float4 position : SV_POSITION; - }; - - float4 StencilPass(v2f v) : SV_Target - { - return 0; - } - - ENDHLSL - - SubShader - { - Pass - { - Name "Stencil Write Pass 0" - - ZWrite Off - ZTest Greater - - - - HLSLPROGRAM - #pragma fragment StencilPass - ENDHLSL - } - - Pass - { - Name "Custom Pass 1" - - ZWrite Off - ZTest Always - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - - - HLSLPROGRAM - #pragma fragment FullScreenPass - ENDHLSL - } - - - } - Fallback Off -} diff --git a/Assets/Resources/Materials/ControllersCustomPassShader.shader.meta b/Assets/Resources/Materials/ControllersCustomPassShader.shader.meta deleted file mode 100644 index fed37916..00000000 --- a/Assets/Resources/Materials/ControllersCustomPassShader.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 44465f6f67fa6f545a54b118fe577fd8 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Materials/CopyOfHDRPLit.shader b/Assets/Resources/Materials/CopyOfHDRPLit.shader deleted file mode 100644 index 93176b25..00000000 --- a/Assets/Resources/Materials/CopyOfHDRPLit.shader +++ /dev/null @@ -1,963 +0,0 @@ -Shader "VRtist/HDRPLit" -{ - Properties - { - // Versioning of material to help for upgrading - [HideInInspector] _HdrpVersion("_HdrpVersion", Float) = 2 - - // Following set of parameters represent the parameters node inside the MaterialGraph. - // They are use to fill a SurfaceData. With a MaterialGraph this should not exist. - - // Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear - _BaseColor("BaseColor", Color) = (1,1,1,1) - _BaseColorMap("BaseColorMap", 2D) = "white" {} - [HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0) - - _Metallic("_Metallic", Range(0.0, 1.0)) = 0 - _Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5 - _MaskMap("MaskMap", 2D) = "white" {} - _SmoothnessRemapMin("SmoothnessRemapMin", Float) = 0.0 - _SmoothnessRemapMax("SmoothnessRemapMax", Float) = 1.0 - _AORemapMin("AORemapMin", Float) = 0.0 - _AORemapMax("AORemapMax", Float) = 1.0 - - _NormalMap("NormalMap", 2D) = "bump" {} // Tangent space normal map - _NormalMapOS("NormalMapOS", 2D) = "white" {} // Object space normal map - no good default value - _NormalScale("_NormalScale", Range(0.0, 8.0)) = 1 - - _BentNormalMap("_BentNormalMap", 2D) = "bump" {} - _BentNormalMapOS("_BentNormalMapOS", 2D) = "white" {} - - _HeightMap("HeightMap", 2D) = "black" {} - // Caution: Default value of _HeightAmplitude must be (_HeightMax - _HeightMin) * 0.01 - // Those two properties are computed from the ones exposed in the UI and depends on the displaement mode so they are separate because we don't want to lose information upon displacement mode change. - [HideInInspector] _HeightAmplitude("Height Amplitude", Float) = 0.02 // In world units. This will be computed in the UI. - [HideInInspector] _HeightCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - - [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization("Heightmap Parametrization", Int) = 0 - // These parameters are for vertex displacement/Tessellation - _HeightOffset("Height Offset", Float) = 0 - // MinMax mode - _HeightMin("Heightmap Min", Float) = -1 - _HeightMax("Heightmap Max", Float) = 1 - // Amplitude mode - _HeightTessAmplitude("Amplitude", Float) = 2.0 // in Centimeters - _HeightTessCenter("Height Center", Range(0.0, 1.0)) = 0.5 // In texture space - - // These parameters are for pixel displacement - _HeightPoMAmplitude("Height Amplitude", Float) = 2.0 // In centimeters - - _DetailMap("DetailMap", 2D) = "linearGrey" {} - _DetailAlbedoScale("_DetailAlbedoScale", Range(0.0, 2.0)) = 1 - _DetailNormalScale("_DetailNormalScale", Range(0.0, 2.0)) = 1 - _DetailSmoothnessScale("_DetailSmoothnessScale", Range(0.0, 2.0)) = 1 - - _TangentMap("TangentMap", 2D) = "bump" {} - _TangentMapOS("TangentMapOS", 2D) = "white" {} - _Anisotropy("Anisotropy", Range(-1.0, 1.0)) = 0 - _AnisotropyMap("AnisotropyMap", 2D) = "white" {} - - _SubsurfaceMask("Subsurface Radius", Range(0.0, 1.0)) = 1.0 - _SubsurfaceMaskMap("Subsurface Radius Map", 2D) = "white" {} - _Thickness("Thickness", Range(0.0, 1.0)) = 1.0 - _ThicknessMap("Thickness Map", 2D) = "white" {} - _ThicknessRemap("Thickness Remap", Vector) = (0, 1, 0, 0) - - _IridescenceThickness("Iridescence Thickness", Range(0.0, 1.0)) = 1.0 - _IridescenceThicknessMap("Iridescence Thickness Map", 2D) = "white" {} - _IridescenceThicknessRemap("Iridescence Thickness Remap", Vector) = (0, 1, 0, 0) - _IridescenceMask("Iridescence Mask", Range(0.0, 1.0)) = 1.0 - _IridescenceMaskMap("Iridescence Mask Map", 2D) = "white" {} - - _CoatMask("Coat Mask", Range(0.0, 1.0)) = 0.0 - _CoatMaskMap("CoatMaskMap", 2D) = "white" {} - - [ToggleUI] _EnergyConservingSpecularColor("_EnergyConservingSpecularColor", Float) = 1.0 - _SpecularColor("SpecularColor", Color) = (1, 1, 1, 1) - _SpecularColorMap("SpecularColorMap", 2D) = "white" {} - - // Following options are for the GUI inspector and different from the input parameters above - // These option below will cause different compilation flag. - [Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 - - [HDR] _EmissiveColor("EmissiveColor", Color) = (0, 0, 0) - // Used only to serialize the LDR and HDR emissive color in the material UI, - // in the shader only the _EmissiveColor should be used - [HideInInspector] _EmissiveColorLDR("EmissiveColor LDR", Color) = (0, 0, 0) - _EmissiveColorMap("EmissiveColorMap", 2D) = "white" {} - [ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0 - [HideInInspector] _EmissiveIntensityUnit("Emissive Mode", Int) = 0 - [ToggleUI] _UseEmissiveIntensity("Use Emissive Intensity", Int) = 0 - _EmissiveIntensity("Emissive Intensity", Float) = 1 - _EmissiveExposureWeight("Emissive Pre Exposure", Range(0.0, 1.0)) = 1.0 - - _DistortionVectorMap("DistortionVectorMap", 2D) = "black" {} - [ToggleUI] _DistortionEnable("Enable Distortion", Float) = 0.0 - [ToggleUI] _DistortionDepthTest("Distortion Depth Test Enable", Float) = 1.0 - [Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode("Distortion Blend Mode", Int) = 0 - [HideInInspector] _DistortionSrcBlend("Distortion Blend Src", Int) = 0 - [HideInInspector] _DistortionDstBlend("Distortion Blend Dst", Int) = 0 - [HideInInspector] _DistortionBlurSrcBlend("Distortion Blur Blend Src", Int) = 0 - [HideInInspector] _DistortionBlurDstBlend("Distortion Blur Blend Dst", Int) = 0 - [HideInInspector] _DistortionBlurBlendMode("Distortion Blur Blend Mode", Int) = 0 - _DistortionScale("Distortion Scale", Float) = 1 - _DistortionVectorScale("Distortion Vector Scale", Float) = 2 - _DistortionVectorBias("Distortion Vector Bias", Float) = -1 - _DistortionBlurScale("Distortion Blur Scale", Float) = 1 - _DistortionBlurRemapMin("DistortionBlurRemapMin", Float) = 0.0 - _DistortionBlurRemapMax("DistortionBlurRemapMax", Float) = 1.0 - - - [ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0 - [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 - _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - _AlphaCutoffShadow("_AlphaCutoffShadow", Range(0.0, 1.0)) = 0.5 - _AlphaCutoffPrepass("_AlphaCutoffPrepass", Range(0.0, 1.0)) = 0.5 - _AlphaCutoffPostpass("_AlphaCutoffPostpass", Range(0.0, 1.0)) = 0.5 - [ToggleUI] _TransparentDepthPrepassEnable("_TransparentDepthPrepassEnable", Float) = 0.0 - [ToggleUI] _TransparentBackfaceEnable("_TransparentBackfaceEnable", Float) = 0.0 - [ToggleUI] _TransparentDepthPostpassEnable("_TransparentDepthPostpassEnable", Float) = 0.0 - _TransparentSortPriority("_TransparentSortPriority", Float) = 0 - - // Transparency - [Enum(None, 0, Box, 1, Sphere, 2, Thin, 3)]_RefractionModel("Refraction Model", Int) = 0 - [Enum(Proxy, 1, HiZ, 2)]_SSRefractionProjectionModel("Refraction Projection Model", Int) = 0 - _Ior("Index Of Refraction", Range(1.0, 2.5)) = 1.5 - _TransmittanceColor("Transmittance Color", Color) = (1.0, 1.0, 1.0) - _TransmittanceColorMap("TransmittanceColorMap", 2D) = "white" {} - _ATDistance("Transmittance Absorption Distance", Float) = 1.0 - [ToggleUI] _TransparentWritingMotionVec("_TransparentWritingMotionVec", Float) = 0.0 - - // Stencil state - - // Forward - [HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting - [HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 3 // StencilMask.Lighting - // GBuffer - [HideInInspector] _StencilRefGBuffer("_StencilRefGBuffer", Int) = 2 // StencilLightingUsage.RegularLighting - [HideInInspector] _StencilWriteMaskGBuffer("_StencilWriteMaskGBuffer", Int) = 3 // StencilMask.Lighting - // Depth prepass - [HideInInspector] _StencilRefDepth("_StencilRefDepth", Int) = 0 // Nothing - [HideInInspector] _StencilWriteMaskDepth("_StencilWriteMaskDepth", Int) = 32 // DoesntReceiveSSR - // Motion vector pass - [HideInInspector] _StencilRefMV("_StencilRefMV", Int) = 128 // StencilBitMask.ObjectMotionVectors - [HideInInspector] _StencilWriteMaskMV("_StencilWriteMaskMV", Int) = 128 // StencilBitMask.ObjectMotionVectors - // Distortion vector pass - [HideInInspector] _StencilRefDistortionVec("_StencilRefDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors - [HideInInspector] _StencilWriteMaskDistortionVec("_StencilWriteMaskDistortionVec", Int) = 64 // StencilBitMask.DistortionVectors - - // Blending state - [HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0 - [HideInInspector] _BlendMode("__blendmode", Float) = 0.0 - [HideInInspector] _SrcBlend("__src", Float) = 1.0 - [HideInInspector] _DstBlend("__dst", Float) = 0.0 - [HideInInspector] _AlphaSrcBlend("__alphaSrc", Float) = 1.0 - [HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0 - [HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0 - [HideInInspector] _CullMode("__cullmode", Float) = 2.0 - [HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent - [Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default - [HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal - [HideInInspector] _ZTestModeDistortion("_ZTestModeDistortion", Int) = 8 - [HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 - [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent("Transparent ZTest", Int) = 4 // Less equal - - [ToggleUI] _EnableFogOnTransparent("Enable Fog", Float) = 1.0 - [ToggleUI] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0 - - [ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 - [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 - [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) - - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0 - _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 - [HideInInspector] _InvTilingScale("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 - [HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) - [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 - - // Following enum should be material feature flags (i.e bitfield), however due to Gbuffer encoding constrain many combination exclude each other - // so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature - // The only material feature flag that can be added in all cases is clear coat - [Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard - [ToggleUI] _TransmissionEnable("_TransmissionEnable", Float) = 1.0 - - [Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0 - [ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 - [ToggleUI] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0 - [ToggleUI] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0 - - [ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0 - _SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1 - _SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2 - - _PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 - _PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15 - _PPDLodThreshold("Start lod to fade out the POM effect", Range(0.0, 16.0)) = 5 - _PPDPrimitiveLength("Primitive length for POM", Float) = 1 - _PPDPrimitiveWidth("Primitive width for POM", Float) = 1 - [HideInInspector] _InvPrimScale("Inverse primitive scale for non-planar POM", Vector) = (1, 1, 0, 0) - - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail("UV Set for detail", Float) = 0 - [HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) - [ToggleUI] _LinkDetailsWithBase("LinkDetailsWithBase", Float) = 1.0 - - [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1 - [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0 - _TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0 - [HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0) - - // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" - // value that exist to identify if the GI emission need to be enabled. - // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. - // TODO: Fix the code in legacy unity so we can customize the beahvior for GI - _EmissionColor("Color", Color) = (1, 1, 1) - - // HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes. - _MainTex("Albedo", 2D) = "white" {} - _Color("Color", Color) = (1,1,1,1) - _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 - - [ToggleUI] _SupportDecals("Support Decals", Float) = 1.0 - [ToggleUI] _ReceivesSSR("Receives SSR", Float) = 1.0 - [ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0 - - [HideInInspector] _DiffusionProfile("Obsolete, kept for migration purpose", Int) = 0 - [HideInInspector] _DiffusionProfileAsset("Diffusion Profile Asset", Vector) = (0, 0, 0, 0) - [HideInInspector] _DiffusionProfileHash("Diffusion Profile Hash", Float) = 0 - } - - HLSLINCLUDE - -#pragma target 4.5 -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch - - //------------------------------------------------------------------------------------- - // Variant - //------------------------------------------------------------------------------------- - -#pragma shader_feature_local _ALPHATEST_ON -#pragma shader_feature_local _DEPTHOFFSET_ON -#pragma shader_feature_local _DOUBLESIDED_ON -#pragma shader_feature_local _ _VERTEX_DISPLACEMENT _PIXEL_DISPLACEMENT -#pragma shader_feature_local _VERTEX_DISPLACEMENT_LOCK_OBJECT_SCALE -#pragma shader_feature_local _DISPLACEMENT_LOCK_TILING_SCALE -#pragma shader_feature_local _PIXEL_DISPLACEMENT_LOCK_OBJECT_SCALE -#pragma shader_feature_local _ _REFRACTION_PLANE _REFRACTION_SPHERE - -#pragma shader_feature_local _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR -#pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR -#pragma shader_feature_local _NORMALMAP_TANGENT_SPACE -#pragma shader_feature_local _ _REQUIRE_UV2 _REQUIRE_UV3 - -#pragma shader_feature_local _NORMALMAP -#pragma shader_feature_local _MASKMAP -#pragma shader_feature_local _BENTNORMALMAP -#pragma shader_feature_local _EMISSIVE_COLOR_MAP - -// _ENABLESPECULAROCCLUSION keyword is obsolete but keep here for compatibility. Do not used -// _ENABLESPECULAROCCLUSION and _SPECULAR_OCCLUSION_X can't exist at the same time (the new _SPECULAR_OCCLUSION replace it) -// When _ENABLESPECULAROCCLUSION is found we define _SPECULAR_OCCLUSION_X so new code to work -#pragma shader_feature_local _ENABLESPECULAROCCLUSION -#pragma shader_feature_local _ _SPECULAR_OCCLUSION_NONE _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP -#ifdef _ENABLESPECULAROCCLUSION -#define _SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP -#endif - -#pragma shader_feature_local _HEIGHTMAP -#pragma shader_feature_local _TANGENTMAP -#pragma shader_feature_local _ANISOTROPYMAP -#pragma shader_feature_local _DETAIL_MAP -#pragma shader_feature_local _SUBSURFACE_MASK_MAP -#pragma shader_feature_local _THICKNESSMAP -#pragma shader_feature_local _IRIDESCENCE_THICKNESSMAP -#pragma shader_feature_local _SPECULARCOLORMAP -#pragma shader_feature_local _TRANSMITTANCECOLORMAP - -#pragma shader_feature_local _DISABLE_DECALS -#pragma shader_feature_local _DISABLE_SSR -#pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA - -// Keyword for transparent -#pragma shader_feature _SURFACE_TYPE_TRANSPARENT -#pragma shader_feature_local _ _BLENDMODE_ALPHA _BLENDMODE_ADD _BLENDMODE_PRE_MULTIPLY -#pragma shader_feature_local _BLENDMODE_PRESERVE_SPECULAR_LIGHTING -#pragma shader_feature_local _ENABLE_FOG_ON_TRANSPARENT -#pragma shader_feature_local _TRANSPARENT_WRITES_MOTION_VEC - -// MaterialFeature are used as shader feature to allow compiler to optimize properly -#pragma shader_feature_local _MATERIAL_FEATURE_SUBSURFACE_SCATTERING -#pragma shader_feature_local _MATERIAL_FEATURE_TRANSMISSION -#pragma shader_feature_local _MATERIAL_FEATURE_ANISOTROPY -#pragma shader_feature_local _MATERIAL_FEATURE_CLEAR_COAT -#pragma shader_feature_local _MATERIAL_FEATURE_IRIDESCENCE -#pragma shader_feature_local _MATERIAL_FEATURE_SPECULAR_COLOR - -#pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - -// enable dithering LOD crossfade -#pragma multi_compile _ LOD_FADE_CROSSFADE - -//enable GPU instancing support -#pragma multi_compile_instancing -#pragma instancing_options renderinglayer - -//------------------------------------------------------------------------------------- -// Define -//------------------------------------------------------------------------------------- - -// This shader support vertex modification -#define HAVE_VERTEX_MODIFICATION - -// If we use subsurface scattering, enable output split lighting (for forward pass) -#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) -#define OUTPUT_SPLIT_LIGHTING -#endif - -#if defined(_TRANSPARENT_WRITES_MOTION_VEC) && defined(_SURFACE_TYPE_TRANSPARENT) -#define _WRITE_TRANSPARENT_MOTION_VECTOR -#endif -//------------------------------------------------------------------------------------- -// Include -//------------------------------------------------------------------------------------- - -#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/FragInputs.hlsl" -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPass.cs.hlsl" - -//------------------------------------------------------------------------------------- -// variable declaration -//------------------------------------------------------------------------------------- - -// #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.cs.hlsl" -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl" - -// TODO: -// Currently, Lit.hlsl and LitData.hlsl are included for every pass. Split Lit.hlsl in two: -// LitData.hlsl and LitShading.hlsl (merge into the existing LitData.hlsl). -// LitData.hlsl should be responsible for preparing shading parameters. -// LitShading.hlsl implements the light loop API. -// LitData.hlsl is included here, LitShading.hlsl is included below for shading passes only. - -ENDHLSL - -SubShader - { - // This tags allow to use the shader replacement features - Tags{ "RenderPipeline" = "HDRenderPipeline" "RenderType" = "HDLitShader" } - - Pass - { - Name "SceneSelectionPass" - Tags { "LightMode" = "SceneSelectionPass" } - - Cull Off - - HLSLPROGRAM - - // Note: Require _ObjectId and _PassValue variables - - // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #define SCENESELECTIONPASS // This will drive the output of the scene selection shader - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - #pragma editor_sync_compilation - - ENDHLSL - } - - // Caution: The outline selection in the editor use the vertex shader/hull/domain shader of the first pass declare. So it should not bethe meta pass. - Pass - { - Name "GBuffer" - Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index - - Cull[_CullMode] - ZTest[_ZTestGBuffer] - - Stencil - { - WriteMask[_StencilWriteMaskGBuffer] - Ref[_StencilRefGBuffer] - Comp Always - Pass Replace - } - - HLSLPROGRAM - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ SHADOWS_SHADOWMASK - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT - #pragma multi_compile _ LIGHT_LAYERS - - #ifndef DEBUG_DISPLAY - // When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST - #endif - - #define SHADERPASS SHADERPASS_GBUFFER - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags{ "LightMode" = "META" } - - Cull Off - - HLSLPROGRAM - - // Lightmap memo - // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, - // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. - - #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "ShadowCaster" - Tags{ "LightMode" = "ShadowCaster" } - - Cull[_CullMode] - - ZClip[_ZClip] - ZWrite On - ZTest LEqual - - ColorMask 0 - - HLSLPROGRAM - - #define SHADERPASS SHADERPASS_SHADOWS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "DepthOnly" - Tags{ "LightMode" = "DepthOnly" } - - Cull[_CullMode] - - // To be able to tag stencil with disableSSR information for forward - Stencil - { - WriteMask[_StencilWriteMaskDepth] - Ref[_StencilRefDepth] - Comp Always - Pass Replace - } - - ZWrite On - - HLSLPROGRAM - - // In deferred, depth only pass don't output anything. - // In forward it output the normal buffer - #pragma multi_compile _ WRITE_NORMAL_BUFFER - #pragma multi_compile _ WRITE_MSAA_DEPTH - - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - - #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #else - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "MotionVectors" - Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) - - // If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity - Stencil - { - WriteMask[_StencilWriteMaskMV] - Ref[_StencilRefMV] - Comp Always - Pass Replace - } - - Cull[_CullMode] - - ZWrite On - - HLSLPROGRAM - #pragma multi_compile _ WRITE_NORMAL_BUFFER - #pragma multi_compile _ WRITE_MSAA_DEPTH - - #define SHADERPASS SHADERPASS_MOTION_VECTORS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #else - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitMotionVectorPass.hlsl" - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "DistortionVectors" - Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index - - Stencil - { - WriteMask[_StencilRefDistortionVec] - Ref[_StencilRefDistortionVec] - Comp Always - Pass Replace - } - - Blend[_DistortionSrcBlend][_DistortionDstBlend],[_DistortionBlurSrcBlend][_DistortionBlurDstBlend] - BlendOp Add,[_DistortionBlurBlendOp] - ZTest[_ZTestModeDistortion] - ZWrite off - Cull[_CullMode] - - HLSLPROGRAM - - #define SHADERPASS SHADERPASS_DISTORTION - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDistortionPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "TransparentDepthPrepass" - Tags{ "LightMode" = "TransparentDepthPrepass" } - - Cull[_CullMode] - ZWrite On - ColorMask 0 - - HLSLPROGRAM - - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #define CUTOFF_TRANSPARENT_DEPTH_PREPASS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - // Caution: Order is important: TransparentBackface, then Forward/ForwardOnly - Pass - { - Name "TransparentBackface" - Tags { "LightMode" = "TransparentBackface" } - - Blend[_SrcBlend][_DstBlend],[_AlphaSrcBlend][_AlphaDstBlend] - ZWrite[_ZWrite] - Cull Front - ColorMask[_ColorMaskTransparentVel] 1 - ZTest[_ZTestTransparent] - - HLSLPROGRAM - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ SHADOWS_SHADOWMASK - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT - - // Supported shadow modes per light type - #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH - - #define USE_CLUSTERED_LIGHTLIST // There is not FPTL lighting when using transparent - - #define SHADERPASS SHADERPASS_FORWARD - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - // The light loop (or lighting architecture) is in charge to: - // - Define light list - // - Define the light loop - // - Setup the constant/data - // - Do the reflection hierarchy - // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) - - #define HAS_LIGHTLOOP - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "Forward" - Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index - - Stencil - { - WriteMask[_StencilWriteMask] - Ref[_StencilRef] - Comp Always - Pass Replace - } - - Blend[_SrcBlend][_DstBlend],[_AlphaSrcBlend][_AlphaDstBlend] - // In case of forward we want to have depth equal for opaque mesh - ZTest[_ZTestDepthEqualForOpaque] - ZWrite[_ZWrite] - Cull[_CullModeForward] - ColorMask[_ColorMaskTransparentVel] 1 - - HLSLPROGRAM - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ SHADOWS_SHADOWMASK - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT - - // Supported shadow modes per light type - #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH - - #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST - - #define SHADERPASS SHADERPASS_FORWARD - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY) - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - // The light loop (or lighting architecture) is in charge to: - // - Define light list - // - Define the light loop - // - Setup the constant/data - // - Do the reflection hierarchy - // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) - - #define HAS_LIGHTLOOP - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "TransparentDepthPostpass" - Tags { "LightMode" = "TransparentDepthPostpass" } - - Cull[_CullMode] - ZWrite On - ColorMask 0 - - HLSLPROGRAM - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #define CUTOFF_TRANSPARENT_DEPTH_POSTPASS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - } - - SubShader - { - Tags{ "RenderPipeline" = "HDRenderPipeline" } - Pass - { - Name "IndirectDXR" - Tags{ "LightMode" = "IndirectDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - - #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT - - // multi compile that allows us to - #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY - #pragma multi_compile _ MULTI_BOUNCE_INDIRECT - - // We use the low shadow maps for raytracing - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" - - ENDHLSL - } - - Pass - { - Name "ForwardDXR" - Tags{ "LightMode" = "ForwardDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - - #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD - - // We use the low shadow maps for raytracing - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingForward.hlsl" - - ENDHLSL - } - - Pass - { - Name "GBufferDXR" - Tags{ "LightMode" = "GBufferDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY - - #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl" - - ENDHLSL - } - - Pass - { - Name "VisibilityDXR" - Tags{ "LightMode" = "VisibilityDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingVisibility.hlsl" - - ENDHLSL - } - - Pass - { - Name "PathTracingDXR" - Tags{ "LightMode" = "PathTracingDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - - #define SHADERPASS SHADERPASS_PATH_TRACING - - // This is just because it need to be defined, shadow maps are not used. - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include 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a/Assets/Resources/Materials/Outline HDRP.shadergraph.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: ba38dde3891ae674f81ffba189c93770 -ScriptedImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 2 - userData: - assetBundleName: - assetBundleVariant: - script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/Resources/Materials/OutlinePass.hlsl b/Assets/Resources/Materials/OutlinePass.hlsl deleted file mode 100644 index b4a52d79..00000000 --- a/Assets/Resources/Materials/OutlinePass.hlsl +++ /dev/null @@ -1,39 +0,0 @@ -#ifndef CUSTOM_OUTLINE_PASS_INCLUDED -#define CUSTOM_OUTLINE_PASS_INCLUDED - -float _Outline; -float4 _OutlineColor; - -struct Attributes -{ - float4 positionOS : POSITION; - float3 normalOS : NORMAL; -}; - -struct Varyings -{ - float4 color : COLOR; - float4 positionCS : SV_POSITION; -}; - -Varyings UnlitContourVertex(Attributes v) -{ - Varyings output; - - output.positionCS = TransformObjectToHClip(v.positionOS); - - float3 normalWS = TransformObjectToWorldNormal(v.normalOS); - float2 offset = TransformWorldToHClipDir(normalWS).xy; // normal direction in screen space - - output.positionCS.xy += offset * output.positionCS.z * _Outline; // grow outline as the object goes farther away from camera (doesnt seem to work) - output.color = _OutlineColor; - - return output; -} - -float4 UnlitContourFragment(Varyings input) : SV_TARGET -{ - return input.color; -} - -#endif // CUSTOM_OUTLINE_PASS_INCLUDED diff --git a/Assets/Resources/Materials/OutlinePass.hlsl.meta b/Assets/Resources/Materials/OutlinePass.hlsl.meta deleted file mode 100644 index 3b75165e..00000000 --- a/Assets/Resources/Materials/OutlinePass.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 80e22473f344a1246a79bf2b60796b6d -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Materials/OutlineShader.shader b/Assets/Resources/Materials/OutlineShader.shader deleted file mode 100644 index f12b4b20..00000000 --- a/Assets/Resources/Materials/OutlineShader.shader +++ /dev/null @@ -1,830 +0,0 @@ -Shader "VRtist/OutlineShader" -{ - Properties - { - _OutlineColor("Outline Color", Color) = (1,0.6,0,1) - //_Outline("Outline width", Range(0.0, 0.03)) = .005 - _Outline("Outline width", Range(0.0, 10)) = 1 - - //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase("UV Set for base", Float) = 0 - } - - HLSLINCLUDE - -#pragma target 4.5 -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch - -//------------------------------------------------------------------------------------- -// Variant -//------------------------------------------------------------------------------------- - -#pragma shader_feature_local _ALPHATEST_ON -#pragma shader_feature_local _DEPTHOFFSET_ON -#pragma shader_feature_local _DOUBLESIDED_ON -#pragma 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So it should not bethe meta pass. - Pass - { - Name "GBuffer" - Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index - - Cull[_CullMode] - ZTest[_ZTestGBuffer] - - Stencil - { - WriteMask[_StencilWriteMaskGBuffer] - Ref[_StencilRefGBuffer] - Comp Always - Pass Replace - } - - HLSLPROGRAM - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ SHADOWS_SHADOWMASK - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT - #pragma multi_compile _ LIGHT_LAYERS - -#ifndef DEBUG_DISPLAY - // When we have alpha test, we will force a depth prepass so we always bypass the clip instruction in the GBuffer - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #define SHADERPASS_GBUFFER_BYPASS_ALPHA_TEST -#endif - - #define SHADERPASS SHADERPASS_GBUFFER - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - // Extracts information for lightmapping, GI (emission, albedo, ...) - // This pass it not used during regular rendering. - Pass - { - Name "META" - Tags{ "LightMode" = "META" } - - Cull Off - - HLSLPROGRAM - - // Lightmap memo - // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, - // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. - - #define SHADERPASS SHADERPASS_LIGHT_TRANSPORT - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "ShadowCaster" - Tags{ "LightMode" = "ShadowCaster" } - - Cull[_CullMode] - - ZClip[_ZClip] - ZWrite On - ZTest LEqual - - ColorMask 0 - - HLSLPROGRAM - - #define SHADERPASS SHADERPASS_SHADOWS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "DepthOnly" - Tags{ "LightMode" = "DepthOnly" } - - Cull[_CullMode] - - // To be able to tag stencil with disableSSR information for forward - Stencil - { - WriteMask[_StencilWriteMaskDepth] - Ref[_StencilRefDepth] - Comp Always - Pass Replace - } - - ZWrite On - - HLSLPROGRAM - - // In deferred, depth only pass don't output anything. - // In forward it output the normal buffer - #pragma multi_compile _ WRITE_NORMAL_BUFFER - #pragma multi_compile _ WRITE_MSAA_DEPTH - - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - - #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #else - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #endif - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "MotionVectors" - Tags{ "LightMode" = "MotionVectors" } // Caution, this need to be call like this to setup the correct parameters by C++ (legacy Unity) - - // If velocity pass (motion vectors) is enabled we tag the stencil so it don't perform CameraMotionVelocity - Stencil - { - WriteMask[_StencilWriteMaskMV] - Ref[_StencilRefMV] - Comp Always - Pass Replace - } - - Cull[_CullMode] - - ZWrite On - - HLSLPROGRAM - #pragma multi_compile _ WRITE_NORMAL_BUFFER - #pragma multi_compile _ WRITE_MSAA_DEPTH - - #define SHADERPASS SHADERPASS_MOTION_VECTORS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #ifdef WRITE_NORMAL_BUFFER // If enabled we need all regular interpolator - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #else - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitMotionVectorPass.hlsl" - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassMotionVectors.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "DistortionVectors" - Tags { "LightMode" = "DistortionVectors" } // This will be only for transparent object based on the RenderQueue index - - Stencil - { - WriteMask[_StencilRefDistortionVec] - Ref[_StencilRefDistortionVec] - Comp Always - Pass Replace - } - - Blend[_DistortionSrcBlend][_DistortionDstBlend],[_DistortionBlurSrcBlend][_DistortionBlurDstBlend] - BlendOp Add,[_DistortionBlurBlendOp] - ZTest[_ZTestModeDistortion] - ZWrite off - Cull[_CullMode] - - HLSLPROGRAM - - #define SHADERPASS SHADERPASS_DISTORTION - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDistortionPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "TransparentDepthPrepass" - Tags{ "LightMode" = "TransparentDepthPrepass" } - - Cull[_CullMode] - ZWrite On - ColorMask 0 - - HLSLPROGRAM - - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #define CUTOFF_TRANSPARENT_DEPTH_PREPASS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - // Caution: Order is important: TransparentBackface, then Forward/ForwardOnly - Pass - { - Name "TransparentBackface" - Tags { "LightMode" = "TransparentBackface" } - - Blend[_SrcBlend][_DstBlend],[_AlphaSrcBlend][_AlphaDstBlend] - ZWrite[_ZWrite] - Cull Front - ColorMask[_ColorMaskTransparentVel] 1 - ZTest[_ZTestTransparent] - - HLSLPROGRAM - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ SHADOWS_SHADOWMASK - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT - - // Supported shadow modes per light type - #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH - - #define USE_CLUSTERED_LIGHTLIST // There is not FPTL lighting when using transparent - - #define SHADERPASS SHADERPASS_FORWARD - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - -#ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" -#endif - - // The light loop (or lighting architecture) is in charge to: - // - Define light list - // - Define the light loop - // - Setup the constant/data - // - Do the reflection hierarchy - // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) - - #define HAS_LIGHTLOOP - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "Forward" - Tags { "LightMode" = "Forward" } // This will be only for transparent object based on the RenderQueue index - - Stencil - { - WriteMask[_StencilWriteMask] - Ref[_StencilRef] - Comp Always - Pass Replace - } - - Blend[_SrcBlend][_DstBlend],[_AlphaSrcBlend][_AlphaDstBlend] - // In case of forward we want to have depth equal for opaque mesh - ZTest[_ZTestDepthEqualForOpaque] - ZWrite[_ZWrite] - Cull[_CullModeForward] - ColorMask[_ColorMaskTransparentVel] 1 - - HLSLPROGRAM - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ SHADOWS_SHADOWMASK - // Setup DECALS_OFF so the shader stripper can remove variants - #pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT - - // Supported shadow modes per light type - #pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH - - #pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST - - #define SHADERPASS SHADERPASS_FORWARD - // In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI) - // Don't do it with debug display mode as it is possible there is no depth prepass in this case - #if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY) - #define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST - #endif - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #ifdef DEBUG_DISPLAY - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" - #endif - - // The light loop (or lighting architecture) is in charge to: - // - Define light list - // - Define the light loop - // - Setup the constant/data - // - Do the reflection hierarchy - // - Provide sampling function for shadowmap, ies, cookie and reflection (depends on the specific use with the light loops like index array or atlas or single and texture format (cubemap/latlong)) - - #define HAS_LIGHTLOOP - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } - - Pass - { - Name "TransparentDepthPostpass" - Tags { "LightMode" = "TransparentDepthPostpass" } - - Cull[_CullMode] - ZWrite On - ColorMask 0 - - HLSLPROGRAM - #define SHADERPASS SHADERPASS_DEPTH_ONLY - #define CUTOFF_TRANSPARENT_DEPTH_POSTPASS - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl" - - #pragma vertex Vert - #pragma fragment Frag - - ENDHLSL - } -} -*/ - -/* -SubShader -{ - Tags{ "RenderPipeline" = "HDRenderPipeline" } - Pass - { - Name "IndirectDXR" - Tags{ "LightMode" = "IndirectDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - - #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT - - // multi compile that allows us to - #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY - #pragma multi_compile _ MULTI_BOUNCE_INDIRECT - - // We use the low shadow maps for raytracing - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingIndirect.hlsl" - - ENDHLSL - } - - Pass - { - Name "ForwardDXR" - Tags{ "LightMode" = "ForwardDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - - #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD - - // We use the low shadow maps for raytracing - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingForward.hlsl" - - ENDHLSL - } - - Pass - { - Name "GBufferDXR" - Tags{ "LightMode" = "GBufferDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - #pragma multi_compile _ LIGHTMAP_ON - #pragma multi_compile _ DIRLIGHTMAP_COMBINED - #pragma multi_compile _ DYNAMICLIGHTMAP_ON - #pragma multi_compile _ DIFFUSE_LIGHTING_ONLY - - #define SHADERPASS SHADERPASS_RAYTRACING_GBUFFER - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingGBuffer.hlsl" - - ENDHLSL - } - - Pass - { - Name "VisibilityDXR" - Tags{ "LightMode" = "VisibilityDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderpassRaytracingVisibility.hlsl" - - ENDHLSL - } - - Pass - { - Name "PathTracingDXR" - Tags{ "LightMode" = "PathTracingDXR" } - - HLSLPROGRAM - - #pragma raytracing test - - #pragma multi_compile _ DEBUG_DISPLAY - - #define SHADERPASS SHADERPASS_PATH_TRACING - - // This is just because it need to be defined, shadow maps are not used. - #define SHADOW_LOW - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl" - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" - #define HAS_LIGHTLOOP - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracingData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassPathTracing.hlsl" - - ENDHLSL - } - } -*/ - - //CustomEditor "Rendering.HighDefinition.LitGUI" -} diff --git a/Assets/Resources/Materials/OutlineShader.shader.meta b/Assets/Resources/Materials/OutlineShader.shader.meta deleted file mode 100644 index 26f5ebf1..00000000 --- a/Assets/Resources/Materials/OutlineShader.shader.meta 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a/Assets/Resources/Materials/SelectionCustomPass.cs b/Assets/Resources/Materials/SelectionCustomPass.cs deleted file mode 100644 index f4c58013..00000000 --- a/Assets/Resources/Materials/SelectionCustomPass.cs +++ /dev/null @@ -1,125 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Experimental.Rendering; -using UnityEngine.Rendering; -using UnityEngine.Rendering.HighDefinition; - -// NOTE: (nico) found this here -// https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Custom-Pass.html -// - -namespace VRtist -{ - class SelectionCustomPass : CustomPass - { - public LayerMask outlineLayer = 0; - [ColorUsage(false, true)] - public Color outlineColor = Color.black; - public float threshold = 80; - public Material overrideMaterial = null; - public string overrideMaterialPassName = null; - private int overrideMaterialPassIndex = -1; - - // To make sure the shader will ends up in the build, we keep it's reference in the custom pass - [SerializeField] - Shader fullscreenOutlineShader = null; - - Material fullscreenOutlineMaterial; - MaterialPropertyBlock outlineProperties; - ShaderTagId[] shaderTags; - RTHandle outlineBuffer; - - protected override void Setup(ScriptableRenderContext renderContext, CommandBuffer cmd) - { - if (null == fullscreenOutlineShader) - fullscreenOutlineShader = Shader.Find("VRtist/SelectionCustomPass_FullscreenOutlineShader_Thin"); - fullscreenOutlineMaterial = CoreUtils.CreateEngineMaterial(fullscreenOutlineShader); - outlineProperties = new MaterialPropertyBlock(); - - if (overrideMaterial != null) - { - overrideMaterialPassIndex = overrideMaterial.FindPass(overrideMaterialPassName); - } - - // List all the materials that will be replaced in the frame - - // TODO: est-ce qu'il faut en inclure plus?? - shaderTags = new ShaderTagId[3] - { - new ShaderTagId("Forward"), - new ShaderTagId("ForwardOnly"), - new ShaderTagId("SRPDefaultUnlit"), - }; - - outlineBuffer = RTHandles.Alloc( - Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, - colorFormat: GraphicsFormat.B10G11R11_UFloatPack32, - useDynamicScale: true, name: "Outline Buffer" - ); - } - - protected override void Cleanup() - { - CoreUtils.Destroy(fullscreenOutlineMaterial); - outlineBuffer.Release(); - } - - protected override void Execute(CustomPassContext ctx) - { - // 1) Draw meshes with a special override material - DrawOutlineMeshes(ctx); - - // 2) Do a fullscreen pass to draw the outline from previous pass. - CoreUtils.SetRenderTarget(ctx.cmd, ctx.cameraColorBuffer, ctx.cameraDepthBuffer); - outlineProperties.SetColor("_OutlineColor", outlineColor); - outlineProperties.SetTexture("_OutlineBuffer", outlineBuffer); - outlineProperties.SetFloat("_Threshold", threshold); - CoreUtils.DrawFullScreen(ctx.cmd, fullscreenOutlineMaterial, outlineProperties, shaderPassId: 0); - } - - void DrawOutlineMeshes(CustomPassContext ctx) - { - // TODO: see how we can render objects without lights here. - // Their rendered color is compared to black to find the outline... black on black... - - var result = new RendererListDesc(shaderTags, ctx.cullingResults, ctx.hdCamera.camera) - { - // We need the lighting render configuration to support rendering lit objects - rendererConfiguration = PerObjectData.LightProbe | PerObjectData.LightProbeProxyVolume | PerObjectData.Lightmaps, - renderQueueRange = RenderQueueRange.all, - sortingCriteria = SortingCriteria.BackToFront, - excludeObjectMotionVectors = false, - layerMask = outlineLayer, - overrideMaterial = overrideMaterial, - overrideMaterialPassIndex = overrideMaterialPassIndex - }; - - CoreUtils.SetRenderTarget(ctx.cmd, outlineBuffer, ClearFlag.Color, - new Color(99.0f, 99.0f, 99.0f) // clear target with a big number, hopefully bigger than anything. 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b/Assets/Resources/Materials/SelectionCustomPassOverrideUI.shadergraph.meta deleted file mode 100644 index bcdbc7b3..00000000 --- a/Assets/Resources/Materials/SelectionCustomPassOverrideUI.shadergraph.meta +++ /dev/null @@ -1,10 +0,0 @@ -fileFormatVersion: 2 -guid: 5169fedf8fa7df848a232a99bb6ea517 -ScriptedImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 2 - userData: - assetBundleName: - assetBundleVariant: - script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} diff --git a/Assets/Resources/Materials/SelectionCustomPassShader.shader b/Assets/Resources/Materials/SelectionCustomPassShader.shader deleted file mode 100644 index fa0f8009..00000000 --- a/Assets/Resources/Materials/SelectionCustomPassShader.shader +++ /dev/null @@ -1,106 +0,0 @@ -Shader "VRtist/SelectionCustomPassShader" -{ - HLSLINCLUDE - - #pragma vertex Vert - - #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" - - TEXTURE2D_X(_OutlineBuffer); - float4 _OutlineColor; - float _Threshold; - - #define v2 1.41421 - #define c45 0.707107 - #define c225 0.9238795 - #define s225 0.3826834 - - //#define MAXSAMPLES 8 - //// Neighbour pixel positions - //static float2 samplingPositions[MAXSAMPLES] = - //{ - // float2(1, 1), - // float2(0, 1), - // float2(-1, 1), - // float2(-1, 0), - // float2(-1, -1), - // float2(0, -1), - // float2(1, -1), - // float2(1, 0), - //}; - - #define MAXSAMPLES 20 - static float2 samplingPositions[MAXSAMPLES] = - { - float2(-1,2), float2(0,2), float2(1,2), - float2(-2,1), float2(-1,1), float2(0,1), float2(1,1), float2(2,1), - float2(-2,0), float2(-1,0), float2(1,0), float2(2,0), - float2(-2,-1), float2(-1,-1), float2(0,-1), float2(1,-1), float2(2,-1), - float2(-1,-2), float2(0,-2), float2(1,-2) - }; - - float4 FullScreenPass(Varyings varyings) : SV_Target - { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); - - float depth = LoadCameraDepth(varyings.positionCS.xy); - PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float4 color = float4(0.0, 0.0, 0.0, 0.0); - //float luminanceThreshold = max(0.000001, _Threshold); - float luminanceThreshold = 80.0f; // render target is filled with 99 - - // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point - if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) - color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); - - // When sampling RTHandle texture, always use _RTHandleScale.xy to scale your UVs first. - float2 uv = posInput.positionNDC.xy * _RTHandleScale.xy; - float4 outline = SAMPLE_TEXTURE2D_X_LOD(_OutlineBuffer, s_linear_clamp_sampler, uv, 0); - outline.a = 0; - - //if (Luminance(outline.rgb) < luminanceThreshold) - if (Luminance(outline.rgb) > luminanceThreshold) - { - float3 o = float3(_ScreenSize.zw, 0); - - for (int i = 0; i < MAXSAMPLES; i++) - { - float2 uvN = uv + _ScreenSize.zw * samplingPositions[i]; - float4 neighbour = SAMPLE_TEXTURE2D_X_LOD(_OutlineBuffer, s_linear_clamp_sampler, uvN, 0); - - //if (Luminance(neighbour) > luminanceThreshold) - if (Luminance(neighbour) < luminanceThreshold) - { - outline.rgb = _OutlineColor.rgb; - outline.a = 1; - break; - } - } - } - - return outline; - } - - ENDHLSL - - SubShader - { - Pass - { - Name "Custom Pass 0" - - ZWrite Off - ZTest Always - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - HLSLPROGRAM - #pragma fragment FullScreenPass - ENDHLSL - } - } - Fallback Off -} diff --git a/Assets/Resources/Materials/SelectionCustomPassShader.shader.meta b/Assets/Resources/Materials/SelectionCustomPassShader.shader.meta deleted file mode 100644 index 262f7f3d..00000000 --- a/Assets/Resources/Materials/SelectionCustomPassShader.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 451501a2f4f8ead46939c8f14a70bfba -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Resources/Materials/SelectionCustomPass_FullscreenOutlineShader.shader b/Assets/Resources/Materials/SelectionCustomPass_FullscreenOutlineShader.shader deleted file mode 100644 index dccf65d1..00000000 --- a/Assets/Resources/Materials/SelectionCustomPass_FullscreenOutlineShader.shader +++ /dev/null @@ -1,106 +0,0 @@ -Shader "VRtist/SelectionCustomPass_FullscreenOutlineShader" -{ - HLSLINCLUDE - - #pragma vertex Vert - - #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch - - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" - - TEXTURE2D_X(_OutlineBuffer); - float4 _OutlineColor; - float _Threshold; - - #define v2 1.41421 - #define c45 0.707107 - #define c225 0.9238795 - #define s225 0.3826834 - - //#define MAXSAMPLES 8 - //// Neighbour pixel positions - //static float2 samplingPositions[MAXSAMPLES] = - //{ - // float2(1, 1), - // float2(0, 1), - // float2(-1, 1), - // float2(-1, 0), - // float2(-1, -1), - // float2(0, -1), - // float2(1, -1), - // float2(1, 0), - //}; - - #define MAXSAMPLES 20 - static float2 samplingPositions[MAXSAMPLES] = - { - float2(-1,2), float2(0,2), float2(1,2), - float2(-2,1), float2(-1,1), float2(0,1), float2(1,1), float2(2,1), - float2(-2,0), float2(-1,0), float2(1,0), float2(2,0), - float2(-2,-1), float2(-1,-1), float2(0,-1), float2(1,-1), float2(2,-1), - float2(-1,-2), float2(0,-2), float2(1,-2) - }; - - float4 FullScreenPass(Varyings varyings) : SV_Target - { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); - - float depth = LoadCameraDepth(varyings.positionCS.xy); - PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float4 color = float4(0.0, 0.0, 0.0, 0.0); - //float luminanceThreshold = max(0.000001, _Threshold); - float luminanceThreshold = 80.0f; // render target is filled with 99 - - // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point - if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) - color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); - - // When sampling RTHandle texture, always use _RTHandleScale.xy to scale your UVs first. - float2 uv = posInput.positionNDC.xy * _RTHandleScale.xy; - float4 outline = SAMPLE_TEXTURE2D_X_LOD(_OutlineBuffer, s_linear_clamp_sampler, uv, 0); - outline.a = 0; - - //if (Luminance(outline.rgb) < luminanceThreshold) - if (Luminance(outline.rgb) > luminanceThreshold) - { - float3 o = float3(_ScreenSize.zw, 0); - - for (int i = 0; i < MAXSAMPLES; i++) - { - float2 uvN = uv + _ScreenSize.zw * samplingPositions[i]; - float4 neighbour = SAMPLE_TEXTURE2D_X_LOD(_OutlineBuffer, s_linear_clamp_sampler, uvN, 0); - - //if (Luminance(neighbour) > luminanceThreshold) - if (Luminance(neighbour) < luminanceThreshold) - { - outline.rgb = _OutlineColor.rgb; - outline.a = 1; - break; - } - } - } - - return outline; - } - - ENDHLSL - - SubShader - { - Pass - { - Name "Custom Pass 0" - - ZWrite Off - ZTest Always - Blend SrcAlpha OneMinusSrcAlpha - Cull Off - - HLSLPROGRAM - #pragma fragment FullScreenPass - ENDHLSL - } - } - Fallback Off -} diff --git a/Assets/Resources/Materials/SelectionCustomPass_FullscreenOutlineShader.shader.meta b/Assets/Resources/Materials/SelectionCustomPass_FullscreenOutlineShader.shader.meta deleted file mode 100644 index 97fdcdd4..00000000 --- a/Assets/Resources/Materials/SelectionCustomPass_FullscreenOutlineShader.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 31f910a05bafc384a9f67e43e4d151ef -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] 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float2(1,2), - float2(-2,1), float2(-1,1), float2(0,1), float2(1,1), float2(2,1), - float2(-2,0), float2(-1,0), float2(1,0), float2(2,0), - float2(-2,-1), float2(-1,-1), float2(0,-1), float2(1,-1), float2(2,-1), - float2(-1,-2), float2(0,-2), float2(1,-2) - }; - - float4 FullScreenPass(Varyings varyings) : SV_Target - { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(varyings); - - float depth = LoadCameraDepth(varyings.positionCS.xy); - PositionInputs posInput = GetPositionInput(varyings.positionCS.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V); - float4 color = float4(0.0, 0.0, 0.0, 0.0); - //float luminanceThreshold = max(0.000001, _Threshold); - float luminanceThreshold = 80.0f; // render target is filled with 99 - - // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point - if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) - color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); - - 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-folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Animation/Anim3DCurveManager.cs b/Assets/Scripts/Core/Animation/Anim3DCurveManager.cs deleted file mode 100644 index fe8a1639..00000000 --- a/Assets/Scripts/Core/Animation/Anim3DCurveManager.cs +++ /dev/null @@ -1,192 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - /// - /// Display motion trails of animated objects. - /// - public class Anim3DCurveManager : MonoBehaviour - { - private bool displaySelectedCurves = true; - private readonly Dictionary curves = new Dictionary(); - public Transform curvesParent; - public GameObject curvePrefab; - - private readonly float lineWidth = 0.001f; - - void Start() - { - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - GlobalState.Animation.onAddAnimation.AddListener(OnAnimationAdded); - GlobalState.Animation.onRemoveAnimation.AddListener(OnAnimationRemoved); - GlobalState.Animation.onChangeCurve.AddListener(OnCurveChanged); - } - - void Update() - { - if (displaySelectedCurves != GlobalState.Settings.Display3DCurves) - { - displaySelectedCurves = GlobalState.Settings.Display3DCurves; - if (displaySelectedCurves) - UpdateFromSelection(); - else - ClearCurves(); - } - - UpdateCurvesWidth(); - } - - void UpdateCurvesWidth() - { - foreach (GameObject curve in curves.Values) - { - LineRenderer line = curve.GetComponent(); - line.startWidth = lineWidth / GlobalState.WorldScale; - line.endWidth = line.startWidth; - } - } - - void OnSelectionChanged(HashSet previousSelectedObjects, HashSet selectedObjects) - { - if (GlobalState.Settings.Display3DCurves) - UpdateFromSelection(); - } - - void UpdateFromSelection() - { - ClearCurves(); - foreach (GameObject gObject in Selection.SelectedObjects) - { - AddCurve(gObject); - } - } - - void OnCurveChanged(GameObject gObject, AnimatableProperty property) - { - if (property != AnimatableProperty.PositionX && property != AnimatableProperty.PositionY && property != AnimatableProperty.PositionZ) - return; - - if (!Selection.IsSelected(gObject)) - return; - - UpdateCurve(gObject); - } - - void OnAnimationAdded(GameObject gObject) - { - if (!Selection.IsSelected(gObject)) - return; - - UpdateCurve(gObject); - } - - void OnAnimationRemoved(GameObject gObject) - { - DeleteCurve(gObject); - } - - void ClearCurves() - { - foreach (GameObject curve in curves.Values) - Destroy(curve); - curves.Clear(); - } - - void DeleteCurve(GameObject gObject) - { - if (curves.ContainsKey(gObject)) - { - Destroy(curves[gObject]); - curves.Remove(gObject); - } - } - - void UpdateCurve(GameObject gObject) - { - DeleteCurve(gObject); - AddCurve(gObject); - } - - void AddCurve(GameObject gObject) - { - AnimationSet animationSet = GlobalState.Animation.GetObjectAnimation(gObject); - if (null == animationSet) - return; - - Curve positionX = animationSet.GetCurve(AnimatableProperty.PositionX); - Curve positionY = animationSet.GetCurve(AnimatableProperty.PositionY); - Curve positionZ = animationSet.GetCurve(AnimatableProperty.PositionZ); - - if (null == positionX || null == positionY || null == positionZ) - return; - - if (positionX.keys.Count == 0) - return; - - if (positionX.keys.Count != positionY.keys.Count || positionX.keys.Count != positionZ.keys.Count) - return; - - int frameStart = Mathf.Clamp(positionX.keys[0].frame, GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - int frameEnd = Mathf.Clamp(positionX.keys[positionX.keys.Count - 1].frame, GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - - Transform curves3DTransform = GlobalState.Instance.world.Find("Curves3D"); - Matrix4x4 matrix = curves3DTransform.worldToLocalMatrix * gObject.transform.parent.localToWorldMatrix; - - List positions = new List(); - Vector3 previousPosition = Vector3.positiveInfinity; - for (int i = frameStart; i <= frameEnd; i++) - { - positionX.Evaluate(i, out float x); - positionY.Evaluate(i, out float y); - positionZ.Evaluate(i, out float z); - Vector3 position = new Vector3(x, y, z); - if (previousPosition != position) - { - position = matrix.MultiplyPoint(position); - - positions.Add(position); - previousPosition = position; - } - } - - int count = positions.Count; - GameObject curve = Instantiate(curvePrefab, curvesParent); - - LineRenderer line = curve.GetComponent(); - line.positionCount = count; - for (int index = 0; index < count; index++) - { - line.SetPosition(index, positions[index]); - } - line.startWidth = lineWidth / GlobalState.WorldScale; - line.endWidth = line.startWidth; - - curves.Add(gObject, curve); - } - } -} diff --git a/Assets/Scripts/Core/Animation/Anim3DCurveManager.cs.meta b/Assets/Scripts/Core/Animation/Anim3DCurveManager.cs.meta deleted file mode 100644 index 467374ed..00000000 --- a/Assets/Scripts/Core/Animation/Anim3DCurveManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2cdb4da8262157e489ae965907e4cc3e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Animation/AnimationEngine.cs b/Assets/Scripts/Core/Animation/AnimationEngine.cs deleted file mode 100644 index d9fe1cfb..00000000 --- a/Assets/Scripts/Core/Animation/AnimationEngine.cs +++ /dev/null @@ -1,699 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - public enum AnimationState - { - Stopped, - Preroll, - AnimationRecording, - Playing, - VideoOutput - }; - - public enum Interpolation - { - Constant, - Linear, - Bezier, - Other, - } - - - public enum AnimatableProperty - { - PositionX, PositionY, PositionZ, - RotationX, RotationY, RotationZ, - ScaleX, ScaleY, ScaleZ, - Power, ColorR, ColorG, ColorB, - CameraFocal, - CameraFocus, - CameraAperture, - Unknown - } - - public class AnimationKey - { - public AnimationKey(int frame, float value, Interpolation? interpolation = null) - { - this.frame = frame; - this.value = value; - this.interpolation = interpolation ?? GlobalState.Settings.interpolation; - } - public int frame; - public float value; - public Interpolation interpolation; - } - - /// - /// Allow to hook the time of the animation engine. - /// An example of use is the shot manager. - /// - public abstract class TimeHook - { - public abstract int HookTime(int frame); - } - - /// - /// Animation Engine. - /// - public class AnimationEngine : MonoBehaviour - { - // All animations - readonly Dictionary animations = new Dictionary(); - readonly Dictionary disabledAnimations = new Dictionary(); - readonly Dictionary recordingObjects = new Dictionary(); - readonly Dictionary oldAnimations = new Dictionary(); - - readonly List timeHooks = new List(); - public bool timeHooksEnabled = true; - - public float fps = 24f; - float playStartTime; - int playStartFrame; - - private int startFrame = 1; - public int StartFrame - { - get { return startFrame; } - set - { - startFrame = value; - if (startFrame >= endFrame - 1) - startFrame = endFrame - 1; - if (startFrame < 0) - startFrame = 0; - onRangeEvent.Invoke(new Vector2Int(startFrame, endFrame)); - } - } - - private int endFrame = 250; - public int EndFrame - { - get { return endFrame; } - set - { - endFrame = value; - if (endFrame <= (startFrame + 1)) - endFrame = startFrame + 1; - if (endFrame < 1) - endFrame = 1; - onRangeEvent.Invoke(new Vector2Int(startFrame, endFrame)); - } - } - public bool loop = true; - private int currentFrame = 1; - public int CurrentFrame - { - get { return currentFrame; } - set - { - currentFrame = Mathf.Clamp(value, startFrame, endFrame); - - if (animationState != AnimationState.Playing && animationState != AnimationState.AnimationRecording) - { - EvaluateAnimations(); - onFrameEvent.Invoke(value); - } - } - } - - public bool autoKeyEnabled = false; - - public AnimationState animationState = AnimationState.Stopped; - public AnimationStateChangedEvent onAnimationStateEvent = new AnimationStateChangedEvent(); - public IntChangedEvent onFrameEvent = new IntChangedEvent(); - public GameObjectChangedEvent onAddAnimation = new GameObjectChangedEvent(); - public GameObjectChangedEvent onRemoveAnimation = new GameObjectChangedEvent(); - public CurveChangedEvent onChangeCurve = new CurveChangedEvent(); - - public Vector2IntChangedEvent onRangeEvent = new Vector2IntChangedEvent(); - - public Countdown countdown = null; - - Interpolation preRecordInterpolation; - - // Singleton - private static AnimationEngine instance = null; - public static AnimationEngine Instance - { - get - { - if (instance == null) - { - instance = GameObject.FindObjectOfType(); - } - return instance; - } - } - - void Awake() - { - instance = Instance; - } - - private void Start() - { - countdown.onCountdownFinished.AddListener(StartRecording); - onRangeEvent.AddListener(RecomputeCurvesCache); - - GlobalState.ObjectAddedEvent.AddListener(OnObjectAdded); - GlobalState.ObjectRemovedEvent.AddListener(OnObjectRemoved); - } - - public void RegisterTimeHook(TimeHook timeHook) - { - timeHooks.Add(timeHook); - } - - public void UnregisterTimeHook(TimeHook timeHook) - { - timeHooks.Remove(timeHook); - } - - private void Update() - { - // Find current time and frame & Animate objects - if (animationState == AnimationState.Playing || animationState == AnimationState.AnimationRecording) - { - // Compute new frame - float deltaTime = Time.time - playStartTime; - int newFrame = TimeToFrame(deltaTime) + playStartFrame; - - if (animationState == AnimationState.Playing) - { - int prevFrame = newFrame; - if (timeHooksEnabled) - { - foreach (TimeHook timeHook in timeHooks) - { - newFrame = timeHook.HookTime(newFrame); - } - if (prevFrame != newFrame) - { - playStartFrame = newFrame; - playStartTime = Time.time; - } - } - } - - if (currentFrame != newFrame) - { - if (newFrame > endFrame) - { - if (animationState == AnimationState.AnimationRecording) - { - // Stop recording when reaching the end of the timeline - newFrame = endFrame; - Pause(); - } - else if (loop) - { - newFrame = startFrame; - playStartFrame = startFrame; - playStartTime = Time.time; - } - } - - currentFrame = newFrame; - EvaluateAnimations(); - onFrameEvent.Invoke(currentFrame); - - // Record - if (animationState == AnimationState.AnimationRecording) - { - RecordFrame(); - } - } - } - - if (animationState == AnimationState.VideoOutput) - { - int newFrame = currentFrame + 1; - if (timeHooksEnabled) - { - foreach (TimeHook timeHook in timeHooks) - { - newFrame = timeHook.HookTime(newFrame); - } - } - CurrentFrame = newFrame; - } - } - - void OnObjectAdded(GameObject gobject) - { - if (disabledAnimations.TryGetValue(gobject, out AnimationSet animationSet)) - { - disabledAnimations.Remove(gobject); - animations.Add(gobject, animationSet); - animationSet.ComputeCache(); - } - } - void OnObjectRemoved(GameObject gobject) - { - if (animations.TryGetValue(gobject, out AnimationSet animationSet)) - { - animations.Remove(gobject); - disabledAnimations.Add(gobject, animationSet); - animationSet.ClearCache(); - } - } - - private void RecomputeCurvesCache(Vector2Int _) - { - foreach (AnimationSet animationSet in animations.Values) - { - animationSet.ComputeCache(); - } - } - - public bool IsAnimating() - { - return animationState == AnimationState.Playing || animationState == AnimationState.AnimationRecording; - } - - public void Clear() - { - foreach (GameObject gobject in animations.Keys) - { - onRemoveAnimation.Invoke(gobject); - } - animations.Clear(); - disabledAnimations.Clear(); - recordingObjects.Clear(); - oldAnimations.Clear(); - fps = 24f; - StartFrame = 1; - EndFrame = 250; - CurrentFrame = 1; - } - - public Dictionary GetAllAnimations() - { - return animations; - } - - private void EvaluateAnimations() - { - foreach (AnimationSet animationSet in animations.Values) - { - Transform trans = animationSet.transform; - Vector3 position = trans.localPosition; - Vector3 rotation = trans.localEulerAngles; - Vector3 scale = trans.localScale; - - float power = -1; - Color color = Color.white; - - float cameraFocal = -1; - float cameraFocus = -1; - float cameraAperture = -1; - - foreach (Curve curve in animationSet.curves.Values) - { - if (!curve.Evaluate(currentFrame, out float value)) - continue; - switch (curve.property) - { - case AnimatableProperty.PositionX: position.x = value; break; - case AnimatableProperty.PositionY: position.y = value; break; - case AnimatableProperty.PositionZ: position.z = value; break; - - case AnimatableProperty.RotationX: rotation.x = value; break; - case AnimatableProperty.RotationY: rotation.y = value; break; - case AnimatableProperty.RotationZ: rotation.z = value; break; - - case AnimatableProperty.ScaleX: scale.x = value; break; - case AnimatableProperty.ScaleY: scale.y = value; break; - case AnimatableProperty.ScaleZ: scale.z = value; break; - - case AnimatableProperty.Power: power = value; break; - case AnimatableProperty.ColorR: color.r = value; break; - case AnimatableProperty.ColorG: color.g = value; break; - case AnimatableProperty.ColorB: color.b = value; break; - - case AnimatableProperty.CameraFocal: cameraFocal = value; break; - case AnimatableProperty.CameraFocus: cameraFocus = value; break; - case AnimatableProperty.CameraAperture: cameraAperture = value; break; - } - } - - trans.localPosition = position; - trans.localEulerAngles = rotation; - trans.localScale = scale; - - if (power != -1) - { - LightController controller = trans.GetComponent(); - controller.Power = power; - controller.Color = color; - } - - if (cameraFocal != -1 || cameraFocus != -1 || cameraAperture != -1) - { - CameraController controller = trans.GetComponent(); - if (cameraFocal != -1) - controller.focal = cameraFocal; - if (cameraFocus != -1) - controller.Focus = cameraFocus; - if (cameraAperture != -1) - controller.aperture = cameraAperture; - } - } - } - - public int TimeToFrame(float time) - { - return (int)(fps * time); - } - - public float FrameToTime(int frame) - { - return (float)frame / fps; - } - - public AnimationSet GetObjectAnimation(GameObject gobject) - { - animations.TryGetValue(gobject, out AnimationSet animationSet); - return animationSet; - } - - public void SetObjectAnimations(GameObject gobject, AnimationSet animationSet) - { - animations[gobject] = animationSet; - foreach (Curve curve in animationSet.curves.Values) - curve.ComputeCache(); - onAddAnimation.Invoke(gobject); - } - - public bool ObjectHasAnimation(GameObject gobject) - { - return animations.ContainsKey(gobject); - } - - public bool ObjectHasKeyframeAt(GameObject gobject, int frame) - { - AnimationSet animationSet = GetObjectAnimation(gobject); - if (null == animationSet) { return false; } - - foreach (var curve in animationSet.curves.Values) - { - if (curve.HasKeyAt(frame)) { return true; } - } - return false; - } - - public void ClearAnimations(GameObject gobject) - { - if (animations.Remove(gobject)) - onRemoveAnimation.Invoke(gobject); - } - - public void MoveKeyframe(GameObject gobject, AnimatableProperty property, int frame, int newFrame) - { - AnimationSet animationSet = GetObjectAnimation(gobject); - if (null == animationSet) - return; - - animationSet.GetCurve(property).MoveKey(frame, newFrame); - if (!IsAnimating()) - EvaluateAnimations(); - onChangeCurve.Invoke(gobject, property); - } - - public AnimationSet GetOrCreateObjectAnimation(GameObject gobject) - { - AnimationSet animationSet = GetObjectAnimation(gobject); - if (null == animationSet) - { - animationSet = new AnimationSet(gobject); - animations.Add(gobject, animationSet); - } - return animationSet; - } - - public void AddKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - AnimationSet animationSet = GetObjectAnimation(gobject); - if (null == animationSet) - { - animationSet = new AnimationSet(gobject); - animations.Add(gobject, animationSet); - } - Curve curve = animationSet.GetCurve(property); - curve.AddKey(key); - onChangeCurve.Invoke(gobject, property); - } - - // To be used by in-app add key (not from networked keys) - public void AddFilteredKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - AnimationSet animationSet = GetObjectAnimation(gobject); - if (null == animationSet) - { - animationSet = new AnimationSet(gobject); - animations.Add(gobject, animationSet); - } - Curve curve = animationSet.GetCurve(property); - - // Filter rotation - if (property == AnimatableProperty.RotationX || property == AnimatableProperty.RotationY || property == AnimatableProperty.RotationZ) - { - AnimationKey previousKey = curve.GetPreviousKey(key.frame); - if (null != previousKey) - { - float delta = Mathf.DeltaAngle(previousKey.value, key.value); - key.value = previousKey.value + delta; - } - } - - curve.AddKey(key); - onChangeCurve.Invoke(gobject, property); - } - - private void RemoveEmptyAnimationSet(GameObject gobject) - { - AnimationSet animationSet = GetObjectAnimation(gobject); - if (null == animationSet) - return; - foreach (Curve curve in animationSet.curves.Values) - { - if (curve.keys.Count != 0) - return; - } - - animations.Remove(gobject); - } - - public void RemoveKeyframe(GameObject gobject, AnimatableProperty property, int frame) - { - AnimationSet animationSet = GetObjectAnimation(gobject); - if (null == animationSet) - return; - Curve curve = animationSet.GetCurve(property); - curve.RemoveKey(frame); - - RemoveEmptyAnimationSet(gobject); - - if (!IsAnimating()) - EvaluateAnimations(); - onChangeCurve.Invoke(gobject, property); - } - - public void Record() - { - if (animationState != AnimationState.Stopped) - return; - - animationState = AnimationState.Preroll; - countdown.gameObject.SetActive(true); - } - - public void OnToggleStartVideoOutput(bool record) - { - if (record) - { - animationState = AnimationState.VideoOutput; - Selection.enabled = false; - onAnimationStateEvent.Invoke(animationState); - - // Force rendering the first frame - CurrentFrame = currentFrame; - } - else - { - Pause(); - } - } - - public void OnTogglePlayPause(bool play) - { - if (play) { Play(); } - else { Pause(); } - } - - public void Play() - { - animationState = AnimationState.Playing; - onAnimationStateEvent.Invoke(animationState); - - playStartFrame = currentFrame; - playStartTime = Time.time; - } - - public void Pause() - { - switch (animationState) - { - case AnimationState.Preroll: - countdown.gameObject.SetActive(false); - break; - case AnimationState.AnimationRecording: - StopRecording(); - countdown.gameObject.SetActive(false); - break; - case AnimationState.VideoOutput: - Selection.enabled = true; - break; - } - animationState = AnimationState.Stopped; - onAnimationStateEvent.Invoke(animationState); - } - - public void StartRecording() - { - playStartFrame = currentFrame; - playStartTime = Time.time; - animationState = AnimationState.AnimationRecording; - onAnimationStateEvent.Invoke(animationState); - preRecordInterpolation = GlobalState.Settings.interpolation; - GlobalState.Settings.interpolation = Interpolation.Linear; - } - - void RecordFrame() - { - foreach (var selected in Selection.ActiveObjects) - { - if (!recordingObjects.TryGetValue(selected, out AnimationSet animationSet)) - { - oldAnimations.Add(selected, GetObjectAnimation(selected)); - - // Remove existing animation - animations.Remove(selected); - onRemoveAnimation.Invoke(selected); - - // Create new one - animationSet = new AnimationSet(selected); - recordingObjects.Add(selected, animationSet); - } - - foreach (Curve curve in animationSet.curves.Values) - { - Vector3 position = selected.transform.localPosition; - Vector3 rotation = selected.transform.localEulerAngles; - Vector3 scale = selected.transform.localScale; - - float power = -1; - Color color = Color.white; - LightController lightController = selected.GetComponent(); - if (null != lightController) - { - power = lightController.Power; - color = lightController.Color; - } - - float cameraFocal = -1; - float cameraFocus = -1; - float cameraAperture = -1; - CameraController cameraController = selected.GetComponent(); - if (null != cameraController) - { - cameraFocal = cameraController.focal; - cameraFocus = cameraController.Focus; - cameraAperture = cameraController.aperture; - } - - switch (curve.property) - { - case AnimatableProperty.PositionX: curve.AppendKey(new AnimationKey(currentFrame, position.x)); break; - case AnimatableProperty.PositionY: curve.AppendKey(new AnimationKey(currentFrame, position.y)); break; - case AnimatableProperty.PositionZ: curve.AppendKey(new AnimationKey(currentFrame, position.z)); break; - - case AnimatableProperty.RotationX: AppendFilteredKey(curve, currentFrame, rotation.x); break; - case AnimatableProperty.RotationY: AppendFilteredKey(curve, currentFrame, rotation.y); break; - case AnimatableProperty.RotationZ: AppendFilteredKey(curve, currentFrame, rotation.z); break; - - case AnimatableProperty.ScaleX: curve.AppendKey(new AnimationKey(currentFrame, scale.x)); break; - case AnimatableProperty.ScaleY: curve.AppendKey(new AnimationKey(currentFrame, scale.y)); break; - case AnimatableProperty.ScaleZ: curve.AppendKey(new AnimationKey(currentFrame, scale.z)); break; - - case AnimatableProperty.Power: curve.AppendKey(new AnimationKey(currentFrame, power)); break; - case AnimatableProperty.ColorR: curve.AppendKey(new AnimationKey(currentFrame, color.r)); break; - case AnimatableProperty.ColorG: curve.AppendKey(new AnimationKey(currentFrame, color.g)); break; - case AnimatableProperty.ColorB: curve.AppendKey(new AnimationKey(currentFrame, color.b)); break; - - case AnimatableProperty.CameraFocal: curve.AppendKey(new AnimationKey(currentFrame, cameraFocal)); break; - case AnimatableProperty.CameraFocus: curve.AppendKey(new AnimationKey(currentFrame, cameraFocus)); break; - case AnimatableProperty.CameraAperture: curve.AppendKey(new AnimationKey(currentFrame, cameraAperture)); break; - } - } - } - } - - private void AppendFilteredKey(Curve curve, int frame, float value) - { - if (curve.keys.Count > 0) - { - AnimationKey previousKey = curve.keys[curve.keys.Count - 1]; - float delta = Mathf.DeltaAngle(previousKey.value, value); - value = previousKey.value + delta; - } - curve.AppendKey(new AnimationKey(frame, value)); - } - - public void StopRecording() - { - CommandGroup recordGroup = new CommandGroup("Record"); - - foreach (var animationSet in recordingObjects.Values) - { - GameObject gobject = animationSet.transform.gameObject; - foreach (Curve curve in animationSet.curves.Values) - curve.ComputeCache(); - new CommandRecordAnimations(gobject, oldAnimations[gobject], animationSet).Submit(); - } - - recordGroup.Submit(); - - recordingObjects.Clear(); - oldAnimations.Clear(); - GlobalState.Settings.interpolation = preRecordInterpolation; - } - } -} diff --git a/Assets/Scripts/Core/Animation/AnimationEngine.cs.meta b/Assets/Scripts/Core/Animation/AnimationEngine.cs.meta deleted file mode 100644 index 2a845a91..00000000 --- a/Assets/Scripts/Core/Animation/AnimationEngine.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a0b00a664393b314492adee1513f7ea0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Animation/AnimationSet.cs b/Assets/Scripts/Core/Animation/AnimationSet.cs deleted file mode 100644 index 7b6a861e..00000000 --- a/Assets/Scripts/Core/Animation/AnimationSet.cs +++ /dev/null @@ -1,113 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - /// - /// A set of animations for a given Transform. An animation is a curve on specific properties (location, rotation...). - /// - public class AnimationSet - { - public Transform transform; - public readonly Dictionary curves = new Dictionary(); - - public AnimationSet(GameObject gobject) - { - transform = gobject.transform; - LightController lightController = gobject.GetComponent(); - CameraController cameraController = gobject.GetComponent(); - if (null != lightController) { CreateLightCurves(); } - else if (null != cameraController) { CreateCameraCurves(); } - else { CreateTransformCurves(); } - } - - public Curve GetCurve(AnimatableProperty property) - { - curves.TryGetValue(property, out Curve result); - return result; - } - - public void SetCurve(AnimatableProperty property, List keys) - { - if (!curves.TryGetValue(property, out Curve curve)) - { - Debug.LogError("Curve not found : " + transform.name + " " + property.ToString()); - return; - } - curve.SetKeys(keys); - } - - private void CreatePositionRotationCurves() - { - curves.Add(AnimatableProperty.PositionX, new Curve(AnimatableProperty.PositionX)); - curves.Add(AnimatableProperty.PositionY, new Curve(AnimatableProperty.PositionY)); - curves.Add(AnimatableProperty.PositionZ, new Curve(AnimatableProperty.PositionZ)); - - curves.Add(AnimatableProperty.RotationX, new Curve(AnimatableProperty.RotationX)); - curves.Add(AnimatableProperty.RotationY, new Curve(AnimatableProperty.RotationY)); - curves.Add(AnimatableProperty.RotationZ, new Curve(AnimatableProperty.RotationZ)); - } - - private void CreateTransformCurves() - { - CreatePositionRotationCurves(); - curves.Add(AnimatableProperty.ScaleX, new Curve(AnimatableProperty.ScaleX)); - curves.Add(AnimatableProperty.ScaleY, new Curve(AnimatableProperty.ScaleY)); - curves.Add(AnimatableProperty.ScaleZ, new Curve(AnimatableProperty.ScaleZ)); - } - - private void CreateLightCurves() - { - CreatePositionRotationCurves(); - curves.Add(AnimatableProperty.Power, new Curve(AnimatableProperty.Power)); - curves.Add(AnimatableProperty.ColorR, new Curve(AnimatableProperty.ColorR)); - curves.Add(AnimatableProperty.ColorG, new Curve(AnimatableProperty.ColorG)); - curves.Add(AnimatableProperty.ColorB, new Curve(AnimatableProperty.ColorB)); - } - - private void CreateCameraCurves() - { - CreatePositionRotationCurves(); - curves.Add(AnimatableProperty.CameraFocal, new Curve(AnimatableProperty.CameraFocal)); - curves.Add(AnimatableProperty.CameraFocus, new Curve(AnimatableProperty.CameraFocus)); - curves.Add(AnimatableProperty.CameraAperture, new Curve(AnimatableProperty.CameraAperture)); - } - - public void ComputeCache() - { - foreach (Curve curve in curves.Values) - curve.ComputeCache(); - } - - public void ClearCache() - { - foreach (Curve curve in curves.Values) - curve.ClearCache(); - } - } - -} diff --git a/Assets/Scripts/Core/Animation/AnimationSet.cs.meta b/Assets/Scripts/Core/Animation/AnimationSet.cs.meta deleted file mode 100644 index 2943a9a3..00000000 --- a/Assets/Scripts/Core/Animation/AnimationSet.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e181e08f67eeccf48843a85d8fa49f65 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Animation/AnimationStateChangedEvent.cs b/Assets/Scripts/Core/Animation/AnimationStateChangedEvent.cs deleted file mode 100644 index 0bcf7210..00000000 --- a/Assets/Scripts/Core/Animation/AnimationStateChangedEvent.cs +++ /dev/null @@ -1,38 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine.Events; - -namespace VRtist -{ - /// - /// Sent when the global state of the animation engine changes. - /// - [Serializable] - public class AnimationStateChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Animation/AnimationStateChangedEvent.cs.meta b/Assets/Scripts/Core/Animation/AnimationStateChangedEvent.cs.meta deleted file mode 100644 index b8f8c72f..00000000 --- a/Assets/Scripts/Core/Animation/AnimationStateChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: bc7bcce3c080a8a4fa3d4707cea09ab8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Animation/ConstraintManager.cs b/Assets/Scripts/Core/Animation/ConstraintManager.cs deleted file mode 100644 index effd7a25..00000000 --- a/Assets/Scripts/Core/Animation/ConstraintManager.cs +++ /dev/null @@ -1,339 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Animations; - -namespace VRtist -{ - public enum ConstraintType - { - Parent, - LookAt, - Unknown, - } - - /// - /// Internal constraint representation. - /// - public class Constraint - { - public GameObject gobject; - public Transform target; - public ConstraintType constraintType; - public GameObject lineGameObject = null; - public LineRenderer lineRenderer = null; - } - - /// - /// Manage all constraints of the scene and their display. - /// - public class ConstraintManager : MonoBehaviour - { - static readonly List constraints = new List(); - - // Update is called once per frame - void LateUpdate() - { - UpdateConstraintVisualization(gameObject); - } - - public static List GetObjectConstraints(GameObject gobject) - { - List objectConstraints = new List(); - foreach (Constraint constraint in constraints) - { - if (constraint.gobject == gobject || constraint.target == gobject.transform) - { - objectConstraints.Add(constraint); - } - } - return objectConstraints; - } - - public static bool FindConstraint(GameObject gobject, ConstraintType constraintType, out Constraint constraint, out int index) - { - index = -1; - constraint = null; - foreach (Constraint c in constraints) - { - index++; - if (c.gobject == gobject && c.constraintType == constraintType) - { - constraint = c; - return true; - } - } - return false; - } - - public static int GetConstraintIndex(Constraint constraint) - { - return constraints.IndexOf(constraint); - } - - public static Component GetConstraint(ConstraintType constraintType, GameObject gobject) - { - switch (constraintType) - { - case ConstraintType.Parent: return gobject.GetComponent(); - case ConstraintType.LookAt: return gobject.GetComponent(); - case ConstraintType.Unknown: break; - } - return null; - } - - public static bool IsLocked(GameObject gobject) - { - ParentConstraint parentConstraint = gobject.GetComponent(); - return null != parentConstraint; - } - - public static List GetAllConstraints() - { - return constraints; - } - - public static void RemoveConstraint(GameObject gobject) where T : UnityEngine.Component - { - T component = gobject.GetComponent(); - IConstraint constraint = component as IConstraint; - - ParametersController parametersController = gobject.GetComponent(); - if (null != parametersController) - { - ConstraintType constraintType = ConstraintType.Unknown; - switch (component) - { - case ParentConstraint _: - constraintType = ConstraintType.Parent; - break; - case LookAtConstraint _: - constraintType = ConstraintType.LookAt; - break; - } - - foreach (Constraint con in constraints) - { - if (con.gobject == gobject && con.constraintType == constraintType) - { - GameObject.Destroy(con.lineGameObject); - constraints.Remove(con); - break; - } - } - } - - GameObject source = constraint.GetSource(0).sourceTransform.gameObject; - ParametersController sourceParametersController = source.GetComponent(); - if (null != sourceParametersController) - { - sourceParametersController.RemoveConstraintHolder(gobject); - } - - constraint.RemoveSource(0); - GameObject.Destroy(component); - GlobalState.FireObjectConstraint(gobject); - } - - public static void UpdateConstraintVisualization(GameObject constraintVisualization) - { - foreach (Constraint constraint in constraints) - { - GameObject lineGameObject = constraint.lineGameObject; - if (null == lineGameObject) - { - constraint.lineGameObject = new GameObject(); - lineGameObject = constraint.lineGameObject; - lineGameObject.layer = LayerMask.NameToLayer("CameraHidden"); - lineGameObject.transform.parent = constraintVisualization.transform; - } - LineRenderer lineRenderer = constraint.lineRenderer; - if (null == lineRenderer) - { - constraint.lineRenderer = lineGameObject.AddComponent(); - ConstraintLineController controller = lineGameObject.AddComponent(); - lineGameObject.name = "line"; - lineRenderer = constraint.lineRenderer; - lineRenderer.positionCount = 2; - lineRenderer.material = Resources.Load("Materials/Dash"); - controller.SetGizmoVisible(GlobalState.Instance.settings.DisplayGizmos); - } - lineRenderer.SetPosition(0, constraint.gobject.transform.position); - lineRenderer.SetPosition(1, constraint.target.position); - lineRenderer.startWidth = 0.001f / GlobalState.WorldScale; - lineRenderer.endWidth = 0.001f / GlobalState.WorldScale; - } - } - - public static void AddConstraint(GameObject source, GameObject target, ConstraintType type, int index = -1) - { - switch (type) - { - case ConstraintType.Parent: AddParentConstraint(source, target, index); break; - case ConstraintType.LookAt: AddLookAtConstraint(source, target, index); break; - } - } - public static void InsertConstraint(int index, Constraint constraint) - { - AddConstraint(constraint.gobject, constraint.target.gameObject, constraint.constraintType, index); - } - - public static void AddParentConstraint(GameObject gobject, GameObject target, int index = -1) - { - ParentConstraint constraint = gobject.GetComponent(); - if (null == constraint) - { - constraint = gobject.AddComponent(); - ParametersController parametersController = gobject.GetComponent(); - if (null == parametersController) - { - gobject.AddComponent(); - } - Constraint newConstraint = new Constraint { gobject = gobject, target = target.transform, constraintType = ConstraintType.Parent }; - if (index == -1) - constraints.Add(newConstraint); - else - constraints.Insert(index, newConstraint); - ParametersController targetParametersController = target.GetComponent(); - if (null == targetParametersController) - { - targetParametersController = target.AddComponent(); - } - targetParametersController.AddConstraintHolder(gobject); - } - else - { - // update visual target for LineRenderer - foreach (Constraint c in constraints) - { - if (c.gobject == gobject && c.constraintType == ConstraintType.Parent) - { - c.target = target.transform; - break; - } - } - } - - ConstraintSource source; - if (constraint.sourceCount == 0) - { - source = new ConstraintSource(); - constraint.AddSource(source); - } - else - { - source = constraint.GetSource(0); - } - source.sourceTransform = target.transform; - source.weight = 1f; - constraint.SetSource(0, source); - - constraint.translationAtRest = gobject.transform.localPosition; - constraint.rotationAtRest = gobject.transform.localRotation.eulerAngles; - - Vector3 offset = Vector3.Scale(target.transform.InverseTransformPoint(gobject.transform.position), target.transform.lossyScale); - constraint.SetTranslationOffset(0, offset); - - Quaternion quat = Quaternion.Inverse(target.transform.rotation) * gobject.transform.rotation; - constraint.SetRotationOffset(0, quat.eulerAngles); - - constraint.constraintActive = true; - - GlobalState.FireObjectConstraint(gobject); - } - - public static void AddLookAtConstraint(GameObject gobject, GameObject target, int index = -1) - { - LookAtConstraint constraint = gobject.GetComponent(); - if (null == constraint) - { - constraint = gobject.AddComponent(); - ParametersController parametersController = gobject.GetComponent(); - if (null == parametersController) - { - gobject.AddComponent(); - } - Constraint newConstraint = new Constraint { gobject = gobject, target = target.transform, constraintType = ConstraintType.LookAt }; - if (index == -1) - constraints.Add(newConstraint); - else - constraints.Insert(index, newConstraint); - - ParametersController targetParametersController = target.GetComponent(); - if (null == targetParametersController) - { - targetParametersController = target.AddComponent(); - } - targetParametersController.AddConstraintHolder(gobject); - } - else - { - // update visual target for LineRenderer - foreach (Constraint c in constraints) - { - if (c.gobject == gobject && c.constraintType == ConstraintType.LookAt) - { - c.target = target.transform; - break; - } - } - } - ConstraintSource source; - if (constraint.sourceCount == 0) - { - source = new ConstraintSource(); - constraint.AddSource(source); - } - else - { - source = constraint.GetSource(0); - } - - source.sourceTransform = target.transform; - source.weight = 1f; - constraint.SetSource(0, source); - constraint.rotationOffset = new Vector3(0, 180, 0); - - constraint.constraintActive = true; - - GlobalState.FireObjectConstraint(gobject); - } - - public static void Clear() - { - for (int i = constraints.Count - 1; i >= 0; --i) - { - Constraint constraint = constraints[i]; - switch (constraint.constraintType) - { - case ConstraintType.Parent: RemoveConstraint(constraint.gobject); break; - case ConstraintType.LookAt: RemoveConstraint(constraint.gobject); break; - } - } - - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Core/Animation/ConstraintManager.cs.meta b/Assets/Scripts/Core/Animation/ConstraintManager.cs.meta deleted file mode 100644 index ebf210a8..00000000 --- a/Assets/Scripts/Core/Animation/ConstraintManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 348496e441e63304593e0268c4e72f87 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 300 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Animation/Curve.cs b/Assets/Scripts/Core/Animation/Curve.cs deleted file mode 100644 index 6a6691a0..00000000 --- a/Assets/Scripts/Core/Animation/Curve.cs +++ /dev/null @@ -1,419 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - /// - /// An animated property over time. - /// For optimizations the curve is baked. - /// - public class Curve - { - public AnimatableProperty property; - public List keys; - private int[] cachedKeysIndices; - private float[] cachedValues; - - public Curve(AnimatableProperty property) - { - this.property = property; - keys = new List(); - cachedKeysIndices = new int[GlobalState.Animation.EndFrame - GlobalState.Animation.StartFrame + 1]; - for (int i = 0; i < cachedKeysIndices.Length; i++) - cachedKeysIndices[i] = -1; - cachedValues = new float[GlobalState.Animation.EndFrame - GlobalState.Animation.StartFrame + 1]; - } - - public void ClearCache() - { - cachedKeysIndices = null; - cachedValues = null; - } - - public void ComputeCache() - { - ComputeCacheIndices(); - int length = -1; - if (null != cachedValues) - length = cachedValues.Length - 1; - ComputeCacheValues(0, length); - } - - private void ComputeCacheValues(int startIndex, int endIndex) - { - if (null == cachedValues || cachedValues.Length != GlobalState.Animation.EndFrame - GlobalState.Animation.StartFrame + 1) - { - cachedValues = new float[GlobalState.Animation.EndFrame - GlobalState.Animation.StartFrame + 1]; - startIndex = 0; - endIndex = cachedValues.Length - 1; - } - - for (int i = startIndex; i <= endIndex; i++) - { - EvaluateCache(i + GlobalState.Animation.StartFrame, out cachedValues[i]); - } - } - - private void ComputeCacheValuesAt(int keyIndex) - { - // recompute value cache in range [index - 2 ; index + 2] (for bezier curves) - int startKeyIndex = keyIndex - 2; - int endKeyIndex = keyIndex + 2; - - int start = 0; - if (startKeyIndex >= 0 && startKeyIndex <= keys.Count - 1) - start = Mathf.Clamp(keys[startKeyIndex].frame - GlobalState.Animation.StartFrame, 0, cachedValues.Length - 1); - - int end = cachedValues.Length - 1; - if (endKeyIndex >= 0 && endKeyIndex <= keys.Count - 1) - end = Mathf.Clamp(keys[endKeyIndex].frame - GlobalState.Animation.StartFrame, 0, cachedValues.Length - 1); - - ComputeCacheValues(start, end); - } - - private void ComputeCacheIndices() - { - if (null == cachedKeysIndices || cachedKeysIndices.Length != GlobalState.Animation.EndFrame - GlobalState.Animation.StartFrame + 1) - { - cachedKeysIndices = new int[GlobalState.Animation.EndFrame - GlobalState.Animation.StartFrame + 1]; - } - - if (keys.Count == 0) - { - for (int i = 0; i < cachedKeysIndices.Length; i++) - cachedKeysIndices[i] = -1; - - return; - } - - bool firstKeyFoundInRange = false; - int lastKeyIndex = 0; - for (int i = 0; i < keys.Count - 1; i++) - { - float keyTime = keys[i].frame; - if (keyTime < GlobalState.Animation.StartFrame || keyTime > GlobalState.Animation.EndFrame) - continue; - - int b1 = keys[i].frame - GlobalState.Animation.StartFrame; - int b2 = keys[i + 1].frame - GlobalState.Animation.StartFrame; - b2 = Mathf.Clamp(b2, b1, cachedKeysIndices.Length); - - if (!firstKeyFoundInRange) // Fill framedKeys from 0 to first key - { - for (int j = 0; j < b1; j++) - { - cachedKeysIndices[j] = i - 1; - } - firstKeyFoundInRange = true; - } - - for (int j = b1; j < b2; j++) - cachedKeysIndices[j] = i; - lastKeyIndex = i; - } - - if (keys.Count == 1) - { - int frame = keys[0].frame; - if (frame <= GlobalState.Animation.EndFrame) - firstKeyFoundInRange = true; - } - - // found no key in range - if (!firstKeyFoundInRange) - { - int index = -1; - if (keys[keys.Count - 1].frame < GlobalState.Animation.StartFrame) - index = keys.Count - 1; - for (int i = 0; i < cachedKeysIndices.Length; i++) - cachedKeysIndices[i] = index; - return; - } - - // fill framedKey from last key found to end - lastKeyIndex++; - lastKeyIndex = Math.Min(lastKeyIndex, keys.Count - 1); - int jmin = Math.Max(0, keys[lastKeyIndex].frame - GlobalState.Animation.StartFrame); - for (int j = jmin; j < cachedKeysIndices.Length; j++) - { - cachedKeysIndices[j] = lastKeyIndex; - } - } - - private bool GetKeyIndex(int frame, out int index) - { - index = cachedKeysIndices[frame - GlobalState.Animation.StartFrame]; - if (index == -1) - return false; - - AnimationKey key = keys[index]; - return key.frame == frame; - } - - public void SetKeys(List k) - { - keys = k; - ComputeCache(); - } - - public void RemoveKey(int frame) - { - if (GetKeyIndex(frame, out int index)) - { - AnimationKey key = keys[index]; - int start = key.frame - GlobalState.Animation.StartFrame; - int end = cachedKeysIndices.Length - 1; - for (int i = start; i <= end; i++) - cachedKeysIndices[i]--; - - keys.RemoveAt(index); - - ComputeCacheValuesAt(index); - } - } - - // Don't compute cache. Should be called when adding a lot of keys in a row. - // And then don't forget to call ComputeCache(). - public void AppendKey(AnimationKey key) - { - keys.Add(key); - } - - public void AddKey(AnimationKey key) - { - if (GetKeyIndex(key.frame, out int index)) - { - keys[index] = key; - ComputeCacheValuesAt(index); - } - else - { - index++; - keys.Insert(index, key); - - int end = cachedKeysIndices.Length - 1; - if (index + 1 < keys.Count) - { - end = keys[index + 1].frame - GlobalState.Animation.StartFrame - 1; - end = Mathf.Clamp(end, 0, cachedKeysIndices.Length - 1); - } - - int start = key.frame - GlobalState.Animation.StartFrame; - start = Mathf.Clamp(start, 0, end); - for (int i = start; i <= end; i++) - cachedKeysIndices[i] = index; - for (int i = end + 1; i < cachedKeysIndices.Length; i++) - cachedKeysIndices[i]++; - - ComputeCacheValuesAt(index); - } - } - - public void MoveKey(int oldFrame, int newFrame) - { - if (GetKeyIndex(oldFrame, out int index)) - { - AnimationKey key = keys[index]; - RemoveKey(key.frame); - key.frame = newFrame; - AddKey(key); - } - } - - public AnimationKey GetKey(int index) - { - return keys[index]; - } - - public AnimationKey GetPreviousKey(int frame) - { - --frame; - frame -= GlobalState.Animation.StartFrame; - if (frame >= 0 && frame < cachedKeysIndices.Length) - { - int index = cachedKeysIndices[frame]; - if (index != -1) - { - return keys[index]; - } - } - return null; - } - - public bool HasKeyAt(int frame) - { - foreach (var key in keys) - { - if (key.frame == frame) { return true; } - } - return false; - } - - public bool TryFindKey(int frame, out AnimationKey key) - { - if (GetKeyIndex(frame, out int index)) - { - key = keys[index]; - return true; - } - key = null; - return false; - } - - public bool Evaluate(int frame, out float value) - { - if (keys.Count == 0) - { - value = float.NaN; - return false; - } - - value = cachedValues[frame - GlobalState.Animation.StartFrame]; - return value != float.NaN; - } - - private Vector2 CubicBezier(Vector2 A, Vector2 B, Vector2 C, Vector2 D, float t) - { - float invT1 = 1 - t; - float invT2 = invT1 * invT1; - float invT3 = invT2 * invT1; - - float t2 = t * t; - float t3 = t2 * t; - - return (A * invT3) + (B * 3 * t * invT2) + (C * 3 * invT1 * t2) + (D * t3); - } - - private float EvaluateBezier(Vector2 A, Vector2 B, Vector2 C, Vector2 D, int frame) - { - if ((float)frame == A.x) - return A.y; - - if ((float)frame == D.x) - return D.y; - - float pmin = 0; - float pmax = 1; - Vector2 avg = A; - float dt = D.x - A.x; - while (dt > 0.1f) - { - float param = (pmin + pmax) * 0.5f; - avg = CubicBezier(A, B, C, D, param); - if (avg.x < frame) - { - pmin = param; - } - else - { - pmax = param; - } - dt = Math.Abs(avg.x - (float)frame); - } - return avg.y; - } - - private bool EvaluateCache(int frame, out float value) - { - if (keys.Count == 0) - { - value = float.NaN; - return false; - } - - int prevIndex = cachedKeysIndices[frame - GlobalState.Animation.StartFrame]; - if (prevIndex == -1) - { - value = keys[0].value; - return true; - } - if (prevIndex == keys.Count - 1) - { - value = keys[keys.Count - 1].value; - return true; - } - - AnimationKey prevKey = keys[prevIndex]; - switch (prevKey.interpolation) - { - case Interpolation.Constant: - value = prevKey.value; - return true; - - case Interpolation.Other: - case Interpolation.Linear: - { - AnimationKey nextKey = keys[prevIndex + 1]; - float dt = (float)(frame - prevKey.frame) / (float)(nextKey.frame - prevKey.frame); - float oneMinusDt = 1f - dt; - value = prevKey.value * oneMinusDt + nextKey.value * dt; - return true; - } - - case Interpolation.Bezier: - { - AnimationKey nextKey = keys[prevIndex + 1]; - - Vector2 A = new Vector2(prevKey.frame, prevKey.value); - Vector2 B, C; - Vector2 D = new Vector2(nextKey.frame, nextKey.value); - - if (prevIndex == 0) - { - B = A + (D - A) / 3f; - } - else - { - AnimationKey prevPrevKey = keys[prevIndex - 1]; - Vector2 V = (D - new Vector2(prevPrevKey.frame, prevPrevKey.value)).normalized; - Vector2 AD = D - A; - B = A + V * AD.magnitude / 3f; - } - - if (prevIndex + 2 >= keys.Count) - { - C = D - (D - A) / 3f; - } - else - { - AnimationKey nextNextKey = keys[prevIndex + 2]; - Vector2 V = (new Vector2(nextNextKey.frame, nextNextKey.value) - A).normalized; - Vector2 AD = D - A; - C = D - V * AD.magnitude / 3f; - } - - value = EvaluateBezier(A, B, C, D, frame); - return true; - } - - } - value = float.NaN; - return false; - } - } -} diff --git a/Assets/Scripts/Core/Animation/Curve.cs.meta b/Assets/Scripts/Core/Animation/Curve.cs.meta deleted file mode 100644 index 3f38a303..00000000 --- a/Assets/Scripts/Core/Animation/Curve.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a854f80fba37a9c44970194c21a42c03 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/CameraManager.cs b/Assets/Scripts/Core/CameraManager.cs deleted file mode 100644 index ead9dda1..00000000 --- a/Assets/Scripts/Core/CameraManager.cs +++ /dev/null @@ -1,388 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.Rendering.HighDefinition; - -namespace VRtist -{ - [Serializable] - public class ActiveCameraChangedEvent : UnityEvent - { - // Empty - } - - /// - /// Manage the current active camera. - /// - public class CameraManager - { - private GameObject virtualCamera; - private Camera virtualCameraComponent; - private GameObject activeCamera = null; - RenderTexture renderTexture; - public RenderTexture RenderTexture - { - get - { - if (null == renderTexture) - { - renderTexture = new RenderTexture(currentResolution.width, currentResolution.height, 0, RenderTextureFormat.ARGB32); - if (null == renderTexture) - Debug.LogError("CAMERA FAILED"); - renderTexture.name = "Camera RT"; - - _ = VirtualCamera; // be sure virtualCameraComponent exists - virtualCameraComponent.targetTexture = renderTexture; - } - return renderTexture; - } - } - - Texture2D emptyTexture; - public Texture2D EmptyTexture - { - get - { - if (null == emptyTexture) - { - emptyTexture = new Texture2D(currentResolution.width, currentResolution.height, TextureFormat.RGB24, false); - Utils.FillTexture(emptyTexture, new Color(10f / 255f, 10f / 255f, 10f / 255f)); // almost black: black is ignored :( - } - return emptyTexture; - } - } - - [System.Serializable] - public struct Resolution : IEquatable - { - public int width; - public int height; - - public override bool Equals(object obj) - { - if (obj is Resolution) - return this.Equals((Resolution)obj); - return false; - } - - public override int GetHashCode() - { - return width ^ height; - } - - public bool Equals(Resolution r) - { - return r.width == width && r.height == height; - } - - public static bool operator !=(Resolution r1, Resolution r2) - { - return !r1.Equals(r2); - } - - public static bool operator ==(Resolution r1, Resolution r2) - { - return r1.Equals(r2); - } - } - - public static Resolution resolution720p = new Resolution { width = 1280, height = 720 }; - public static Resolution resolution1080p = new Resolution { width = 1920, height = 1080 }; - public static Resolution resolution2160p = new Resolution { width = 3840, height = 2160 }; - private Resolution realTimeResolution; - public Resolution videoOutputResolution; - - private Resolution currentResolution; - public Resolution CurrentResolution - { - get - { - return currentResolution; - } - set - { - if (value.width == currentResolution.width && value.height == currentResolution.height) - return; - currentResolution = value; - if (null != renderTexture) - { - RenderTexture.active = null; - renderTexture.Release(); - renderTexture = null; - } - if (null != emptyTexture) - { - Texture2D.Destroy(emptyTexture); - emptyTexture = null; - } - - AssignTextures(); - } - } - - public enum VideoResolution - { - VideoResolution_Unknown, - VideoResolution_720p, - VideoResolution_1080p, - VideoResolution_2160p, - } - - public VideoResolution OutputResolution - { - get - { - switch (videoOutputResolution.height) - { - case 720: return VideoResolution.VideoResolution_720p; - case 1080: return VideoResolution.VideoResolution_1080p; - case 2160: return VideoResolution.VideoResolution_2160p; - default: return VideoResolution.VideoResolution_Unknown; - } - } - set - { - switch (value) - { - case VideoResolution.VideoResolution_720p: - videoOutputResolution = resolution720p; - break; - case VideoResolution.VideoResolution_1080p: - videoOutputResolution = resolution1080p; - break; - case VideoResolution.VideoResolution_2160p: - videoOutputResolution = resolution2160p; - break; - default: - videoOutputResolution = resolution1080p; - break; - } - GlobalState.Settings.videoOutputResolution = videoOutputResolution; - } - } - - List screens = new List(); - bool isVideoOutput = false; - - GameObject VirtualCamera - { - get - { - if (null == virtualCamera) - { - virtualCamera = new GameObject("Virtual Camera"); - - virtualCameraComponent = virtualCamera.AddComponent(); - _ = RenderTexture; - virtualCameraComponent.cullingMask = LayerMask.GetMask(new string[] { "Default", "TransparentFX", "Water", "Selection", "Hover" }); - virtualCameraComponent.nearClipPlane = 0.07f; - virtualCameraComponent.farClipPlane = 1000f; - - HDAdditionalCameraData additionCameraData = virtualCamera.AddComponent(); - additionCameraData.volumeLayerMask = LayerMask.GetMask(new string[] { "PostProcessing", "CameraPostProcessing" }); - additionCameraData.stopNaNs = true; - } - return virtualCamera; - } - } - public GameObject ActiveCamera - { - get { return activeCamera; } - set - { - if (activeCamera == value) - return; - - GameObject previousActiveCamera = activeCamera; - activeCamera = value; - if (null != previousActiveCamera) - { - CameraController cameraController = previousActiveCamera.GetComponent(); - cameraController.SetVirtualCamera(null); - } - if (null != activeCamera) - { - // reparent virtual camera to active camera - VirtualCamera.transform.parent = activeCamera.transform.Find("Rotate"); - VirtualCamera.transform.localPosition = Vector3.zero; - VirtualCamera.transform.localRotation = Quaternion.identity; - VirtualCamera.transform.localScale = Vector3.one; - VirtualCamera.SetActive(true); - - // apply active parameters to virtual camera - CameraController cameraController = activeCamera.GetComponent(); - cameraController.SetVirtualCamera(virtualCameraComponent); - - if (isVideoOutput) - activeCamera.GetComponentInChildren(true).material.SetTexture("_UnlitColorMap", EmptyTexture); - else - activeCamera.GetComponentInChildren(true).material.SetTexture("_UnlitColorMap", virtualCameraComponent.targetTexture); - } - else - { - VirtualCamera.SetActive(false); - } - onActiveCameraChanged.Invoke(previousActiveCamera, activeCamera); - AssignTextures(); - } - } - public ActiveCameraChangedEvent onActiveCameraChanged = new ActiveCameraChangedEvent(); - - static CameraManager instance = null; - public static CameraManager Instance - { - get - { - if (null == instance) - { - instance = new CameraManager(); - } - return instance; - } - } - - CameraManager() - { - realTimeResolution = resolution720p; - videoOutputResolution = GlobalState.Settings.videoOutputResolution; - CurrentResolution = realTimeResolution; - - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - Selection.onHoveredChanged.AddListener(OnHoveredChanged); - Selection.onAuxiliarySelectionChanged.AddListener(OnAuxiliaryChanged); - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - } - - public void RegisterScreen(Material material) - { - screens.Add(material); - AssignTextures(); - } - public void UnregisterScreen(Material material) - { - screens.Remove(material); - } - - void AssignTextures() - { - foreach (Material material in screens) - { - material.SetTexture("_UnlitColorMap", (isVideoOutput || null == ActiveCamera) ? EmptyTexture as Texture : RenderTexture as Texture); - } - if (null != ActiveCamera) - { - ActiveCamera.GetComponentInChildren(true).material.SetTexture("_UnlitColorMap", isVideoOutput ? EmptyTexture as Texture : RenderTexture as Texture); - } - } - - void OnAnimationStateChanged(AnimationState state) - { - if (AnimationState.VideoOutput == GlobalState.Animation.animationState) - { - isVideoOutput = true; - CurrentResolution = videoOutputResolution; - } - else if (isVideoOutput) - { - isVideoOutput = false; - CurrentResolution = realTimeResolution; - } - } - - public Camera GetActiveCameraComponent() - { - if (null == ActiveCamera) { return null; } - return virtualCameraComponent; - } - - GameObject GetFirstCamera(HashSet objects) - { - foreach (GameObject o in objects) - { - if (null != o && null != o.GetComponent()) - return o; - } - return null; - } - - void UpdateActiveCamera(GameObject hoveredObject, HashSet currentSelection) - { - // -------------------------------------------- - // Check hover - // -------------------------------------------- - GameObject hoveredCamera = null; - if (null != hoveredObject && null != hoveredObject.GetComponent()) - hoveredCamera = hoveredObject; - - // Set current active camera from hovered one - if (null != hoveredCamera && (hoveredCamera != ActiveCamera || Selection.IsSelected(hoveredCamera))) - { - // Enable current active camera - ActiveCamera = hoveredCamera; - return; - } - - // -------------------------------------------- - // Check selected - // -------------------------------------------- - GameObject selectedCamera = GetFirstCamera(currentSelection); - if (null != selectedCamera && selectedCamera != ActiveCamera) - { - // Enable new one - ActiveCamera = selectedCamera; - return; - } - - if (!GlobalState.Animation.IsAnimating() && null == hoveredCamera && null == selectedCamera) - { - ActiveCamera = null; - } - } - - void OnSelectionChanged(HashSet previousSelection, HashSet currentSelection) - { - UpdateActiveCamera(Selection.HoveredObject, currentSelection); - } - - void OnHoveredChanged(GameObject previousHover, GameObject currentHover) - { - UpdateActiveCamera(currentHover, Selection.SelectedObjects); - } - - void OnAuxiliaryChanged(GameObject previousAuxiliary, GameObject currentAuxiliary) - { - UpdateActiveCamera(currentAuxiliary, Selection.SelectedObjects); - } - - public void Clear() - { - // Be sure to never delete the virtual cam when loading a new scene - VirtualCamera.transform.parent = Utils.FindRootGameObject("UIUtils").transform; - } - } -} diff --git a/Assets/Scripts/Core/CameraManager.cs.meta b/Assets/Scripts/Core/CameraManager.cs.meta deleted file mode 100644 index 9433a341..00000000 --- a/Assets/Scripts/Core/CameraManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9427149bbc577f7488a5495c26f1401c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands.meta b/Assets/Scripts/Core/Commands.meta deleted file mode 100644 index 5732f4ac..00000000 --- a/Assets/Scripts/Core/Commands.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7ca54798abbb022418e32853fc71c7a1 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandAddGameObject.cs b/Assets/Scripts/Core/Commands/CommandAddGameObject.cs deleted file mode 100644 index ed7ec32e..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddGameObject.cs +++ /dev/null @@ -1,56 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to add an object into the scene. - /// - public class CommandAddGameObject : CommandAddRemoveGameObject - { - public GameObject newObject; - - public CommandAddGameObject(GameObject o) : base(o) - { - } - - public override void Undo() - { - if (null == newObject) { return; } - SceneManager.RemoveObject(newObject); - } - public override void Redo() - { - if (null == newObject) { return; } - SceneManager.RestoreObject(newObject, parent); - } - public override void Submit() - { - newObject = SceneManager.AddObject(gObject); - parent = SceneManager.GetObjectParent(newObject).transform; - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandAddGameObject.cs.meta b/Assets/Scripts/Core/Commands/CommandAddGameObject.cs.meta deleted file mode 100644 index 56aefbb7..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddGameObject.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 588de2240e5fec84d835f0033da31cc6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandAddKeyframe.cs b/Assets/Scripts/Core/Commands/CommandAddKeyframe.cs deleted file mode 100644 index 054e33f9..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddKeyframe.cs +++ /dev/null @@ -1,76 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to ad a keyframe to a property of an object. - /// - public class CommandAddKeyframe : ICommand - { - readonly GameObject gObject; - readonly AnimatableProperty property; - readonly AnimationKey oldAnimationKey = null; - readonly AnimationKey newAnimationKey = null; - - public CommandAddKeyframe(GameObject obj, AnimatableProperty property, int frame, float value, Interpolation interpolation) - { - gObject = obj; - this.property = property; - newAnimationKey = new AnimationKey(frame, value, interpolation); - - AnimationSet animationSet = GlobalState.Animation.GetObjectAnimation(obj); - if (null == animationSet) - return; - - Curve curve = animationSet.GetCurve(property); - if (null == curve) - return; - - curve.TryFindKey(frame, out oldAnimationKey); - } - - public override void Undo() - { - SceneManager.RemoveKeyframe(gObject, property, newAnimationKey); - - if (null != oldAnimationKey) - { - SceneManager.AddObjectKeyframe(gObject, property, oldAnimationKey); - } - } - - public override void Redo() - { - SceneManager.AddObjectKeyframe(gObject, property, newAnimationKey); - } - - public override void Submit() - { - Redo(); - CommandManager.AddCommand(this); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Core/Commands/CommandAddKeyframe.cs.meta b/Assets/Scripts/Core/Commands/CommandAddKeyframe.cs.meta deleted file mode 100644 index 6e2147b0..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddKeyframe.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3c0fd51736fc511428f71e04e8be7615 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandAddKeyframes.cs b/Assets/Scripts/Core/Commands/CommandAddKeyframes.cs deleted file mode 100644 index 13017016..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddKeyframes.cs +++ /dev/null @@ -1,90 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to add keyframes to all supported properties of an object. - /// - public class CommandAddKeyframes : CommandGroup - { - readonly GameObject gObject; - public CommandAddKeyframes(GameObject obj) : base("Add Keyframes") - { - gObject = obj; - Interpolation interpolation = GlobalState.Settings.interpolation; - int frame = GlobalState.Animation.CurrentFrame; - - new CommandAddKeyframe(gObject, AnimatableProperty.PositionX, frame, gObject.transform.localPosition.x, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.PositionY, frame, gObject.transform.localPosition.y, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.PositionZ, frame, gObject.transform.localPosition.z, interpolation).Submit(); - - // convert to ZYX euler - Vector3 angles = gObject.transform.localEulerAngles; - new CommandAddKeyframe(gObject, AnimatableProperty.RotationX, frame, angles.x, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.RotationY, frame, angles.y, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.RotationZ, frame, angles.z, interpolation).Submit(); - - CameraController controller = gObject.GetComponent(); - LightController lcontroller = gObject.GetComponent(); - - if (null != controller) - { - new CommandAddKeyframe(gObject, AnimatableProperty.CameraFocal, frame, controller.focal, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.CameraFocus, frame, controller.Focus, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.CameraAperture, frame, controller.aperture, interpolation).Submit(); - } - else if (null != lcontroller) - { - new CommandAddKeyframe(gObject, AnimatableProperty.Power, frame, lcontroller.Power, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.ColorR, frame, lcontroller.Color.r, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.ColorG, frame, lcontroller.Color.g, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.ColorB, frame, lcontroller.Color.b, interpolation).Submit(); - } - else - { - // Scale - Vector3 scale = gObject.transform.localScale; - new CommandAddKeyframe(gObject, AnimatableProperty.ScaleX, frame, scale.x, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.ScaleY, frame, scale.y, interpolation).Submit(); - new CommandAddKeyframe(gObject, AnimatableProperty.ScaleZ, frame, scale.z, interpolation).Submit(); - } - } - - public override void Undo() - { - base.Undo(); - } - - public override void Redo() - { - base.Redo(); - } - public override void Submit() - { - base.Submit(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandAddKeyframes.cs.meta b/Assets/Scripts/Core/Commands/CommandAddKeyframes.cs.meta deleted file mode 100644 index e1bc6e6b..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddKeyframes.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cad3bba7196d1f24b96527c2b1eb1722 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandAddRemoveGameObject.cs b/Assets/Scripts/Core/Commands/CommandAddRemoveGameObject.cs deleted file mode 100644 index 7b4e0f33..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddRemoveGameObject.cs +++ /dev/null @@ -1,48 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Base command class to add or remove an object to/from the scene. - /// - public class CommandAddRemoveGameObject : ICommand - { - protected GameObject gObject = null; - protected Transform parent = null; - - public override void Undo() { } - public override void Redo() { } - public override void Submit() { } - - public CommandAddRemoveGameObject(GameObject o) - { - gObject = o; - GameObject parentObject = SceneManager.GetObjectParent(o); - if (null != parentObject) - parent = parentObject.transform; - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandAddRemoveGameObject.cs.meta b/Assets/Scripts/Core/Commands/CommandAddRemoveGameObject.cs.meta deleted file mode 100644 index 48a270eb..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddRemoveGameObject.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 077d683f4407ce44f9ae710aaaef64d0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandAddToSelection.cs b/Assets/Scripts/Core/Commands/CommandAddToSelection.cs deleted file mode 100644 index b0be8d89..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddToSelection.cs +++ /dev/null @@ -1,71 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to add a list of objects to the current selection. - /// - public class CommandAddToSelection : ICommand - { - readonly List objects = new List(); - - public CommandAddToSelection(GameObject selectedObject) - { - objects = new List - { - selectedObject - }; - } - - public CommandAddToSelection(List selectedObjects) - { - objects = selectedObjects; - } - public override void Undo() - { - foreach (GameObject o in objects) - { - if (null == o) { continue; } - Selection.RemoveFromSelection(o); - } - } - public override void Redo() - { - foreach (GameObject o in objects) - { - if (null == o) { continue; } - Selection.AddToSelection(o); - } - } - public override void Submit() - { - if (objects.Count > 0) - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandAddToSelection.cs.meta b/Assets/Scripts/Core/Commands/CommandAddToSelection.cs.meta deleted file mode 100644 index 9bf23348..00000000 --- a/Assets/Scripts/Core/Commands/CommandAddToSelection.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 65a60d90a333ded468b6b2a3597ec836 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandClearAnimations.cs b/Assets/Scripts/Core/Commands/CommandClearAnimations.cs deleted file mode 100644 index 9dd092a6..00000000 --- a/Assets/Scripts/Core/Commands/CommandClearAnimations.cs +++ /dev/null @@ -1,58 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to clear all the animations on an object. - /// - public class CommandClearAnimations : ICommand - { - readonly GameObject gObject; - readonly AnimationSet animationSet; - public CommandClearAnimations(GameObject obj) - { - gObject = obj; - animationSet = GlobalState.Animation.GetObjectAnimation(obj); - } - - public override void Undo() - { - if (null != animationSet) - { - SceneManager.SetObjectAnimations(gObject, animationSet); - } - } - public override void Redo() - { - SceneManager.ClearObjectAnimations(gObject); - } - public override void Submit() - { - Redo(); - CommandManager.AddCommand(this); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Core/Commands/CommandClearAnimations.cs.meta b/Assets/Scripts/Core/Commands/CommandClearAnimations.cs.meta deleted file mode 100644 index 55b1ae63..00000000 --- a/Assets/Scripts/Core/Commands/CommandClearAnimations.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 61457c670f6e78b4a93b27d89eae4db4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandConstraint.cs b/Assets/Scripts/Core/Commands/CommandConstraint.cs deleted file mode 100644 index 01cb0b43..00000000 --- a/Assets/Scripts/Core/Commands/CommandConstraint.cs +++ /dev/null @@ -1,91 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to add a constraint on an object. - /// - public class CommandAddConstraint : ICommand - { - readonly ConstraintType constraintType; - readonly GameObject gobject; - readonly GameObject target; - - public CommandAddConstraint(ConstraintType constraintType, GameObject gobject, GameObject target) - { - this.constraintType = constraintType; - this.gobject = gobject; - this.target = target; - } - - public override void Undo() - { - SceneManager.RemoveObjectConstraint(gobject, constraintType); - } - - public override void Redo() - { - SceneManager.AddObjectConstraint(gobject, constraintType, target); - } - - public override void Submit() - { - CommandManager.AddCommand(this); - Redo(); - } - } - - /// - /// Command to remove a constraint of an object. - /// - public class CommandRemoveConstraint : ICommand - { - readonly int constraintIndex; - readonly Constraint constraint; - - public CommandRemoveConstraint(ConstraintType constraintType, GameObject gobject) - { - ConstraintManager.FindConstraint(gobject, constraintType, out constraint, out constraintIndex); - } - - public override void Redo() - { - SceneManager.RemoveObjectConstraint(constraint); - } - - public override void Undo() - { - SceneManager.InsertObjectConstraint(constraintIndex, constraint); - } - - public override void Submit() - { - if (null == constraint || null == constraint.target) { return; } - CommandManager.AddCommand(this); - Redo(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandConstraint.cs.meta b/Assets/Scripts/Core/Commands/CommandConstraint.cs.meta deleted file mode 100644 index f19a1524..00000000 --- a/Assets/Scripts/Core/Commands/CommandConstraint.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 57d0118c0251f614f91b6d92dce271cd -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandDuplicateGameObject.cs b/Assets/Scripts/Core/Commands/CommandDuplicateGameObject.cs deleted file mode 100644 index 14cab16e..00000000 --- a/Assets/Scripts/Core/Commands/CommandDuplicateGameObject.cs +++ /dev/null @@ -1,57 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to duplicate an object. - /// - public class CommandDuplicateGameObject : ICommand - { - protected GameObject gObject = null; - protected Transform parent = null; - - public CommandDuplicateGameObject(GameObject copy) - { - gObject = copy; - parent = SceneManager.GetObjectParent(copy).transform; - } - - public override void Undo() - { - if (null == gObject) { return; } - SceneManager.RemoveObject(gObject); - } - public override void Redo() - { - if (null == gObject) { return; } - SceneManager.RestoreObject(gObject, parent); - } - public override void Submit() - { - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandDuplicateGameObject.cs.meta b/Assets/Scripts/Core/Commands/CommandDuplicateGameObject.cs.meta deleted file mode 100644 index 5343f4cb..00000000 --- a/Assets/Scripts/Core/Commands/CommandDuplicateGameObject.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3c5fd87e849799947bb6814e478aa46c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandEnableDOF.cs b/Assets/Scripts/Core/Commands/CommandEnableDOF.cs deleted file mode 100644 index fd5e8076..00000000 --- a/Assets/Scripts/Core/Commands/CommandEnableDOF.cs +++ /dev/null @@ -1,113 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to enable/disable the DoF of a camera. In the case of enabling the DoF it may create a colimator object. - /// - public class CommandEnableDOF : ICommand - { - readonly GameObject camera; - readonly bool enable; - - public CommandEnableDOF(GameObject camera, bool enable) - { - this.camera = camera; - this.enable = enable; - } - - private void CreateColimator(GameObject camera) - { - CameraController cameraController = camera.GetComponent(); - cameraController.CreateColimator(); - } - - private void DestroyColimator(GameObject camera) - { - CameraController controller = camera.GetComponent(); - if (null != controller.colimator) - { - SceneManager.RemoveObject(controller.colimator.gameObject); - } - } - - private void SetDOFEnabled(bool value) - { - CameraController cameraController = camera.GetComponent(); - cameraController.EnableDOF = value; - if (null == cameraController.colimator) - { - if (value) - { - CreateColimator(camera); - Vector3 globalColimatorPosition = cameraController.transform.position - cameraController.transform.forward * cameraController.Focus; - SceneManager.SetObjectTransform(cameraController.colimator.gameObject, cameraController.transform.InverseTransformPoint(globalColimatorPosition), cameraController.colimator.localRotation, cameraController.colimator.localScale); - SceneManager.SendCameraInfo(camera.transform); - } - } - else - { - if (value) - { - cameraController.colimator.gameObject.SetActive(true); - SceneManager.RestoreObject(cameraController.colimator.gameObject, camera.transform); - Vector3 globalColimatorPosition = cameraController.transform.position - cameraController.transform.forward * cameraController.Focus; - SceneManager.SetObjectTransform(cameraController.colimator.gameObject, cameraController.transform.InverseTransformPoint(globalColimatorPosition), cameraController.colimator.localRotation, cameraController.colimator.localScale); - SceneManager.SendCameraInfo(camera.transform); - } - else - { - if (null != cameraController.colimator) - { - ColimatorController colimatorController = cameraController.colimator.GetComponent(); - colimatorController.gameObject.SetActive(false); - if (colimatorController.isVRtist) - { - DestroyColimator(camera); - } - } - SceneManager.SendCameraInfo(camera.transform); - } - } - } - - public override void Undo() - { - SetDOFEnabled(!enable); - } - - public override void Redo() - { - SetDOFEnabled(enable); - } - - public override void Submit() - { - CommandManager.AddCommand(this); - Redo(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandEnableDOF.cs.meta b/Assets/Scripts/Core/Commands/CommandEnableDOF.cs.meta deleted file mode 100644 index 21baebd9..00000000 --- a/Assets/Scripts/Core/Commands/CommandEnableDOF.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 49a9f6e3a481d7f438372b9cfbb47853 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandGroup.cs b/Assets/Scripts/Core/Commands/CommandGroup.cs deleted file mode 100644 index 5456c459..00000000 --- a/Assets/Scripts/Core/Commands/CommandGroup.cs +++ /dev/null @@ -1,78 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - - -namespace VRtist -{ - /// - /// Command to group multiple commands so it creates only one block of undo/redo. - /// - public class CommandGroup : ICommand - { - readonly List commands = new List(); - protected string groupName; - - public CommandGroup() - { - groupName = "Undefined"; - CommandManager.BeginGroup(this); - } - - public CommandGroup(string value) - { - groupName = value; - CommandManager.BeginGroup(this); - } - - public override void Undo() - { - int commandCount = commands.Count; - for (int i = commandCount - 1; i >= 0; i--) - { - commands[i].Undo(); - } - } - - public override void Redo() - { - foreach (var command in commands) - { - command.Redo(); - } - } - - public void AddCommand(ICommand command) - { - commands.Add(command); - } - - public override void Submit() - { - CommandManager.EndGroup(); - if (commands.Count > 0) - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandGroup.cs.meta b/Assets/Scripts/Core/Commands/CommandGroup.cs.meta deleted file mode 100644 index c2aac287..00000000 --- a/Assets/Scripts/Core/Commands/CommandGroup.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b280ee21a899a0c489416e592cf016c2 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandManager.cs b/Assets/Scripts/Core/Commands/CommandManager.cs deleted file mode 100644 index 294456ca..00000000 --- a/Assets/Scripts/Core/Commands/CommandManager.cs +++ /dev/null @@ -1,182 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -namespace VRtist -{ - /// - /// Abstract base class for commands. - /// - public abstract class ICommand - { - abstract public void Undo(); - abstract public void Redo(); - abstract public void Submit(); - protected static void SplitPropertyPath(string propertyPath, out string gameObjectPath, out string componentName, out string fieldName) - { - string[] values = propertyPath.Split('/'); - if (values.Length < 2) - throw new ArgumentException("Bad argument number, expected componentName/fieldName"); - - gameObjectPath = ""; - int count = values.Length; - for (int i = 0; i < count - 3; i++) - { - gameObjectPath += values[i]; - gameObjectPath += "/"; - } - if (count > 2) - gameObjectPath += values[count - 3]; - - componentName = values[count - 2]; - fieldName = values[count - 1]; - } - - protected string name; - } - - /// - /// Manage the undo/redo stack. - /// - public static class CommandManager - { - static readonly List undoStack = new List(); - static readonly List redoStack = new List(); - static readonly List groupStack = new List(); - static CommandGroup currentGroup = null; - static ICommand cleanCommandRef = null; - static bool forceDirty = false; - - public static void Undo() - { - if (GlobalState.Animation.IsAnimating()) - return; - if (null != currentGroup) - return; - int count = undoStack.Count; - if (count == 0) - { - return; - } - ICommand undoCommand = undoStack[count - 1]; - undoStack.RemoveAt(count - 1); - undoCommand.Undo(); - redoStack.Add(undoCommand); - - SceneManager.sceneDirtyEvent.Invoke(IsSceneDirty()); - } - - public static void Redo() - { - if (GlobalState.Animation.IsAnimating()) - return; - - if (null != currentGroup) - return; - int count = redoStack.Count; - if (redoStack.Count == 0) - return; - ICommand redoCommand = redoStack[count - 1]; - redoStack.RemoveAt(count - 1); - redoCommand.Redo(); - undoStack.Add(redoCommand); - - SceneManager.sceneDirtyEvent.Invoke(IsSceneDirty()); - } - - public static void SetSceneDirty(bool dirty) - { - forceDirty = dirty; - if (!dirty) - { - if (undoStack.Count == 0) - cleanCommandRef = null; - else - cleanCommandRef = undoStack[undoStack.Count - 1]; - } - SceneManager.sceneDirtyEvent.Invoke(dirty); - } - - public static bool IsSceneDirty() - { - if (forceDirty) { return true; } - if (undoStack.Count == 0) - return false; - return cleanCommandRef != undoStack[undoStack.Count - 1]; - } - - public static bool IsUndoGroupOpened() - { - return groupStack.Count > 0; - } - - public static void AddCommand(ICommand command) - { - if (currentGroup != null) - { - currentGroup.AddCommand(command); - } - else - { - undoStack.Add(command); - redoStack.Clear(); - } - SceneManager.sceneDirtyEvent.Invoke(IsSceneDirty()); - - /* - int count = undoStack.Count; - while (count > 0 && count > maxUndo) - { - ICommand firstCommand = undoStack[0]; - undoStack.RemoveAt(0); - firstCommand.Serialize(SceneSerializer.CurrentSerializer); - count--; - }*/ - } - - public static void BeginGroup(CommandGroup command) - { - groupStack.Add(command); - currentGroup = command; - } - - public static void EndGroup() - { - int count = groupStack.Count; - groupStack.RemoveAt(count - 1); - count--; - currentGroup = count == 0 ? null : groupStack[count - 1]; - } - - public static void Clear() - { - undoStack.Clear(); - redoStack.Clear(); - groupStack.Clear(); - Selection.ClearSelection(); - currentGroup = null; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Core/Commands/CommandManager.cs.meta b/Assets/Scripts/Core/Commands/CommandManager.cs.meta deleted file mode 100644 index d8f4288c..00000000 --- a/Assets/Scripts/Core/Commands/CommandManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1f31f2a5207b5814a8d650f15954621a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandMaterial.cs b/Assets/Scripts/Core/Commands/CommandMaterial.cs deleted file mode 100644 index 7d0427f1..00000000 --- a/Assets/Scripts/Core/Commands/CommandMaterial.cs +++ /dev/null @@ -1,107 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - - /// - /// Command that assigns a material to an object. - /// - public class CommandMaterial : ICommand - { - // Store for each gameObject its old value - private readonly Dictionary oldValues = new Dictionary(); - - // The new value - private MaterialValue newValue; - - public CommandMaterial(GameObject gobject, MaterialValue value) - { - oldValues[gobject] = Utils.GetMaterialValue(gobject); - newValue = value; - } - - public CommandMaterial(GameObject gobject, Color color, float roughness, float metallic) - { - oldValues[gobject] = Utils.GetMaterialValue(gobject); - UpdateMaterial(color, roughness, metallic); - } - - public CommandMaterial(List gobjects, MaterialValue value) - { - foreach (GameObject gobject in gobjects) - { - oldValues[gobject] = Utils.GetMaterialValue(gobject); - } - newValue = value; - } - - public CommandMaterial(List gobjects, Color color, float roughness, float metallic) - { - foreach (GameObject gobject in gobjects) - { - oldValues[gobject] = Utils.GetMaterialValue(gobject); - } - UpdateMaterial(color, roughness, metallic); - } - - public void UpdateMaterial(MaterialValue value) - { - newValue = value; - } - - public void UpdateMaterial(Color color, float roughness, float metallic) - { - newValue.color = color; - newValue.roughness = roughness; - newValue.metallic = metallic; - } - - public override void Redo() - { - foreach (GameObject gobject in oldValues.Keys) - { - SceneManager.SetObjectMaterialValue(gobject, newValue); - } - } - - public override void Undo() - { - foreach (KeyValuePair item in oldValues) - { - GameObject gobject = item.Key; - SceneManager.SetObjectMaterialValue(gobject, item.Value); - } - } - - public override void Submit() - { - Redo(); - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandMaterial.cs.meta b/Assets/Scripts/Core/Commands/CommandMaterial.cs.meta deleted file mode 100644 index bdc71ae8..00000000 --- a/Assets/Scripts/Core/Commands/CommandMaterial.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4c39e8505be1ffb4aa51c045b0c42ad7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandMoveKeyframe.cs b/Assets/Scripts/Core/Commands/CommandMoveKeyframe.cs deleted file mode 100644 index 29bfa5c2..00000000 --- a/Assets/Scripts/Core/Commands/CommandMoveKeyframe.cs +++ /dev/null @@ -1,61 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to move a keyframe of a property of an object. - /// - public class CommandMoveKeyframe : ICommand - { - readonly GameObject gObject; - readonly AnimatableProperty property; - readonly int oldFrame; - readonly int newFrame; - - public CommandMoveKeyframe(GameObject obj, AnimatableProperty property, int frame, int newFrame) - { - gObject = obj; - this.property = property; - this.oldFrame = frame; - this.newFrame = newFrame; - } - - public override void Undo() - { - SceneManager.MoveKeyframe(gObject, property, newFrame, oldFrame); - } - - public override void Redo() - { - SceneManager.MoveKeyframe(gObject, property, oldFrame, newFrame); - } - public override void Submit() - { - Redo(); - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandMoveKeyframe.cs.meta b/Assets/Scripts/Core/Commands/CommandMoveKeyframe.cs.meta deleted file mode 100644 index b0f1e41e..00000000 --- a/Assets/Scripts/Core/Commands/CommandMoveKeyframe.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 93cf23fb817e71240b8beb7b38978410 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandMoveKeyframes.cs b/Assets/Scripts/Core/Commands/CommandMoveKeyframes.cs deleted file mode 100644 index f19ef76d..00000000 --- a/Assets/Scripts/Core/Commands/CommandMoveKeyframes.cs +++ /dev/null @@ -1,62 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to move a keyframe of an object. - /// - public class CommandMoveKeyframes : CommandGroup - { - readonly GameObject gObject; - - public CommandMoveKeyframes(GameObject obj, int frame, int newFrame) : base("Move Keyframes") - { - gObject = obj; - AnimationSet animationSet = GlobalState.Animation.GetObjectAnimation(obj); - if (null == animationSet) - return; - foreach (Curve curve in animationSet.curves.Values) - { - new CommandMoveKeyframe(gObject, curve.property, frame, newFrame).Submit(); - } - } - - public override void Undo() - { - base.Undo(); - } - - public override void Redo() - { - base.Redo(); - - } - public override void Submit() - { - base.Submit(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandMoveKeyframes.cs.meta b/Assets/Scripts/Core/Commands/CommandMoveKeyframes.cs.meta deleted file mode 100644 index 885a3120..00000000 --- a/Assets/Scripts/Core/Commands/CommandMoveKeyframes.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a8ba00d5a6e4ea6419a86856a59d032b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandMoveObjects.cs b/Assets/Scripts/Core/Commands/CommandMoveObjects.cs deleted file mode 100644 index 1e6224f7..00000000 --- a/Assets/Scripts/Core/Commands/CommandMoveObjects.cs +++ /dev/null @@ -1,111 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to move an object or a list of objects or the current selection. - /// - public class CommandMoveObjects : ICommand - { - List objects; - - List beginPositions; - List beginRotations; - List beginScales; - - List endPositions; - List endRotations; - List endScales; - - public CommandMoveObjects() - { - - } - - public CommandMoveObjects(List o, List bp, List br, List bs, List ep, List er, List es) - { - objects = o; - beginPositions = bp; - beginRotations = br; - beginScales = bs; - - endPositions = ep; - endRotations = er; - endScales = es; - } - - public void AddObject(GameObject gobject, Vector3 endPosition, Quaternion endRotation, Vector3 endScale) - { - if (null == beginPositions) - { - objects = new List(); - beginPositions = new List(); - endPositions = new List(); - beginRotations = new List(); - endRotations = new List(); - beginScales = new List(); - endScales = new List(); - } - - objects.Add(gobject); - beginPositions.Add(gobject.transform.localPosition); - endPositions.Add(endPosition); - beginRotations.Add(gobject.transform.localRotation); - endRotations.Add(endRotation); - beginScales.Add(gobject.transform.localScale); - endScales.Add(endScale); - } - - public override void Undo() - { - int count = objects.Count; - for (int i = 0; i < count; i++) - { - GameObject ob = objects[i]; - SceneManager.SetObjectTransform(ob, beginPositions[i], beginRotations[i], beginScales[i]); - } - } - public override void Redo() - { - int count = objects.Count; - for (int i = 0; i < count; i++) - { - GameObject ob = objects[i]; - SceneManager.SetObjectTransform(ob, endPositions[i], endRotations[i], endScales[i]); - } - } - public override void Submit() - { - if (null != objects && objects.Count > 0) - { - Redo(); - CommandManager.AddCommand(this); - } - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandMoveObjects.cs.meta b/Assets/Scripts/Core/Commands/CommandMoveObjects.cs.meta deleted file mode 100644 index b3d54d46..00000000 --- a/Assets/Scripts/Core/Commands/CommandMoveObjects.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 54449f8a93f461a44ad0c6fac9c25deb -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandRecordAnimation.cs b/Assets/Scripts/Core/Commands/CommandRecordAnimation.cs deleted file mode 100644 index 936566cb..00000000 --- a/Assets/Scripts/Core/Commands/CommandRecordAnimation.cs +++ /dev/null @@ -1,72 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - - public class CurveInfo - { - public string objectName; - public Curve curve; - } - - /// - /// Command to set the whole animation of an object. - /// - public class CommandRecordAnimations : ICommand - { - readonly GameObject gObject; - readonly AnimationSet oldAnimationSet; - readonly AnimationSet newAnimationSet; - - public CommandRecordAnimations(GameObject obj, AnimationSet oldAnimationSet, AnimationSet newAnimationSet) - { - gObject = obj; - this.oldAnimationSet = oldAnimationSet; - this.newAnimationSet = newAnimationSet; - } - - public override void Undo() - { - if (null == oldAnimationSet) - { - SceneManager.ClearObjectAnimations(gObject); - return; - } - SceneManager.SetObjectAnimations(gObject, oldAnimationSet); - } - - public override void Redo() - { - SceneManager.SetObjectAnimations(gObject, newAnimationSet); - } - - public override void Submit() - { - Redo(); - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandRecordAnimation.cs.meta b/Assets/Scripts/Core/Commands/CommandRecordAnimation.cs.meta deleted file mode 100644 index 145baf4f..00000000 --- a/Assets/Scripts/Core/Commands/CommandRecordAnimation.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8c4e8c5917bd9ec42b3b4a64d647c8a0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandRemoveFromSelection.cs b/Assets/Scripts/Core/Commands/CommandRemoveFromSelection.cs deleted file mode 100644 index 9c77d3a7..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveFromSelection.cs +++ /dev/null @@ -1,74 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to remove a list of objects from the current selection. - /// - public class CommandRemoveFromSelection : ICommand - { - readonly List objects = new List(); - - public CommandRemoveFromSelection(GameObject selectedObject) - { - objects = new List - { - selectedObject - }; - } - - public CommandRemoveFromSelection(List selectedObjects) - { - objects = selectedObjects; - } - - public override void Undo() - { - foreach (GameObject o in objects) - { - if (null == o) { continue; } - Selection.AddToSelection(o); - } - } - - public override void Redo() - { - foreach (GameObject o in objects) - { - if (null == o) { continue; } - Selection.RemoveFromSelection(o); - } - } - - public override void Submit() - { - if (objects.Count > 0) - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandRemoveFromSelection.cs.meta b/Assets/Scripts/Core/Commands/CommandRemoveFromSelection.cs.meta deleted file mode 100644 index af861663..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveFromSelection.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 49de9cf771ece1447b1a855e5b8f0aba -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandRemoveGameObject.cs b/Assets/Scripts/Core/Commands/CommandRemoveGameObject.cs deleted file mode 100644 index 4cdcd8f8..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveGameObject.cs +++ /dev/null @@ -1,75 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to remove (delete) an object from the scene. - /// - public class CommandRemoveGameObject : CommandAddRemoveGameObject - { - public CommandRemoveGameObject(GameObject o) : base(o) { } - - public override void Undo() - { - if (null == gObject) { return; } - SceneManager.RestoreObject(gObject, parent); - } - - public override void Redo() - { - if (null == gObject) { return; } - SceneManager.RemoveObject(gObject); - } - - public override void Submit() - { - ParametersController controller = gObject.GetComponent(); - if (null != controller && !controller.IsDeletable()) - return; - - ToolsUIManager.Instance.SpawnDeleteInstanceVFX(gObject); - - CommandGroup constraintGroup = null; - List constraints = ConstraintManager.GetObjectConstraints(gObject); - if (constraints.Count > 0) - { - constraintGroup = new CommandGroup("Constraints"); - foreach (Constraint constraint in constraints) - { - new CommandRemoveConstraint(constraint.constraintType, constraint.gobject).Submit(); - } - } - - Redo(); - CommandManager.AddCommand(this); - - if (null != constraintGroup) - constraintGroup.Submit(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandRemoveGameObject.cs.meta b/Assets/Scripts/Core/Commands/CommandRemoveGameObject.cs.meta deleted file mode 100644 index d21c5ce5..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveGameObject.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b03512b5f48a35245a9d47f03917d38f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandRemoveKeyframe.cs b/Assets/Scripts/Core/Commands/CommandRemoveKeyframe.cs deleted file mode 100644 index 9403600e..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveKeyframe.cs +++ /dev/null @@ -1,69 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to remove a keyframe of a property of an object. - /// - public class CommandRemoveKeyframe : ICommand - { - readonly GameObject gObject; - readonly AnimatableProperty property; - readonly AnimationKey oldAnimationKey = null; - - public CommandRemoveKeyframe(GameObject obj, AnimatableProperty property, int frame) - { - gObject = obj; - this.property = property; - - AnimationSet animationSet = GlobalState.Animation.GetObjectAnimation(obj); - if (null == animationSet) - return; - - Curve curve = animationSet.GetCurve(property); - if (null == curve) - return; - - curve.TryFindKey(frame, out oldAnimationKey); - } - - public override void Undo() - { - SceneManager.AddObjectKeyframe(gObject, property, oldAnimationKey); - } - - public override void Redo() - { - SceneManager.RemoveKeyframe(gObject, property, oldAnimationKey); - } - - public override void Submit() - { - Redo(); - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandRemoveKeyframe.cs.meta b/Assets/Scripts/Core/Commands/CommandRemoveKeyframe.cs.meta deleted file mode 100644 index d016a801..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveKeyframe.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9238323160f200b4a8b86d6d0b7178c6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandRemoveKeyframes.cs b/Assets/Scripts/Core/Commands/CommandRemoveKeyframes.cs deleted file mode 100644 index bad52673..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveKeyframes.cs +++ /dev/null @@ -1,62 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to remove all keyframes at a specific time of an object. - /// - public class CommandRemoveKeyframes : CommandGroup - { - readonly GameObject gObject; - - public CommandRemoveKeyframes(GameObject obj) : base("Remove Keyframes") - { - gObject = obj; - int frame = GlobalState.Animation.CurrentFrame; - - foreach (Curve curve in GlobalState.Animation.GetObjectAnimation(obj).curves.Values) - { - new CommandRemoveKeyframe(gObject, curve.property, frame).Submit(); - } - } - - public override void Undo() - { - base.Undo(); - } - - public override void Redo() - { - base.Redo(); - - } - - public override void Submit() - { - base.Submit(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandRemoveKeyframes.cs.meta b/Assets/Scripts/Core/Commands/CommandRemoveKeyframes.cs.meta deleted file mode 100644 index 9d1cce29..00000000 --- a/Assets/Scripts/Core/Commands/CommandRemoveKeyframes.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 43e4e49f144dced46b1700c7c1a0332a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandRenameGameObject.cs b/Assets/Scripts/Core/Commands/CommandRenameGameObject.cs deleted file mode 100644 index 89a16147..00000000 --- a/Assets/Scripts/Core/Commands/CommandRenameGameObject.cs +++ /dev/null @@ -1,61 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to rename an object of the scene. - /// - public class CommandRenameGameObject : ICommand - { - readonly Transform transform; - readonly string oldName; - readonly string newName; - - public CommandRenameGameObject(string commandName, GameObject gobject, string newName) - { - name = commandName; - transform = gobject.transform; - oldName = gobject.name; - this.newName = newName; - } - - public override void Undo() - { - SceneManager.RenameObject(transform.gameObject, oldName); - } - - public override void Redo() - { - SceneManager.RenameObject(transform.gameObject, newName); - } - - public override void Submit() - { - CommandManager.AddCommand(this); - Redo(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandRenameGameObject.cs.meta b/Assets/Scripts/Core/Commands/CommandRenameGameObject.cs.meta deleted file mode 100644 index e81f8728..00000000 --- a/Assets/Scripts/Core/Commands/CommandRenameGameObject.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c3170485b1fbea24e9072eb59b2dee49 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandSetValue.cs b/Assets/Scripts/Core/Commands/CommandSetValue.cs deleted file mode 100644 index ce6a7554..00000000 --- a/Assets/Scripts/Core/Commands/CommandSetValue.cs +++ /dev/null @@ -1,172 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using System.Reflection; - -using UnityEngine; - -namespace VRtist -{ - /// - /// Command to set a value to a component property of an object. - /// The property is defined by a path like "/Transform/localPosition/x", for example. - /// - /// Value type - public class CommandSetValue : ICommand - { - readonly Dictionary oldValues = new Dictionary(); - - T newValue; - readonly string objectPath; - readonly string componentName; - readonly string fieldName; - - private void GetGenericAttribute(Component component, string fieldName, out object inst, out MemberInfo memberInfo) - { - inst = component; - string[] fields = fieldName.Split('.'); - - memberInfo = component.GetType().GetField(fields[0]); - if (null == memberInfo) - memberInfo = component.GetType().GetProperty(fields[0]); - - for (int i = 1; i < fields.Length; i++) - { - if (memberInfo is FieldInfo) - inst = (memberInfo as FieldInfo).GetValue(inst); - else - inst = (memberInfo as PropertyInfo).GetValue(inst); - - memberInfo = inst.GetType().GetField(fields[i]); - if (null == memberInfo) - memberInfo = component.GetType().GetProperty(fields[i]); - } - - } - - public T GetValue(Component component, string fieldName) - { - GetGenericAttribute(component, fieldName, out object inst, out MemberInfo memberInfo); - if (memberInfo is FieldInfo) - return (T)(memberInfo as FieldInfo).GetValue(inst); - else - return (T)(memberInfo as PropertyInfo).GetValue(inst); - } - - public void SetValue(Component component, string fieldName, T value) - { - GetGenericAttribute(component, fieldName, out object inst, out MemberInfo memberInfo); - if (memberInfo is FieldInfo) - (memberInfo as FieldInfo).SetValue(inst, value); - else - (memberInfo as PropertyInfo).SetValue(inst, value); - } - - // Create a command for each currently selected game objects - public CommandSetValue(string commandName, string propertyPath) - { - name = commandName; - ICommand.SplitPropertyPath(propertyPath, out objectPath, out componentName, out fieldName); - - foreach (var selectedItem in Selection.SelectedObjects) - { - GameObject gObject = objectPath.Length > 0 ? selectedItem.transform.Find(objectPath).gameObject : selectedItem; - Component component = gObject.GetComponent(componentName); - - if (null == component) - continue; - - oldValues[gObject] = GetValue(component, fieldName); - } - } - - // Create a command for a given game objects and its old value - public CommandSetValue(GameObject obj, string commandName, string propertyPath, T oldValue) - { - name = commandName; - ICommand.SplitPropertyPath(propertyPath, out objectPath, out componentName, out fieldName); - Component component = obj.GetComponent(componentName); - if (null == component) return; - oldValues[obj] = oldValue; - } - - // Create a command for a given game objects - public CommandSetValue(GameObject obj, string commandName, string propertyPath) - { - name = commandName; - ICommand.SplitPropertyPath(propertyPath, out objectPath, out componentName, out fieldName); - Component component = obj.GetComponent(componentName); - if (null == component) return; - oldValues[obj] = GetValue(component, fieldName); - } - - // Create a command for a set of given game objects - public CommandSetValue(List objects, string commandName, string propertyPath) - { - name = commandName; - ICommand.SplitPropertyPath(propertyPath, out objectPath, out componentName, out fieldName); - foreach (GameObject obj in objects) - { - Component component = obj.GetComponent(componentName); - if (null == component) { continue; } - oldValues[obj] = GetValue(component, fieldName); - } - } - - public override void Submit() - { - foreach (var selectedItem in Selection.SelectedObjects) - { - GameObject gObject = objectPath.Length > 0 ? selectedItem.transform.Find(objectPath).gameObject : selectedItem; - Component component = gObject.GetComponent(componentName); - if (null == component) - continue; - - newValue = GetValue(component, fieldName); - break; - } - - CommandManager.AddCommand(this); - } - - public override void Undo() - { - foreach (var keyValuePair in oldValues) - { - GameObject gObject = objectPath.Length > 0 ? keyValuePair.Key.transform.Find(objectPath).gameObject : keyValuePair.Key; - Component component = gObject.GetComponent(componentName); - SetValue(component, fieldName, keyValuePair.Value); - } - } - public override void Redo() - { - foreach (var keyValuePair in oldValues) - { - GameObject gObject = objectPath.Length > 0 ? keyValuePair.Key.transform.Find(objectPath).gameObject : keyValuePair.Key; - Component component = gObject.GetComponent(componentName); - SetValue(component, fieldName, newValue); - } - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandSetValue.cs.meta b/Assets/Scripts/Core/Commands/CommandSetValue.cs.meta deleted file mode 100644 index 426d2507..00000000 --- a/Assets/Scripts/Core/Commands/CommandSetValue.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5a77e10b95bce264b813786acc92fd5c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandShotManager.cs b/Assets/Scripts/Core/Commands/CommandShotManager.cs deleted file mode 100644 index a335a688..00000000 --- a/Assets/Scripts/Core/Commands/CommandShotManager.cs +++ /dev/null @@ -1,110 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -namespace VRtist -{ - /// - /// Command manage shot manager. - /// - public class CommandShotManager : ICommand - { - private readonly ShotManagerActionInfo oldData; - private readonly ShotManagerActionInfo newData; - public CommandShotManager(ShotManagerActionInfo info) - { - newData = info; - oldData = BuildInvertData(); - } - - public CommandShotManager(ShotManagerActionInfo oldInfo, ShotManagerActionInfo newInfo) - { - oldData = oldInfo; - newData = newInfo; - } - - private ShotManagerActionInfo BuildInvertData() - { - ShotManagerActionInfo data = new ShotManagerActionInfo(); - switch (newData.action) - { - case ShotManagerAction.AddShot: - { - data.action = ShotManagerAction.DeleteShot; - data.shotIndex = newData.shotIndex + 1; - } - break; - case ShotManagerAction.DeleteShot: - { - data.action = ShotManagerAction.AddShot; - data.shotIndex = newData.shotIndex - 1; - data.shotName = newData.shotName; - data.shotStart = newData.shotStart; - data.shotEnd = newData.shotEnd; - data.shotColor = newData.shotColor; - data.camera = newData.camera; - data.shotEnabled = newData.shotEnabled; - } - break; - case ShotManagerAction.DuplicateShot: - { - data.action = ShotManagerAction.DeleteShot; - data.shotIndex = newData.shotIndex; - } - break; - case ShotManagerAction.MoveShot: - { - data.action = ShotManagerAction.MoveShot; - data.shotIndex = newData.shotIndex + newData.moveOffset; - data.moveOffset = -newData.moveOffset; - } - break; - case ShotManagerAction.UpdateShot: - { - } - break; - } - return data; - } - - private void Apply(ShotManagerActionInfo info) - { - SceneManager.ApplyShotManagegrAction(info); - } - - public override void Undo() - { - Apply(oldData); - } - - public override void Redo() - { - Apply(newData); - } - - public override void Submit() - { - CommandManager.AddCommand(this); - Redo(); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandShotManager.cs.meta b/Assets/Scripts/Core/Commands/CommandShotManager.cs.meta deleted file mode 100644 index 2984521b..00000000 --- a/Assets/Scripts/Core/Commands/CommandShotManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 56bcea94d5d494145a8c32d2da92ce3d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Commands/CommandSky.cs b/Assets/Scripts/Core/Commands/CommandSky.cs deleted file mode 100644 index 047a4f88..00000000 --- a/Assets/Scripts/Core/Commands/CommandSky.cs +++ /dev/null @@ -1,66 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - [System.Serializable] - public class SkySettings - { - public Color topColor; - public Color middleColor; - public Color bottomColor; - } - - /// - /// Command to change sky properties. - /// - public class CommandSky : ICommand - { - readonly SkySettings oldSky; - readonly SkySettings newSky; - - public CommandSky(SkySettings oldSky, SkySettings newSky) - { - this.oldSky = oldSky; - this.newSky = newSky; - } - - public override void Undo() - { - SceneManager.SetSky(oldSky); - } - - public override void Redo() - { - SceneManager.SetSky(newSky); - } - - public override void Submit() - { - Redo(); - CommandManager.AddCommand(this); - } - } -} diff --git a/Assets/Scripts/Core/Commands/CommandSky.cs.meta b/Assets/Scripts/Core/Commands/CommandSky.cs.meta deleted file mode 100644 index 4870f806..00000000 --- a/Assets/Scripts/Core/Commands/CommandSky.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5e0fa792bd291954e929b1aade7805a4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events.meta b/Assets/Scripts/Core/Events.meta deleted file mode 100644 index 1afbfb04..00000000 --- a/Assets/Scripts/Core/Events.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: bfbdb852ba3fd6d48a9f52435fef7666 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/BlenderBankListEvent.cs b/Assets/Scripts/Core/Events/BlenderBankListEvent.cs deleted file mode 100644 index f401179d..00000000 --- a/Assets/Scripts/Core/Events/BlenderBankListEvent.cs +++ /dev/null @@ -1,41 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class BlenderBankListEvent : UnityEvent, List, List> - { - // Empty - } - - public class BlenderBankImportObjectEvent : UnityEvent - { - // Empty - } -} diff --git a/Assets/Scripts/Core/Events/BlenderBankListEvent.cs.meta b/Assets/Scripts/Core/Events/BlenderBankListEvent.cs.meta deleted file mode 100644 index db588379..00000000 --- a/Assets/Scripts/Core/Events/BlenderBankListEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f7725caa402df574996603acb0398c9d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/BoolChangedEvent.cs b/Assets/Scripts/Core/Events/BoolChangedEvent.cs deleted file mode 100644 index eddfe45b..00000000 --- a/Assets/Scripts/Core/Events/BoolChangedEvent.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class BoolChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/BoolChangedEvent.cs.meta b/Assets/Scripts/Core/Events/BoolChangedEvent.cs.meta deleted file mode 100644 index 17be2fd2..00000000 --- a/Assets/Scripts/Core/Events/BoolChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1ac4ef42e60a52447aa28898e2f0a607 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/CharChangedEvent.cs b/Assets/Scripts/Core/Events/CharChangedEvent.cs deleted file mode 100644 index ed61d813..00000000 --- a/Assets/Scripts/Core/Events/CharChangedEvent.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class CharChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/CharChangedEvent.cs.meta b/Assets/Scripts/Core/Events/CharChangedEvent.cs.meta deleted file mode 100644 index d7be80c0..00000000 --- a/Assets/Scripts/Core/Events/CharChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 57e29da87ee9e2e499b39796733a009e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/ColorChangedEvent.cs b/Assets/Scripts/Core/Events/ColorChangedEvent.cs deleted file mode 100644 index e7d2a5a8..00000000 --- a/Assets/Scripts/Core/Events/ColorChangedEvent.cs +++ /dev/null @@ -1,36 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class ColorChangedEvent : UnityEvent - { - - } -} \ No newline at end of file diff --git a/Assets/Scripts/Core/Events/ColorChangedEvent.cs.meta b/Assets/Scripts/Core/Events/ColorChangedEvent.cs.meta deleted file mode 100644 index 8651e569..00000000 --- a/Assets/Scripts/Core/Events/ColorChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: bac7d0b774300864d91eff2eed313118 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/CurveChangedEvent.cs b/Assets/Scripts/Core/Events/CurveChangedEvent.cs deleted file mode 100644 index bfa8bf1a..00000000 --- a/Assets/Scripts/Core/Events/CurveChangedEvent.cs +++ /dev/null @@ -1,36 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class CurveChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/CurveChangedEvent.cs.meta b/Assets/Scripts/Core/Events/CurveChangedEvent.cs.meta deleted file mode 100644 index af3690ed..00000000 --- a/Assets/Scripts/Core/Events/CurveChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b3b0cb21fa8d0254cbb84350719ccae4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/FloatChangedEvent.cs b/Assets/Scripts/Core/Events/FloatChangedEvent.cs deleted file mode 100644 index 39c130ac..00000000 --- a/Assets/Scripts/Core/Events/FloatChangedEvent.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class FloatChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/FloatChangedEvent.cs.meta b/Assets/Scripts/Core/Events/FloatChangedEvent.cs.meta deleted file mode 100644 index fe484800..00000000 --- a/Assets/Scripts/Core/Events/FloatChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9fe7ad6381397944d95053202aaabe37 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/GameObjectChangedEvent.cs b/Assets/Scripts/Core/Events/GameObjectChangedEvent.cs deleted file mode 100644 index 644f324a..00000000 --- a/Assets/Scripts/Core/Events/GameObjectChangedEvent.cs +++ /dev/null @@ -1,53 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public class GameObjectArgs : EventArgs - { - public GameObject gobject; - } - - public class IndexedGameObjectArgs : EventArgs - { - public GameObject gobject; - public int index; - } - - [Serializable] - public class GameObjectChangedEvent : UnityEvent - { - - } - - [Serializable] - public class GameObjectHashChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/GameObjectChangedEvent.cs.meta b/Assets/Scripts/Core/Events/GameObjectChangedEvent.cs.meta deleted file mode 100644 index e3697207..00000000 --- a/Assets/Scripts/Core/Events/GameObjectChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b0aecdc49c20f9e4098d2660ce9d9e3e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/IntChangedEvent.cs b/Assets/Scripts/Core/Events/IntChangedEvent.cs deleted file mode 100644 index dda199e7..00000000 --- a/Assets/Scripts/Core/Events/IntChangedEvent.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class IntChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/IntChangedEvent.cs.meta b/Assets/Scripts/Core/Events/IntChangedEvent.cs.meta deleted file mode 100644 index 7352d652..00000000 --- a/Assets/Scripts/Core/Events/IntChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d03cbf0da6f2f204d87bff1334b66033 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/SkyChangedEvent.cs b/Assets/Scripts/Core/Events/SkyChangedEvent.cs deleted file mode 100644 index a484b9b4..00000000 --- a/Assets/Scripts/Core/Events/SkyChangedEvent.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class SkyChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/SkyChangedEvent.cs.meta b/Assets/Scripts/Core/Events/SkyChangedEvent.cs.meta deleted file mode 100644 index ed6f3a8c..00000000 --- a/Assets/Scripts/Core/Events/SkyChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a21304f3420a204448fc44195d761ff2 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/StringChangedEvent.cs b/Assets/Scripts/Core/Events/StringChangedEvent.cs deleted file mode 100644 index 2bfabf6e..00000000 --- a/Assets/Scripts/Core/Events/StringChangedEvent.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class StringChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/StringChangedEvent.cs.meta b/Assets/Scripts/Core/Events/StringChangedEvent.cs.meta deleted file mode 100644 index 3db383f5..00000000 --- a/Assets/Scripts/Core/Events/StringChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1950c84d767db424cbfef20dcebd2f38 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Events/Vector2ChangedEvent.cs b/Assets/Scripts/Core/Events/Vector2ChangedEvent.cs deleted file mode 100644 index b88b4072..00000000 --- a/Assets/Scripts/Core/Events/Vector2ChangedEvent.cs +++ /dev/null @@ -1,42 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - [Serializable] - public class Vector2ChangedEvent : UnityEvent - { - - } - - [Serializable] - public class Vector2IntChangedEvent : UnityEvent - { - - } -} diff --git a/Assets/Scripts/Core/Events/Vector2ChangedEvent.cs.meta b/Assets/Scripts/Core/Events/Vector2ChangedEvent.cs.meta deleted file mode 100644 index 6c6b4756..00000000 --- a/Assets/Scripts/Core/Events/Vector2ChangedEvent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 578887f84d7503d44a994afcec8ac4b7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/GameObjectBuilder.cs b/Assets/Scripts/Core/GameObjectBuilder.cs deleted file mode 100644 index c44e0281..00000000 --- a/Assets/Scripts/Core/GameObjectBuilder.cs +++ /dev/null @@ -1,29 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -public abstract class GameObjectBuilder : MonoBehaviour -{ - public abstract GameObject CreateInstance(GameObject source, Transform parent = null); -} diff --git a/Assets/Scripts/Core/GameObjectBuilder.cs.meta b/Assets/Scripts/Core/GameObjectBuilder.cs.meta deleted file mode 100644 index 723a43d8..00000000 --- a/Assets/Scripts/Core/GameObjectBuilder.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 32a6745ae159700449d4a480b0041276 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/GlobalState.cs b/Assets/Scripts/Core/GlobalState.cs deleted file mode 100644 index 88d7051a..00000000 --- a/Assets/Scripts/Core/GlobalState.cs +++ /dev/null @@ -1,503 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.Rendering.HighDefinition; - -namespace VRtist -{ - /// - /// Global states of the app. - /// - public class GlobalState : MonoBehaviour - { - public Settings settings; - public NetworkSettings networkSettings; - - [Header("Parameters")] - public PlayerController playerController; - public Transform toolsController; - public Transform paletteController; - public GameObject colorPanel = null; - public GameObject cameraFeedback = null; - - public static Settings Settings { get { return Instance.settings; } } - public static AnimationEngine Animation { get { return AnimationEngine.Instance; } } - - // Connected users - public bool mixerConnected = false; - public UnityEvent onConnected = new UnityEvent(); - public static User networkUser = new User(); - private readonly Dictionary connectedUsers = new Dictionary(); - private readonly Dictionary connectedAvatars = new Dictionary(); - private GameObject avatarPrefab; - private Transform avatarsContainer; - - // Selection gripped - public bool selectionGripped = false; - - // FPS - public static int Fps { get; private set; } - private static int fpsFrameRange = 60; - private static int[] fpsBuffer = null; - private static int fpsBufferIndex = 0; - private TextMeshProUGUI primaryControllerDisplay = null; - private TextMeshProUGUI secondaryControllerDisplay = null; - - // World - public Transform world = null; - private static float worldScale = 1f; - public static float WorldScale - { - get { return worldScale; } - set { worldScale = value; onWorldScaleEvent.Invoke(); } - } - private static bool isGrippingWorld = false; - public BoolChangedEvent onGripWorldEvent = new BoolChangedEvent(); // Event for Grip preemption. - public static UnityEvent onWorldScaleEvent = new UnityEvent(); - public static bool IsGrippingWorld { get { return isGrippingWorld; } set { isGrippingWorld = value; Instance.onGripWorldEvent.Invoke(value); } } - - // Sky - private GradientSky volumeSky; - public SkyChangedEvent skyChangedEvent = new SkyChangedEvent(); - public SkySettings SkySettings - { - get - { - if (null == volumeSky) Utils.FindVolume().profile.TryGet(out volumeSky); - return new SkySettings { topColor = volumeSky.top.value, middleColor = volumeSky.middle.value, bottomColor = volumeSky.bottom.value }; - } - set - { - if (null == volumeSky) Utils.FindVolume().profile.TryGet(out volumeSky); - value.topColor.a = 1f; - value.middleColor.a = 1f; - value.bottomColor.a = 1f; - volumeSky.top.value = value.topColor; - volumeSky.middle.value = value.middleColor; - volumeSky.bottom.value = value.bottomColor; - GlobalState.Settings.sky = value; - skyChangedEvent.Invoke(new SkySettings { topColor = volumeSky.top.value, middleColor = volumeSky.middle.value, bottomColor = volumeSky.bottom.value }); - } - } - - // Cursor - public PaletteCursor cursor = null; - public bool useRayColliders = false; // DEBUG. Remove once the UI ray collision is good. - - // Color - public static Color CurrentColor - { - get { return Instance.colorPicker.CurrentColor; } - set - { - if (value != Instance.colorPicker.CurrentColor) - { - Instance.colorPicker.CurrentColor = value; - colorChangedEvent.Invoke(value); - } - } - } - private UIColorPicker colorPicker; - public static ColorChangedEvent colorChangedEvent = new ColorChangedEvent(); // realtime change - public static ColorChangedEvent colorReleasedEvent = new ColorChangedEvent(); // on release change - public static UnityEvent colorClickedEvent = new UnityEvent(); // on click - - // Object events - public static GameObjectChangedEvent ObjectAddedEvent = new GameObjectChangedEvent(); - public static GameObjectChangedEvent ObjectRemovedEvent = new GameObjectChangedEvent(); - public static GameObjectChangedEvent ObjectRenamedEvent = new GameObjectChangedEvent(); - public static GameObjectChangedEvent ObjectMovingEvent = new GameObjectChangedEvent(); - public static GameObjectChangedEvent ObjectConstraintEvent = new GameObjectChangedEvent(); - - public static BlenderBankListEvent blenderBankListEvent = new BlenderBankListEvent(); - public static BlenderBankImportObjectEvent blenderBankImportObjectEvent = new BlenderBankImportObjectEvent(); - - public static BoolChangedEvent castShadowsEvent = new BoolChangedEvent(); - - // Geometry Importer - private GeometryImporter geometryImporter; - public static GeometryImporter GeometryImporter - { - get { return Instance.geometryImporter; } - } - - public static void FireObjectAdded(GameObject gObject) - { - ObjectAddedEvent.Invoke(gObject); - } - public static void FireObjectRemoved(GameObject gObject) - { - ObjectRemovedEvent.Invoke(gObject); - } - public static void FireObjectRenamed(GameObject gObject) - { - ObjectRenamedEvent.Invoke(gObject); - } - - public static void FireObjectMoving(GameObject gobject) - { - ObjectMovingEvent.Invoke(gobject); - } - - public static void FireObjectConstraint(GameObject gobject) - { - ObjectConstraintEvent.Invoke(gobject); - } - - public MessageBox messageBox = null; - - // Singleton - private static GlobalState instance = null; - public static GlobalState Instance - { - get - { - if (instance == null) - { - instance = GameObject.FindObjectOfType(); - } - return instance; - } - } - - void Awake() - { - instance = Instance; - - settings.Load(); - networkSettings.Load(); - - // Get network settings - networkUser.name = networkSettings.userName; - if (null == networkUser.name || networkUser.name.Length == 0) - networkUser.name = "VRtist"; - - // Sky - GlobalState.Instance.SkySettings = settings.sky; - - // Color - instance.colorPicker = colorPanel.GetComponentInChildren(true); - CurrentColor = Color.blue; - colorChangedEvent = colorPicker.onColorChangedEvent; - colorReleasedEvent = new ColorChangedEvent(); - instance.colorPicker.onReleaseEvent.AddListener(OnReleaseColor); - colorClickedEvent = colorPicker.onClickEvent; - - geometryImporter = GetComponent(); - } - - private void OnDestroy() - { - settings.Save(); - } - - private void Start() - { - _ = OutlineManager.Instance; - _ = CameraManager.Instance; - if (null != cameraFeedback) - { - cameraFeedback.SetActive(settings.cameraFeedbackVisible); - } - - avatarPrefab = Resources.Load("Prefabs/VR Avatar"); - avatarsContainer = world.Find("Avatars"); - } - - private void UpdateFps() - { - if (!settings.DisplayFPS) { return; } - - // Initialize - if (null == fpsBuffer || fpsBuffer.Length != fpsFrameRange) - { - if (fpsFrameRange <= 0) { fpsFrameRange = 1; } - fpsBuffer = new int[fpsFrameRange]; - fpsBufferIndex = 0; - } - - // Bufferize - fpsBuffer[fpsBufferIndex] = (int)(1f / Time.unscaledDeltaTime); - ++fpsBufferIndex; - if (fpsBufferIndex >= fpsFrameRange) - { - fpsBufferIndex = 0; - } - - // Calculate mean fps - int sum = 0; - for (int i = 0; i < fpsFrameRange; ++i) - { - sum += fpsBuffer[i]; - } - Fps = sum / fpsFrameRange; - } - - private void Update() - { - // Info on the secondary controller - if (null != secondaryControllerDisplay) - { - string infoText = worldScale < 1f ? $"Scale\n-{1f / worldScale:F2}" : $"Scale\n{worldScale:F2}"; - if (settings.DisplayFPS) - { - UpdateFps(); - infoText += $"\n\nFPS\n{Fps}"; - } - secondaryControllerDisplay.text = infoText; - } - - Tooltips.UpdateOpacity(); - } - - public void LateUpdate() - { - VRInput.UpdateControllerValues(); - } - - public static void SetDisplayGizmos(bool value) - { - Settings.DisplayGizmos = value; - SetGizmosVisible(FindObjectsOfType(), value); - SetGizmosVisible(FindObjectsOfType(), value); - SetGizmosVisible(FindObjectsOfType(), value); - SetDisplayAvatars(value); - } - - public static void SetDisplayLocators(bool value) - { - Settings.DisplayLocators = value; - SetGizmosVisible(FindObjectsOfType(), value); - } - - public static void SetDisplayAvatars(bool value) - { - Settings.DisplayAvatars = value; - SetGizmosVisible(FindObjectsOfType(), value); - } - - public static void SetGizmoVisible(GameObject gObject, bool value) - { - // Disable colliders - Collider[] colliders = gObject.GetComponentsInChildren(true); - foreach (Collider collider in colliders) - { - collider.enabled = value; - } - - // Hide geometry - MeshFilter[] meshFilters = gObject.GetComponentsInChildren(true); - foreach (MeshFilter meshFilter in meshFilters) - { - meshFilter.gameObject.SetActive(value); - } - - // Hide UI - Canvas[] canvases = gObject.GetComponentsInChildren(true); - foreach (Canvas canvas in canvases) - { - canvas.gameObject.SetActive(value); - } - } - - public static void SetGizmosVisible(IGizmo[] gizmos, bool value) - { - foreach (var gizmo in gizmos) - { - gizmo.SetGizmoVisible(value); - } - } - - public void OnLightsCastShadows(bool value) - { - settings.castShadows = value; - castShadowsEvent.Invoke(value); - } - - public void OnReleaseColor() - { - colorReleasedEvent.Invoke(CurrentColor); - } - - public void OnCameraDamping(float value) - { - settings.cameraDamping = value; - } - - // Connected users - public static void SetClientId(string id) - { - if (null == id || id.Length == 0) - { - Instance.mixerConnected = false; - networkUser.id = ""; - } - else - { - Instance.mixerConnected = true; - networkUser.id = id; - Instance.onConnected.Invoke(); - RemoveConnectedUser(id); // remove itself from connected users - } - } - - public static bool HasConnectedUser(string userId) - { - return Instance.connectedUsers.ContainsKey(userId); - } - - public static void AddConnectedUser(User user) - { - Instance.connectedUsers[user.id] = user; - GameObject avatar = Instantiate(Instance.avatarPrefab, Instance.avatarsContainer); - avatar.name = $"{user.name} {user.id}"; - AvatarController controller = avatar.GetComponent(); - controller.SetUser(user); - Instance.connectedAvatars[user.id] = controller; - } - - public static void RemoveConnectedUser(string userId) - { - if (Instance.connectedUsers.ContainsKey(userId)) - { - Instance.connectedUsers.Remove(userId); - GameObject.Destroy(Instance.connectedAvatars[userId].gameObject); - Instance.connectedAvatars.Remove(userId); - } - } - - public static User GetConnectedUser(string userId) - { - return Instance.connectedUsers[userId]; - } - - public static void UpdateConnectedUser(User user) - { - if (Instance.connectedAvatars.ContainsKey(user.id)) - { - Instance.connectedAvatars[user.id].SetUser(user); - } - } - - public static void SetPrimaryControllerVisible(bool visible) - { - GetPrimaryControllerTransform().gameObject.SetActive(visible); - } - - public static Transform GetPrimaryControllerTransform() - { - if (Settings.rightHanded) - { - return Instance.toolsController.Find("right_controller"); - } - else - { - return Instance.toolsController.Find("left_controller"); - } - } - - public static Transform GetSecondaryControllerTransform() - { - if (Settings.rightHanded) - { - return Instance.paletteController.Find("left_controller"); - } - else - { - return Instance.paletteController.Find("right_controller"); - } - } - - public static Transform GetControllerTransform(VRDevice device) - { - if (device == VRDevice.PrimaryController) { return GetPrimaryControllerTransform(); } - if (device == VRDevice.SecondaryController) { return GetSecondaryControllerTransform(); } - return null; - } - - public static void SetPrimaryControllerDisplayText(string text) - { - if (null != Instance.primaryControllerDisplay) - { - Instance.primaryControllerDisplay.text = text; - } - } - - public static void SetSecondaryControllerDisplayText(string text) - { - if (null != Instance.secondaryControllerDisplay) - { - Instance.secondaryControllerDisplay.text = text; - } - } - - public static void SetRightHanded(bool value) - { - if (null != Instance.secondaryControllerDisplay && Settings.rightHanded == value) - return; - - Settings.rightHanded = value; - - GameObject leftHandleRightController = Instance.paletteController.Find("right_controller").gameObject; - GameObject leftHandleLeftController = Instance.paletteController.Find("left_controller").gameObject; - - GameObject rightHandleRightController = Instance.toolsController.Find("right_controller").gameObject; - GameObject rightHandleLeftController = Instance.toolsController.Find("left_controller").gameObject; - - leftHandleLeftController.SetActive(value); - leftHandleRightController.SetActive(!value); - rightHandleRightController.SetActive(value); - rightHandleLeftController.SetActive(!value); - - // Update controller's displays - Instance.primaryControllerDisplay = GetPrimaryControllerTransform().Find("Canvas/Text").GetComponent(); - Instance.secondaryControllerDisplay = GetSecondaryControllerTransform().Find("Canvas/Text").GetComponent(); - Instance.secondaryControllerDisplay.text = ""; - Instance.primaryControllerDisplay.text = ""; - - // Update tooltips - Tooltips.HideAll(VRDevice.PrimaryController); - Tooltips.HideAll(VRDevice.SecondaryController); - ToolBase tool = ToolsManager.CurrentTool(); - if (null != tool) - { - tool.SetTooltips(); - } - Instance.playerController.HandleCommonTooltipsVisibility(); - - // Move Palette - Transform palette = Instance.paletteController.Find("PaletteHandle"); - Vector3 currentPalettePosition = palette.localPosition; - if (Settings.rightHanded) - palette.localPosition = new Vector3(-0.02f, currentPalettePosition.y, currentPalettePosition.z); - else - palette.localPosition = new Vector3(-0.2f, currentPalettePosition.y, currentPalettePosition.z); - } - } -} diff --git a/Assets/Scripts/Core/GlobalState.cs.meta b/Assets/Scripts/Core/GlobalState.cs.meta deleted file mode 100644 index 6ae0468a..00000000 --- a/Assets/Scripts/Core/GlobalState.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6107c6e76ceff3c4188b63864f21a2dc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Lobby.cs b/Assets/Scripts/Core/Lobby.cs deleted file mode 100644 index e70ea2fb..00000000 --- a/Assets/Scripts/Core/Lobby.cs +++ /dev/null @@ -1,439 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using System.IO; - -using UnityEngine; -using UnityEngine.Rendering.HighDefinition; - -using VRtist.Serialization; - -namespace VRtist -{ - public class Lobby : MonoBehaviour - { - GameObject world; - GameObject palette; - GameObject vehicleHUD; - GameObject sceneVolume; - GameObject lobbyVolume; - Transform cameraRig; - - UIButton backToSceneButton; - GameObject projectButtons; - UIButton launchProjectButton; - - UIDynamicList projectList; - UIButton firstPageButton; - UIButton lastPageButton; - UIButton previousPageButton; - UIButton nextPageButton; - GameObject itemPrefab; - - readonly List projects = new List(); - GameObject currentProject; - - // View parameters in scene - Vector3 viewPosition = Vector3.zero; - Quaternion viewRotation = Quaternion.identity; - float viewScale = 1f; - - bool needToSetCameraRef = true; - - private void Awake() - { - world = Utils.FindWorld(); - palette = transform.parent.Find("Pivot/PaletteController/PaletteHandle").gameObject; - vehicleHUD = transform.parent.Find("Vehicle_HUD").gameObject; - cameraRig = transform.parent; - - Transform volumes = Utils.FindRootGameObject("Volumes").transform; - sceneVolume = volumes.Find("VolumePostProcess").gameObject; - lobbyVolume = volumes.Find("VolumeLobby").gameObject; - - backToSceneButton = transform.Find("UI/Control Panel/Panel/BackToSceneButton").GetComponent(); - backToSceneButton.Disabled = true; - - projectButtons = transform.Find("UI/Control Panel/Panel/Project").gameObject; - projectButtons.SetActive(false); - launchProjectButton = projectButtons.transform.Find("LaunchProjectButton").GetComponent(); - - projectList = transform.Find("UI/Projects Panel/List").GetComponent(); - firstPageButton = transform.Find("UI/Control Panel/List Panel/FirstPageButton").GetComponent(); - lastPageButton = transform.Find("UI/Control Panel/List Panel/LastPageButton").GetComponent(); - previousPageButton = transform.Find("UI/Control Panel/List Panel/PreviousPageButton").GetComponent(); - nextPageButton = transform.Find("UI/Control Panel/List Panel/NextPageButton").GetComponent(); - itemPrefab = Resources.Load("Prefabs/UI/ProjectItem"); - } - - private void Start() - { - // Read command line arguments to know if we start in the lobby or directly into a scene - string[] args = System.Environment.GetCommandLineArgs(); - string projectName = null; - for (int i = 0; i < args.Length; ++i) - { - if (args[i] == "--startScene") - { - try - { - projectName = Serialization.SaveManager.Instance.NormalizeProjectName(args[i + 1]); - } - catch (Exception) - { - projectName = Serialization.SaveManager.Instance.GetNextValidProjectName(); - Debug.LogWarning("Expected a project name. Using " + projectName); - } - if (projectName.Length == 0) - { - projectName = Serialization.SaveManager.Instance.GetNextValidProjectName(); - } - } - } - - // Load the lobby - if (projectName is null) - { - Transform lobbyGeometryRoot = transform.Find("Environment"); - - string lobbyName = "Lobby"; - string lobbyPath = "VRtist_data/"; - - // DEBUG - //GlobalState.Instance.settings.lobbyScenePath = "Lobby"; - // DEBUG - - if (null != GlobalState.Instance.settings.lobbyScenePath && GlobalState.Instance.settings.lobbyScenePath.Length > 0) - { - lobbyPath = null; - lobbyName = GlobalState.Instance.settings.lobbyScenePath; - Debug.Log($"Loading user custom lobby scene {lobbyName}"); - } - - string lobbyFullPath = lobbyName; - if (null != lobbyPath) - lobbyFullPath = lobbyPath + lobbyName; - - if (null == lobbyPath || Directory.Exists(lobbyFullPath)) - { - // Load scene - Debug.Log($"Loading lobby scene {lobbyFullPath}"); - SaveManager.Instance.Load(lobbyName, lobbyPath); - for (int i = SceneManager.RightHanded.childCount - 1; i >= 0; --i) - { - Transform child = SceneManager.RightHanded.GetChild(i); - if (child.gameObject.activeSelf) - child.SetParent(lobbyGeometryRoot, false); - } - - // Set sky - Utils.FindLobbyVolume().profile.TryGet(out GradientSky sky); - sky.top.value = GlobalState.Instance.SkySettings.topColor; - sky.middle.value = GlobalState.Instance.SkySettings.middleColor; - sky.bottom.value = GlobalState.Instance.SkySettings.bottomColor; - } - - OnSetVisible(start: true); - } - - // Start the scene - else - { - GlobalState.Settings.ProjectName = projectName; - OnBackToScene(); - } - - projectList.ItemClickedEvent += OnProjectClicked; - } - - private void HighlightSelectedProject() - { - if (currentProject == null || projects.Count == 0) { return; } - - foreach (GameObject project in projects) - { - project.transform.Find("Frame").gameObject.SetActive(true); - project.transform.Find("SelectedFrame").gameObject.SetActive(false); - } - currentProject.transform.Find("Frame").gameObject.SetActive(false); - currentProject.transform.Find("SelectedFrame").gameObject.SetActive(true); - } - - private void OnProjectClicked(object sender, IndexedGameObjectArgs args) - { - if (currentProject != args.gobject) - { - currentProject = args.gobject; - HighlightSelectedProject(); - launchProjectButton.Disabled = false; - projectButtons.SetActive(true); - } - } - - private void LoadProjectItems() - { - projects.Clear(); - projectList.Clear(); - List paths = Serialization.SaveManager.Instance.GetProjectThumbnailPaths(); - foreach (string path in paths) - { - GameObject item = Instantiate(itemPrefab); - item.name = Directory.GetParent(path).Name; - ProjectItem projectItem = item.GetComponent(); - UIDynamicListItem dlItem = projectList.AddItem(item.transform); - projectItem.SetListItem(dlItem, path); - projects.Add(item); - } - - projectList.ForceUpdate(); - UpdateButtons(); - } - - private void Update() - { - // ROTATE 45 - float camY = Camera.main.transform.localEulerAngles.y; - float lobbyY = transform.localEulerAngles.y; - bool headHasRotated = Mathf.Abs(Mathf.DeltaAngle(camY, lobbyY)) > 45f; - if (headHasRotated) - { - transform.localEulerAngles = new Vector3(0f, camY, 0f); - needToSetCameraRef = true; - } - - // ROTATE while HOVER - foreach (var pi in projectList.GetItems()) - { - ProjectItem projectItem = pi.Content.GetComponent(); - if (pi.Hovered) - { - projectItem.Rotate(); - } - else - { - projectItem.ResetRotation(0f); - } - } - - // SET Camera Ref position - if (needToSetCameraRef) - { - Vector3 currentCamPos = Camera.main.transform.position; - if (currentCamPos.sqrMagnitude > 1e-5) - { - foreach (var pi in projectList.GetItems()) - { - ProjectItem projectItem = pi.Content.GetComponent(); - projectItem.SetCameraRef(Camera.main.transform.position); - } - needToSetCameraRef = false; // only reset it if cam not null. - } - } - } - - void StoreViewParameters() - { - viewPosition = cameraRig.localPosition; - viewRotation = cameraRig.localRotation; - viewScale = 1f / GlobalState.WorldScale; - } - - void RestoreViewParameters() - { - cameraRig.localPosition = viewPosition; - cameraRig.localRotation = viewRotation; - GlobalState.WorldScale = 1f / viewScale; - cameraRig.localScale = Vector3.one * viewScale; - Camera.main.nearClipPlane = 0.1f * viewScale; - Camera.main.farClipPlane = 1000f * viewScale; - } - - void ResetVRCamera() - { - StoreViewParameters(); - - cameraRig.localPosition = Vector3.zero; - cameraRig.localRotation = Quaternion.identity; - cameraRig.localScale = Vector3.one; - Camera.main.nearClipPlane = 0.1f; - Camera.main.farClipPlane = 1000f; - GlobalState.WorldScale = 1f; - } - - public void OnSetVisible(bool start = false) - { - // Stop play if playing - AnimationEngine.Instance.Pause(); - - ResetVRCamera(); - - GlobalState.Instance.playerController.IsInLobby = true; - world.SetActive(false); - gameObject.SetActive(true); - - // Change volume - sceneVolume.SetActive(false); - lobbyVolume.SetActive(true); - - // Hide & disable palette - palette.SetActive(false); - - // Hide all windows (vehicle_hud) - vehicleHUD.SetActive(false); - - // Deactive current tool - ToolsManager.ActivateCurrentTool(false); - - // Deactivate selection helper - GlobalState.Instance.toolsController.Find("SelectionHelper").gameObject.SetActive(false); - - // Orient lobby - float camY = Camera.main.transform.localEulerAngles.y; - transform.localEulerAngles = new Vector3(0f, camY, 0f); - - LoadProjectItems(); - if (!start) - { - HighlightSelectedProject(); - launchProjectButton.Disabled = true; - } - else - { - currentProject = null; - } - - backToSceneButton.Disabled = start; - - // Set lobby tool active - ToolsManager.ChangeTool("Lobby"); - - needToSetCameraRef = true; - } - - public void OnBackToScene() - { - RestoreViewParameters(); - - GlobalState.Instance.playerController.IsInLobby = false; - world.SetActive(true); - gameObject.SetActive(false); - - // Change volume - sceneVolume.SetActive(true); - lobbyVolume.SetActive(false); - - // Activate palette - palette.SetActive(true); - - // Show windows (vehicle_hud) - vehicleHUD.SetActive(true); - - // Active tool - ToolsManager.ActivateCurrentTool(true); - - // Activate selection helper - GlobalState.Instance.toolsController.Find("SelectionHelper").gameObject.SetActive(true); - - // Set selector tool active - ToolsUIManager.Instance.ChangeTab("Selector"); - ToolsManager.ChangeTool("Selector"); - } - - public void OnCreateNewProject() - { - OnBackToScene(); - SceneManager.ClearScene(); - GlobalState.Settings.ProjectName = Serialization.SaveManager.Instance.GetNextValidProjectName(); - } - - public void OnLaunchProject() - { - // Clear undo/redo stack - CommandManager.Clear(); - - OnBackToScene(); - Serialization.SaveManager.Instance.Load(currentProject.name); - } - - public void OnCloneProject() - { - string newName = $"{currentProject.name}_copy"; - // Copy files - Serialization.SaveManager.Instance.Duplicate(currentProject.name, newName); - LoadProjectItems(); - HighlightSelectedProject(); - } - - public void OnDeleteProject() - { - // TODO add a confirmation dialog - Serialization.SaveManager.Instance.Delete(currentProject.name); - currentProject = null; - projectButtons.SetActive(false); - LoadProjectItems(); - } - - public void OnNextPage() - { - projectList.OnNextPage(); - UpdateButtons(); - } - - public void OnPreviousPage() - { - projectList.OnPreviousPage(); - UpdateButtons(); - } - - public void OnFirstPage() - { - projectList.OnFirstPage(); - UpdateButtons(); - } - - public void OnLastPage() - { - projectList.OnLastPage(); - UpdateButtons(); - } - - private void UpdateButtons() - { - firstPageButton.Disabled = projectList.currentPage == 0; - previousPageButton.Disabled = projectList.currentPage == 0; - lastPageButton.Disabled = projectList.currentPage == projectList.pagesCount - 1; - nextPageButton.Disabled = projectList.currentPage == projectList.pagesCount - 1; - } - - public void OnExitApplication() - { -#if UNITY_EDITOR - UnityEditor.EditorApplication.isPlaying = false; -#else - Application.Quit(); -#endif - } - } -} diff --git a/Assets/Scripts/Core/Lobby.cs.meta b/Assets/Scripts/Core/Lobby.cs.meta deleted file mode 100644 index d2d6f5da..00000000 --- a/Assets/Scripts/Core/Lobby.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 72464ace9898e90479f69e5f69fbd86f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 150 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Montage.meta b/Assets/Scripts/Core/Montage.meta deleted file mode 100644 index e8841baf..00000000 --- a/Assets/Scripts/Core/Montage.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5e72b1673e8ee3c42a9a22d113b8023d -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Montage/ShotManager.cs b/Assets/Scripts/Core/Montage/ShotManager.cs deleted file mode 100644 index 73c4dd51..00000000 --- a/Assets/Scripts/Core/Montage/ShotManager.cs +++ /dev/null @@ -1,373 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using System.Text.RegularExpressions; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public enum ShotManagerAction - { - AddShot = 0, - DeleteShot, - DuplicateShot, - MoveShot, - UpdateShot - } - - public class ShotManagerActionInfo - { - public ShotManagerAction action; - public int shotIndex = 0; - public string shotName = ""; - public int shotStart = -1; - public int shotEnd = -1; - public GameObject camera; - public Color shotColor = Color.black; - public int moveOffset = 0; - public int shotEnabled = -1; - - public ShotManagerActionInfo Copy() - { - return new ShotManagerActionInfo() - { - action = action, - shotIndex = shotIndex, - shotName = shotName, - shotStart = shotStart, - shotEnd = shotEnd, - camera = camera, - shotColor = shotColor, - moveOffset = moveOffset, - shotEnabled = shotEnabled - }; - } - } - - public class Shot - { - public string name; - public GameObject camera = null; // TODO, manage game object destroy - public int start = -1; - public int end = -1; - public bool enabled = true; - public Color color = Color.black; - - public Shot Copy() - { - return new Shot { name = name, camera = camera, start = start, end = end, enabled = enabled, color = color }; - } - } - - /// - /// Manage shots. - /// - public class ShotManager : TimeHook - { - public static ShotManager Instance - { - get - { - if (null == instance) - { - instance = new ShotManager(); - GlobalState.Animation.RegisterTimeHook(instance); - GlobalState.Animation.onFrameEvent.AddListener(instance.OnFrameChanged); - GlobalState.Animation.onAnimationStateEvent.AddListener(instance.OnAnimationStateChanged); - } - return instance; - } - } - - private int activeShotIndex = -1; - public UnityEvent ActiveShotChangedEvent = new UnityEvent(); - public int ActiveShotIndex - { - get { return activeShotIndex; } - set - { - activeShotIndex = value; - ActiveShotChangedEvent.Invoke(); - - if (!montageEnabled || !GlobalState.Animation.IsAnimating() && GlobalState.Animation.animationState != AnimationState.VideoOutput) - return; - - if (activeShotIndex >= 0 && activeShotIndex < shots.Count) - { - Shot shot = shots[activeShotIndex]; - if (null != shot.camera) - { - CameraController controller = shot.camera.GetComponent(); - if (null != controller) { CameraManager.Instance.ActiveCamera = controller.gameObject; } - } - else - { - CameraManager.Instance.ActiveCamera = null; - } - } - } - } - - private bool montageEnabled = false; - public bool MontageEnabled - { - get { return montageEnabled; } - set - { - montageEnabled = value; - MontageModeChangedEvent.Invoke(); - } - } - public UnityEvent MontageModeChangedEvent = new UnityEvent(); - - public List shots = new List(); - public UnityEvent ShotsChangedEvent = new UnityEvent(); - private static ShotManager instance = null; - - public int GetShotIndex(Shot shot) - { - for (int i = 0; i < shots.Count; i++) - { - if (shot == shots[i]) - return i; - } - return -1; - } - - int FindFirstShotIndexAt(int frame) - { - for (int i = 0; i < shots.Count; i++) - { - Shot shot = shots[i]; - if (frame >= shot.start && frame <= shot.end) - return i; - } - return -1; - } - - void OnAnimationStateChanged(AnimationState state) - { - if (!montageEnabled || !GlobalState.Animation.timeHooksEnabled) - return; - - switch (state) - { - case AnimationState.Playing: - ActiveShotIndex = FindFirstShotIndexAt(AnimationEngine.Instance.CurrentFrame); - break; - case AnimationState.VideoOutput: - if (shots.Count == 0) - { - GlobalState.Animation.Pause(); - break; - } - // Force activating a camera - ActiveShotIndex = 0; - GlobalState.Animation.CurrentFrame = shots[0].start; - break; - } - } - - void OnFrameChanged(int frame) - { - if (!montageEnabled || !GlobalState.Animation.timeHooksEnabled) - return; - - if (ActiveShotIndex != -1) - { - Shot shot = shots[ActiveShotIndex]; - if (frame < shot.start || frame > shot.end) - { - ActiveShotIndex = FindFirstShotIndexAt(frame); - } - } - else - { - ActiveShotIndex = FindFirstShotIndexAt(frame); - } - } - - public override int HookTime(int frame) - { - if (!montageEnabled || shots.Count == 0) - return frame; - - int shotIndex; - if (ActiveShotIndex < 0 || ActiveShotIndex >= shots.Count) - { - shotIndex = FindFirstShotIndexAt(frame); - if (-1 != shotIndex) - { - ActiveShotIndex = shotIndex; - } - return frame; - } - - shotIndex = ActiveShotIndex; - Shot shot = shots[shotIndex]; - if (frame > shot.end) - { - shotIndex++; - while (shotIndex < shots.Count && !shots[shotIndex].enabled) - shotIndex++; - if (shotIndex >= shots.Count) - { - shotIndex = 0; - if (GlobalState.Animation.animationState == AnimationState.VideoOutput) - { - GlobalState.Animation.OnToggleStartVideoOutput(false); - return shot.end; - } - } - while (shotIndex < shots.Count && !shots[shotIndex].enabled) - shotIndex++; - - if (shotIndex >= shots.Count) - { - ActiveShotIndex = -1; - return frame; - } - ActiveShotIndex = shotIndex; - return shots[ActiveShotIndex].start; - } - return frame; - } - - // Update current shot without invoking any event - public void SetCurrentShotIndex(int index) - { - activeShotIndex = index; - } - - public void SetCurrentShot(Shot shot) - { - for (int i = 0; i < shots.Count; i++) - { - if (shot == shots[i]) - { - ActiveShotIndex = i; - return; - } - } - } - - public void AddShot(Shot shot) - { - shots.Add(shot); - } - - public void DuplicateShot(int index) - { - Shot shot = shots[index].Copy(); - shots.Insert(index + 1, shot); - } - - public void InsertShot(int index, Shot shot) - { - shots.Insert(index, shot); - } - - public void RemoveShot(Shot shot) - { - shots.Remove(shot); - if (activeShotIndex >= shots.Count) - { - activeShotIndex = -1; - } - } - - public void RemoveShot(int index) - { - try - { - shots.RemoveAt(index); - activeShotIndex = index - 1; - if (activeShotIndex < 0 && shots.Count > 0) { activeShotIndex = 0; } - } - catch (ArgumentOutOfRangeException) - { - Debug.LogWarning($"Failed to remove shot at index {index}."); - } - } - - public void MoveShot(int shotIndex, int offset) - { - int newIndex = shotIndex + offset; - if (newIndex < 0) - newIndex = 0; - if (newIndex >= shots.Count) - newIndex = shots.Count - 1; - - Shot shot = shots[shotIndex]; - shots.RemoveAt(shotIndex); - shots.Insert(newIndex, shot); - } - - public void UpdateShot(int index, Shot shot) - { - try - { - shots[index] = shot; - } - catch (ArgumentOutOfRangeException) - { - Debug.LogWarning($"Failed to update shot at index {index}."); - } - } - - public void Clear() - { - shots.Clear(); - activeShotIndex = -1; - } - - public void FireChanged() - { - ShotsChangedEvent.Invoke(); - } - - private static readonly Regex shotNameRegex = new Regex(@"Sh(?\d{4})", RegexOptions.Compiled); - public string GetUniqueShotName() - { - int maxNumber = 0; - foreach (Shot shot in shots) - { - MatchCollection matches = shotNameRegex.Matches(shot.name); - if (matches.Count != 1) { continue; } - - GroupCollection groups = matches[0].Groups; - int number = Int32.Parse(groups["number"].Value); - if (number > maxNumber) - { - maxNumber = number; - } - } - - return $"Sh{maxNumber + 10:D4}"; - } - } -} diff --git a/Assets/Scripts/Core/Montage/ShotManager.cs.meta b/Assets/Scripts/Core/Montage/ShotManager.cs.meta deleted file mode 100644 index 3a99078d..00000000 --- a/Assets/Scripts/Core/Montage/ShotManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7588e5a03cf452548acc61114b643971 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters.meta b/Assets/Scripts/Core/Parameters.meta deleted file mode 100644 index c386661c..00000000 --- a/Assets/Scripts/Core/Parameters.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 179bb58e856261c4982e3e8577eebda6 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/CameraBuilder.cs b/Assets/Scripts/Core/Parameters/CameraBuilder.cs deleted file mode 100644 index fa7ecdc1..00000000 --- a/Assets/Scripts/Core/Parameters/CameraBuilder.cs +++ /dev/null @@ -1,198 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; - -using UnityEngine; - -namespace VRtist -{ - /// - /// Builder for a camera. - /// - public class CameraBuilder : GameObjectBuilder - { - private const int RT_WIDTH = 1920 / 2; - private const int RT_HEIGHT = 1080 / 2; - private const int RT_DEPTH = 0;//24; - - public override GameObject CreateInstance(GameObject source, Transform parent = null, bool isPrefab = false) - { - GameObject newCamera = GameObject.Instantiate(source, parent); - - VRInput.DeepSetLayer(newCamera, "CameraHidden"); - - newCamera.GetComponentInChildren(true).CopyParameters(source.GetComponentInChildren(true)); - - if (!GlobalState.Settings.DisplayGizmos) - GlobalState.SetGizmoVisible(newCamera, false); - - // Add UI - if (isPrefab) - { - Transform uiRoot = newCamera.transform.Find("Rotate/Name"); - - if (null == uiRoot.Find("Name")) - { - UILabel nameLabel = UILabel.Create(new UILabel.CreateLabelParams - { - parent = uiRoot, - widgetName = "Name", - caption = "Camera", - width = 1.4f, - height = 0.25f, - labelContent = UILabel.LabelContent.TextOnly, - }); - { - TextMeshProUGUI text = nameLabel.gameObject.GetComponentInChildren(); - text.enableAutoSizing = true; - text.fontSizeMin = 6f; - text.fontSizeMax = 72f; - text.alignment = TextAlignmentOptions.Center; - } - nameLabel.baseColor.useConstant = true; - nameLabel.baseColor.constant = new Color(0, 0, 0, 0); - nameLabel.SetLightLayer(2); - } - - uiRoot = newCamera.transform.Find("Rotate/UI"); - if (null == uiRoot.Find("Focal")) - { - // Focal slider - UISlider focalSlider = UISlider.Create(new UISlider.CreateArgs - { - parent = uiRoot, - widgetName = "Focal", - caption = "Focal", - currentValue = 35f, - sliderBegin = 0.15f, - sliderEnd = 0.86f, - relativeLocation = new Vector3(-0.30f, -0.03f, -UISlider.default_thickness), - width = 0.3f, - height = 0.02f, - railMargin = 0.002f, - knobRadius = 0.007f - }); - focalSlider.DataCurve = GlobalState.Settings.focalCurve; - - focalSlider.SetLightLayer(2); - } - - // In front button - if (null == uiRoot.Find("InFront")) - { - UIButton inFrontButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = uiRoot, - widgetName = "InFront", - caption = "Always in Front", - buttonContent = UIButton.ButtonContent.ImageOnly, - icon = UIUtils.LoadIcon("back"), - width = 0.02f, - height = 0.02f, - iconMarginBehavior = UIButton.IconMarginBehavior.UseIconMargin, - iconMargin = 0.002f, - relativeLocation = new Vector3(-0.30f, -0.005f, -UIButton.default_thickness) - }); - inFrontButton.isCheckable = true; - inFrontButton.baseSprite = UIUtils.LoadIcon("back"); - inFrontButton.checkedSprite = UIUtils.LoadIcon("front"); - inFrontButton.SetLightLayer(2); - } - - // Touch screen - uiRoot = newCamera.transform.Find("Rotate/CameraPreview"); - UITouchScreen touchScreen = UITouchScreen.Create(new UITouchScreen.CreateTouchScreenParams - { - parent = uiRoot, - width = 1f, - height = 1f, - thickness = 0.01f, - relativeLocation = new Vector3(-0.5f, 0.5f, -0.03f) - }); - touchScreen.SetLightLayer(2); - touchScreen.gameObject.SetActive(false); - - // Focus button - uiRoot = newCamera.transform.Find("Rotate/UI"); - UIButton focusButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = uiRoot, - widgetName = "FocusButton", - caption = "Enable Touch Screen Focus", - buttonContent = UIButton.ButtonContent.ImageOnly, - icon = UIUtils.LoadIcon("dof"), - width = 0.02f, - height = 0.02f, - iconMarginBehavior = UIButton.IconMarginBehavior.UseIconMargin, - iconMargin = 0.002f, - relativeLocation = new Vector3(-0.27f, -0.005f, -UIButton.default_thickness) - }); - focusButton.isCheckable = true; - focusButton.baseSprite = UIUtils.LoadIcon("dof"); - focusButton.checkedSprite = UIUtils.LoadIcon("dof"); - focusButton.SetLightLayer(2); - - // Video output button - uiRoot = newCamera.transform.Find("Rotate/UI"); - UIButton videoOutputButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = uiRoot, - widgetName = "VideoOutputButton", - caption = "Outputs camera to video file", - buttonContent = UIButton.ButtonContent.ImageOnly, - icon = UIUtils.LoadIcon("record_video"), - width = 0.02f, - height = 0.02f, - iconMarginBehavior = UIButton.IconMarginBehavior.UseIconMargin, - iconMargin = 0.002f, - relativeLocation = new Vector3(-0.02f, -0.005f, -UIButton.default_thickness) - }); - videoOutputButton.isCheckable = true; - videoOutputButton.baseSprite = UIUtils.LoadIcon("record_video"); - videoOutputButton.checkedSprite = UIUtils.LoadIcon("record_video"); - videoOutputButton.SetLightLayer(2); - - // Snapshot button - uiRoot = newCamera.transform.Find("Rotate/UI"); - UIButton snapshotButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = uiRoot, - widgetName = "SnapshotButton", - caption = "Outputs camera to image file", - buttonContent = UIButton.ButtonContent.ImageOnly, - icon = UIUtils.LoadIcon("snapshot"), - width = 0.02f, - height = 0.02f, - iconMarginBehavior = UIButton.IconMarginBehavior.UseIconMargin, - iconMargin = 0.002f, - relativeLocation = new Vector3(-0.05f, -0.005f, -UIButton.default_thickness) - }); - snapshotButton.SetLightLayer(2); - - } - - return newCamera; - } - } -} diff --git a/Assets/Scripts/Core/Parameters/CameraBuilder.cs.meta b/Assets/Scripts/Core/Parameters/CameraBuilder.cs.meta deleted file mode 100644 index 753df8af..00000000 --- a/Assets/Scripts/Core/Parameters/CameraBuilder.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9c1349425d546ea44aff29b94a075506 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/CameraController.cs b/Assets/Scripts/Core/Parameters/CameraController.cs deleted file mode 100644 index 3f489682..00000000 --- a/Assets/Scripts/Core/Parameters/CameraController.cs +++ /dev/null @@ -1,674 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.Rendering.HighDefinition; - -namespace VRtist -{ - /// - /// Controller for camera. - /// - public class CameraController : ParametersController - { - private static GameObject colimatorPrefab = null; - - public Camera cameraObject = null; - public float focal = 35f; - public float Focal - { - get { return focal; } - set - { - focal = value; - ComputeFOV(); - } - } - public float focus = 1.0f; - public float Focus - { - get { return focus; } - set - { - focus = value; - if (null != colimator) - { - Vector3 direction = gameObject.transform.forward; - colimator.position = gameObject.transform.position - direction * focus; - } - } - } - public float aperture = 16f; // [1..32] in Unity - public float Aperture - { - get { return aperture; } - set - { - aperture = value; - cameraObject.GetComponent().physicalParameters.aperture = value; - } - } - public bool enableDOF = false; - private static UnityEngine.Rendering.HighDefinition.DepthOfField dof; - public bool EnableDOF - { - get { return enableDOF; } - set - { - enableDOF = value; - UpdateDOFGizmo(); - parameterChanged.Invoke(); - } - } - public UnityEvent parameterChanged = new UnityEvent(); - - public Transform colimator = null; - public float near = 0.07f; - public float far = 1000f; - public float filmWidth = 36f; - public float filmHeight = 24f; - public Camera.GateFitMode gateFit = Camera.GateFitMode.Fill; - - private UISlider focalSlider = null; - private bool focalActionSelected; - private CommandSetValue focalValueCommand; - - private UIButton inFrontButton = null; - public bool inFront = false; - - private UITouchScreen touchScreen; - private UIButton focusButton; - - private UIButton videoOutputButton = null; - private UIButton snapshotButton = null; - - private bool selectionWasEnabled = true; - private bool isVideoOutput = false; - - private UILabel nameLabel = null; - - private LineRenderer frustumRenderer = null; - private GameObject disabledLayer = null; - - private readonly float lineRendererWidth = 0.002f; - - private LineRenderer colimatorLineRenderer; - - private Texture2D snapshot; - - private Vector3 collimatorInitialPosition; - - public Texture2D Snapshot - { - get - { - if (null == snapshot) - snapshot = new Texture2D(CameraManager.Instance.CurrentResolution.width, CameraManager.Instance.CurrentResolution.height); - return snapshot; - } - set - { - snapshot = value; - } - } - - private bool hacked = false; - private void Hack() - { - if (hacked) - return; - hacked = true; - - if (null == nameLabel) - Init(); - // Hack : force TMPro properties when component is enabled - UIUtils.SetTMProStyle(nameLabel.gameObject, minSize: 6f, maxSize: 72f, alignment: TextAlignmentOptions.Center); - nameLabel.NeedsRebuild = true; - - // Hack : force TMPro properties when component is enabled - UIUtils.SetTMProStyle(focalSlider.gameObject, minSize: 1f, maxSize: 1.5f); - focalSlider.NeedsRebuild = true; - } - - void Start() - { - Init(); - GlobalState.ObjectRenamedEvent.AddListener(OnCameraRenamed); - GlobalState.Animation.onAnimationStateEvent.AddListener(OnRecordStateChanged); - CameraManager.Instance.onActiveCameraChanged.AddListener(OnActiveCameraChanged); - } - - void StopVideoOutput() - { - isVideoOutput = false; - GlobalState.Animation.onFrameEvent.RemoveListener(OnFrameChanged); - Selection.enabled = selectionWasEnabled; - GlobalState.Animation.timeHooksEnabled = true; - } - - void OnDisable() - { - if (isVideoOutput) - { - StopVideoOutput(); - } - } - - private void Init() - { - if (null == frustumRenderer) - { - GameObject frustum = transform.Find("Frustum").gameObject; - frustumRenderer = frustum.GetComponent(); - frustumRenderer.enabled = false; - } - if (null == disabledLayer) - { - disabledLayer = transform.Find("Rotate/PreviewDisabledLayer").gameObject; - disabledLayer.SetActive(false); - } - - // Init UI - if (null == focalSlider) - { - nameLabel = transform.Find("Rotate/Name/Name").GetComponent(); - // Hack : force TMPro properties when component is enabled - UIUtils.SetTMProStyle(nameLabel.gameObject, minSize: 6f, maxSize: 72f, alignment: TextAlignmentOptions.Center); - nameLabel.Text = gameObject.name; - nameLabel.onReleaseEvent.AddListener(OnNameClicked); - nameLabel.NeedsRebuild = true; - - // FOCAL - focalSlider = gameObject.GetComponentInChildren(true); - focalSlider.onSlideEventInt.AddListener(OnFocalSliderChange); - focalSlider.onClickEvent.AddListener(OnFocalClicked); - focalSlider.onReleaseEvent.AddListener(OnFocalReleased); - // Hack : force TMPro properties when component is enabled - UIUtils.SetTMProStyle(focalSlider.gameObject, minSize: 1f, maxSize: 1.5f); - focalSlider.NeedsRebuild = true; - - inFrontButton = transform.Find("Rotate/UI/InFront").GetComponentInChildren(true); - inFrontButton.onCheckEvent.AddListener(OnSetInFront); - inFrontButton.NeedsRebuild = true; - - touchScreen = transform.Find("Rotate/CameraPreview/TouchScreen").GetComponentInChildren(true); - touchScreen.touchEvent.AddListener(OnTouch); - touchScreen.onClickEvent.AddListener(OnTouchClicked); - touchScreen.onReleaseEvent.AddListener(OnTouchReleased); - - focusButton = transform.Find("Rotate/UI/FocusButton").GetComponentInChildren(true); - focusButton.onCheckEvent.AddListener(OnCheckFocusButton); - - videoOutputButton = transform.Find("Rotate/UI/VideoOutputButton").GetComponentInChildren(true); - videoOutputButton.onCheckEvent.AddListener(OnCheckVideoOutput); - - snapshotButton = transform.Find("Rotate/UI/SnapshotButton").GetComponentInChildren(true); - snapshotButton.onReleaseEvent.AddListener(OnSnapshot); - - colimatorLineRenderer = gameObject.GetComponent(); - colimatorLineRenderer.positionCount = 2; - colimatorLineRenderer.SetPosition(0, transform.position); - colimatorLineRenderer.startWidth = lineRendererWidth / GlobalState.WorldScale; - colimatorLineRenderer.endWidth = lineRendererWidth / GlobalState.WorldScale; - colimatorLineRenderer.enabled = false; - } - } - - private void OnTouchClicked() - { - if (null != colimator) - collimatorInitialPosition = colimator.localPosition; - } - - private void OnTouchReleased() - { - if (null == colimator) - return; - new CommandMoveObjects - ( - new List() { colimator.gameObject }, - new List() { collimatorInitialPosition }, - new List() { colimator.localRotation }, - new List() { colimator.localScale }, - new List() { colimator.localPosition }, - new List() { colimator.localRotation }, - new List() { colimator.localScale } - ).Submit(); - } - - private void OnTouch(Vector2 coords) - { - if (null == cameraObject) - return; - // Raycast from camera center to screen point aimed for - - float halfWidthFactor = filmWidth * 0.5f / focal; - float halfHeightFactor = filmHeight * 0.5f / focal; - - Vector3 nearPoint = new Vector3(halfWidthFactor * coords.x * near, -halfHeightFactor * coords.y * near, -near); - Vector3 worldNearPoint = transform.TransformPoint(nearPoint); - - Vector3 farPoint = new Vector3(halfWidthFactor * coords.x * far, -halfHeightFactor * coords.y * far, -far); - Vector3 worldFarPoint = transform.TransformPoint(farPoint); - - Ray ray = new Ray(worldNearPoint, worldFarPoint - worldNearPoint); - int layerMask = LayerMask.GetMask(new string[] { "Default", "Selection", "SelectionChild", "Hover", "HoverChild" }); - if (Physics.Raycast(ray, out RaycastHit hit, Mathf.Infinity, layerMask)) - { - if (null != colimator) - colimator.transform.position = hit.point; - else - Focus = Vector3.Distance(hit.point, transform.position); - } - } - - private void OnCheckFocusButton(bool value) - { - touchScreen.gameObject.SetActive(value); - if (!EnableDOF && value) - { - new CommandEnableDOF(gameObject, true).Submit(); - } - } - - private void OnCheckVideoOutput(bool value) - { - if (value) - { - Selection.Clear(); - Selection.AddToSelection(gameObject); - selectionWasEnabled = Selection.enabled; - Selection.enabled = false; - - GlobalState.Animation.timeHooksEnabled = false; - GlobalState.Animation.onFrameEvent.AddListener(OnFrameChanged); - - isVideoOutput = true; - - GlobalState.Animation.CurrentFrame = GlobalState.Animation.StartFrame; - } - - GlobalState.Animation.OnToggleStartVideoOutput(value); - } - - void OnSnapshot() - { - var resolution = CameraManager.Instance.CurrentResolution; - - IEnumerator DoSnapshot() - { - // Wait for 2 frames (sometimes the rendering is wrong) - yield return null; - yield return new WaitForEndOfFrame(); - Snapshot = null; - TakeSnapshot(); - Utils.SavePNG(Snapshot, System.IO.Path.Combine(GlobalState.Settings.snapshotsDirectory, GlobalState.Settings.ProjectName + "_" + System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss") + ".png")); - Snapshot = null; - CameraManager.Instance.CurrentResolution = resolution; - } - - Selection.Clear(); - Selection.AddToSelection(gameObject); - CameraManager.Instance.CurrentResolution = CameraManager.Instance.videoOutputResolution; - SoundManager.Instance.PlayUISound(SoundManager.Sounds.Snapshot); - StartCoroutine(DoSnapshot()); - } - - void OnRecordStateChanged(AnimationState animationState) - { - bool buttonsDisabled = GlobalState.Animation.animationState == AnimationState.VideoOutput; - snapshotButton.Disabled = buttonsDisabled; - inFrontButton.Disabled = buttonsDisabled; - focusButton.Disabled = buttonsDisabled; - focalSlider.Disabled = buttonsDisabled; - - videoOutputButton.Disabled = buttonsDisabled && !isVideoOutput; - if (isVideoOutput && GlobalState.Animation.animationState != AnimationState.VideoOutput) - { - videoOutputButton.Disabled = false; - StopVideoOutput(); - } - } - - void OnFrameChanged(int frame) - { - if (GlobalState.Animation.animationState == AnimationState.VideoOutput) - { - if (frame == GlobalState.Animation.EndFrame) - { - GlobalState.Animation.Pause(); - } - } - } - - public override bool IsSnappable() - { - return false; - } - - public override bool IsDeformable() - { - return false; - } - - public override void SetGizmoVisible(bool value) - { - base.SetGizmoVisible(value); - if (null != disabledLayer) - disabledLayer.SetActive(value); - } - - private void OnNameClicked() - { - ToolsUIManager.Instance.OpenKeyboard(OnValidateCameraRename, nameLabel.transform, gameObject.name); - } - - private void OnValidateCameraRename(string newName) - { - new CommandRenameGameObject("Rename Camera", gameObject, newName).Submit(); - nameLabel.Text = newName; - } - - private void OnSetInFront(bool value) - { - inFront = value; - UpdateCameraPreviewInFront(CameraManager.Instance.ActiveCamera == gameObject); - } - - public void UpdateCameraPreviewInFront(bool active) - { - if (inFront && active) - { - transform.Find("Rotate/CameraPreview").gameObject.layer = LayerMask.NameToLayer("InFront"); - } - else - { - transform.Find("Rotate/CameraPreview").gameObject.layer = gameObject.layer; - } - } - - // - // FOCAL - // - - private void ComputeFOV() - { - if (null != cameraObject) - { - ComputeFilmSize(); - cameraObject.fieldOfView = 2f * Mathf.Atan(filmHeight / (2f * focal)) * Mathf.Rad2Deg; - } - } - - private float ComputeFocal() - { - focal = filmHeight / (2f * Mathf.Tan(Mathf.Deg2Rad * cameraObject.fieldOfView / 2f)); - return focal; - } - - private void OnFocalSliderChange(int focal) - { - this.focal = focal; - ComputeFOV(); - CameraTool.SendCameraParams(gameObject); - } - - private void OnFocalClicked() - { - - focalActionSelected = Selection.IsSelected(gameObject); - if (!focalActionSelected) - { - Selection.AddToSelection(gameObject); - } - focalValueCommand = new CommandSetValue("Camera Focal", "/CameraController/focal"); - } - - private void OnFocalReleased() - { - focalValueCommand.Submit(); - if (!focalActionSelected) - { - Selection.RemoveFromSelection(gameObject); - } - } - - public GameObject CreateColimator() - { - if (null == colimatorPrefab) - { - colimatorPrefab = Resources.Load("Prefabs/UI/Colimator"); - } - - GameObject colimatorObject = SceneManager.InstantiateUnityPrefab(colimatorPrefab); - colimatorObject = SceneManager.AddObject(colimatorObject); - - SceneManager.SetObjectParent(colimatorObject, gameObject); - - colimator = colimatorObject.transform; - - ColimatorController colimatorController = colimatorObject.GetComponent(); - colimatorController.isVRtist = true; - - UpdateDOFGizmo(); - - return colimatorObject; - } - - private void TakeSnapshot() - { - RenderTexture.active = CameraManager.Instance.RenderTexture; - Snapshot.ReadPixels(new Rect(0, 0, CameraManager.Instance.CurrentResolution.width, CameraManager.Instance.CurrentResolution.height), 0, 0); - Snapshot.Apply(); - GetComponentInChildren(true).material.SetTexture("_UnlitColorMap", Snapshot); - RenderTexture.active = null; - } - - public void SetVirtualCamera(Camera cam) - { - if (null == cam) - { - TakeSnapshot(); - } - cameraObject = cam; - UpdateCameraPreviewInFront(null != cam); - Update(); - } - - void UpdateDOFGizmo() - { - if (null == colimatorLineRenderer) - colimatorLineRenderer = gameObject.GetComponent(); - colimatorLineRenderer.enabled = EnableDOF && CameraManager.Instance.ActiveCamera == gameObject && GlobalState.Settings.DisplayGizmos; - } - - void OnActiveCameraChanged(GameObject oldCamera, GameObject newCamera) - { - UpdateDOFGizmo(); - } - - void Update() - { - Hack(); - - if (null != cameraObject) - { - if (gameObject.name != nameLabel.Text) - nameLabel.Text = gameObject.name; - - cameraObject.farClipPlane = far; - cameraObject.nearClipPlane = near; - cameraObject.focalLength = focal; - ComputeFOV(); - cameraObject.gateFit = gateFit; - if (null != colimator) - { - if (enableDOF) - { - cameraObject.GetComponent().physicalParameters.aperture = aperture; - focus = Vector3.Distance(colimator.position, transform.position); - - colimatorLineRenderer.startWidth = lineRendererWidth / GlobalState.WorldScale; - colimatorLineRenderer.endWidth = lineRendererWidth / GlobalState.WorldScale; - colimatorLineRenderer.SetPosition(0, transform.position); - colimatorLineRenderer.SetPosition(1, colimator.position); - } - } - - if (null == dof) Utils.FindCameraPostProcessVolume().profile.TryGet(out dof); - dof.focusDistance.value = focus; - if (dof.active != enableDOF) - dof.active = enableDOF; - - // Active camera - if (CameraTool.showCameraFrustum && GlobalState.Settings.DisplayGizmos) - DrawFrustum(); - else - frustumRenderer.enabled = false; - disabledLayer.SetActive(false); - } - else - { - frustumRenderer.enabled = false; - if (GlobalState.Settings.DisplayGizmos) - disabledLayer.SetActive(true); - } - - if (null != focalSlider && focalSlider.Value != focal) - { - focalSlider.Value = focal; - } - } - - public void OnCameraRenamed(GameObject gObject) - { - if (gObject == gameObject) - SetName(gObject.name); - } - - public override void CopyParameters(ParametersController otherController) - { - base.CopyParameters(otherController); - - CameraController other = otherController as CameraController; - focal = other.focal; - near = other.near; - far = other.far; - focus = other.focus; - aperture = other.aperture; - enableDOF = other.enableDOF; - filmHeight = other.filmHeight; - filmWidth = other.filmWidth; - gateFit = other.gateFit; - } - - public override void SetName(string name) - { - base.SetName(name); - if (null != nameLabel) - nameLabel.Text = name; - } - - private void ComputeFilmSize() - { - float ratio = (float)CameraManager.Instance.CurrentResolution.width / (float)CameraManager.Instance.CurrentResolution.height; - switch (cameraObject.gateFit) - { - case Camera.GateFitMode.Horizontal: - filmWidth = cameraObject.sensorSize.x; - filmHeight = filmWidth / ratio; - break; - case Camera.GateFitMode.Vertical: - filmHeight = cameraObject.sensorSize.y; - filmWidth = filmHeight * ratio; - break; - case Camera.GateFitMode.None: - filmWidth = cameraObject.sensorSize.x; - filmHeight = cameraObject.sensorSize.y; - break; - case Camera.GateFitMode.Fill: - if (ratio > 1f) // horizontal - { - filmWidth = cameraObject.sensorSize.x; - filmHeight = filmWidth / ratio; - } - else // vertical - { - filmHeight = cameraObject.sensorSize.y; - filmWidth = filmHeight * ratio; - } - break; - } - } - - private void DrawFrustum() - { - frustumRenderer.enabled = true; - frustumRenderer.gameObject.layer = LayerMask.NameToLayer("CameraHidden"); // we don't want the selection outline - - // TODO: represent FOCUS and APERTURE - // ... - - float halfWidthFactor = filmWidth * 0.5f / focal; - float halfHeightFactor = filmHeight * 0.5f / focal; - - float nearHalfWidth = halfWidthFactor * near; - float nearHalfHeight = halfHeightFactor * near; - float farHalfWidth = halfWidthFactor * far; - float farHalfHeight = halfHeightFactor * far; - - int pointCount = 16; - - Vector3[] points = new Vector3[pointCount]; - points[0] = new Vector3(nearHalfWidth, -nearHalfHeight, -near); - points[1] = new Vector3(nearHalfWidth, nearHalfHeight, -near); - points[2] = new Vector3(-nearHalfWidth, nearHalfHeight, -near); - points[3] = new Vector3(-nearHalfWidth, -nearHalfHeight, -near); - points[4] = new Vector3(nearHalfWidth, -nearHalfHeight, -near); - - points[5] = new Vector3(farHalfWidth, -farHalfHeight, -far); - points[6] = new Vector3(farHalfWidth, farHalfHeight, -far); - points[7] = new Vector3(-farHalfWidth, farHalfHeight, -far); - points[8] = new Vector3(-farHalfWidth, -farHalfHeight, -far); - points[9] = new Vector3(farHalfWidth, -farHalfHeight, -far); - - points[10] = new Vector3(farHalfWidth, farHalfHeight, -far); - points[11] = new Vector3(nearHalfWidth, nearHalfHeight, -near); - points[12] = new Vector3(-nearHalfWidth, nearHalfHeight, -near); - points[13] = new Vector3(-farHalfWidth, farHalfHeight, -far); - points[14] = new Vector3(-farHalfWidth, -farHalfHeight, -far); - points[15] = new Vector3(-nearHalfWidth, -nearHalfHeight, -near); - - frustumRenderer.positionCount = points.Length; - frustumRenderer.SetPositions(points); - frustumRenderer.startWidth = lineRendererWidth / GlobalState.WorldScale; - frustumRenderer.endWidth = lineRendererWidth / GlobalState.WorldScale; - } - } -} diff --git a/Assets/Scripts/Core/Parameters/CameraController.cs.meta b/Assets/Scripts/Core/Parameters/CameraController.cs.meta deleted file mode 100644 index 171998e7..00000000 --- a/Assets/Scripts/Core/Parameters/CameraController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c0f2a17477a4d654c9698bbad15dae72 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/ColimatorController.cs b/Assets/Scripts/Core/Parameters/ColimatorController.cs deleted file mode 100644 index 97718b80..00000000 --- a/Assets/Scripts/Core/Parameters/ColimatorController.cs +++ /dev/null @@ -1,36 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -namespace VRtist -{ - public class ColimatorController : LocatorController - { - public bool isVRtist = false; - - public override bool IsDeletable() - { - return false; - } - - } -} diff --git a/Assets/Scripts/Core/Parameters/ColimatorController.cs.meta b/Assets/Scripts/Core/Parameters/ColimatorController.cs.meta deleted file mode 100644 index d12397db..00000000 --- a/Assets/Scripts/Core/Parameters/ColimatorController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 71705e9af10b38b4fb6d32d940f0de21 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/ConstraintLineController.cs b/Assets/Scripts/Core/Parameters/ConstraintLineController.cs deleted file mode 100644 index 4513a8f5..00000000 --- a/Assets/Scripts/Core/Parameters/ConstraintLineController.cs +++ /dev/null @@ -1,37 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class ConstraintLineController : ParametersController - { - public override void SetGizmoVisible(bool value) - { - // Disable colliders - LineRenderer line = gameObject.GetComponent(); - line.enabled = value; - } - } -} diff --git a/Assets/Scripts/Core/Parameters/ConstraintLineController.cs.meta b/Assets/Scripts/Core/Parameters/ConstraintLineController.cs.meta deleted file mode 100644 index fbbbc935..00000000 --- a/Assets/Scripts/Core/Parameters/ConstraintLineController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b9332976da48a9e47a2953cdcf28ebb7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/GameObjectBuilder.cs b/Assets/Scripts/Core/Parameters/GameObjectBuilder.cs deleted file mode 100644 index 07f569ab..00000000 --- a/Assets/Scripts/Core/Parameters/GameObjectBuilder.cs +++ /dev/null @@ -1,32 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public abstract class GameObjectBuilder : MonoBehaviour - { - public abstract GameObject CreateInstance(GameObject source, Transform parent = null, bool isPrefab = false); - } -} diff --git a/Assets/Scripts/Core/Parameters/GameObjectBuilder.cs.meta b/Assets/Scripts/Core/Parameters/GameObjectBuilder.cs.meta deleted file mode 100644 index 8e464f53..00000000 --- a/Assets/Scripts/Core/Parameters/GameObjectBuilder.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 819c15c5081d85e4c829c69a7af9fdf5 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/IGizmo.cs b/Assets/Scripts/Core/Parameters/IGizmo.cs deleted file mode 100644 index d048eccb..00000000 --- a/Assets/Scripts/Core/Parameters/IGizmo.cs +++ /dev/null @@ -1,30 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -namespace VRtist -{ - public interface IGizmo - { - void SetGizmoVisible(bool value); - } -} diff --git a/Assets/Scripts/Core/Parameters/IGizmo.cs.meta b/Assets/Scripts/Core/Parameters/IGizmo.cs.meta deleted file mode 100644 index fef823de..00000000 --- a/Assets/Scripts/Core/Parameters/IGizmo.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 91db15e3390796548a9c24d091628537 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/LightBuilder.cs b/Assets/Scripts/Core/Parameters/LightBuilder.cs deleted file mode 100644 index d9ab44ae..00000000 --- a/Assets/Scripts/Core/Parameters/LightBuilder.cs +++ /dev/null @@ -1,46 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class LightBuilder : GameObjectBuilder - { - public override GameObject CreateInstance(GameObject source, Transform parent = null, bool isPrefab = false) - { - GameObject newLight = GameObject.Instantiate(source, parent); - LightController lightController = source.GetComponentInChildren(); - VRInput.DeepSetLayer(newLight, "CameraHidden"); - - LightController newController = newLight.GetComponentInChildren(); - newController.CopyParameters(lightController); - GlobalState.castShadowsEvent.AddListener(newController.OnCastShadowsChanged); - - if (!GlobalState.Settings.DisplayGizmos) - GlobalState.SetGizmoVisible(newLight, false); - - return newLight; - } - } -} diff --git a/Assets/Scripts/Core/Parameters/LightBuilder.cs.meta b/Assets/Scripts/Core/Parameters/LightBuilder.cs.meta deleted file mode 100644 index 1b1f0fb1..00000000 --- a/Assets/Scripts/Core/Parameters/LightBuilder.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: efd8539113035e9418819c9874439536 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/LightController.cs b/Assets/Scripts/Core/Parameters/LightController.cs deleted file mode 100644 index 739549fe..00000000 --- a/Assets/Scripts/Core/Parameters/LightController.cs +++ /dev/null @@ -1,219 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Rendering.HighDefinition; - -namespace VRtist -{ - public class LightController : ParametersController - { - public float minIntensity; - public float maxIntensity; - public float minRange; - public float maxRange; - - private Light _lightObject = null; - private HDAdditionalLightData lightData = null; - private HDAdditionalLightData LightData - { - get - { - if (null == lightData) - { - Init(); - } - return lightData; - } - } - private Light LightObject - { - get - { - Init(); - return _lightObject; - } - } - - public LightType Type { get { return LightObject.type; } set { LightObject.type = value; } } - public float Intensity - { - get - { - return LightData.intensity; - } - set - { - LightData.SetIntensity(value); - } - } - - public float Power - { - get - { - switch (Type) - { - case LightType.Point: - return Intensity * 10f; - case LightType.Directional: - return Intensity / 1.5f; - case LightType.Spot: - return Intensity / (0.4f / 3f); - case LightType.Area: - break; - case LightType.Disc: - break; - } - return 0; - } - set - { - switch (Type) - { - case LightType.Point: - Intensity = value * 0.1f; - break; - case LightType.Directional: - Intensity = value * 1.5f; - break; - case LightType.Spot: - Intensity = value * (0.4f / 3f); - break; - } - - } - } - - public Color Color - { - get - { - return LightData.color; - } - set - { - LightData.color = value; - } - } - private bool _castShadows = false; - public bool CastShadows - { - get - { - return _castShadows; - } - set - { - _castShadows = value; - LightData.EnableShadows(value && GlobalState.Instance.settings.castShadows); - } - } - public float ShadowNearPlane { get { return LightData.shadowNearPlane; } set { LightData.shadowNearPlane = value; } } - public float Range { get { return LightData.range; } set { LightData.SetRange(value); } } - - private float _outerAngle = 100f; - private float _sharpness = 80f; - public float OuterAngle { get { return _outerAngle; } set { _outerAngle = value; LightData.SetSpotAngle(value, _sharpness); } } - public float Sharpness { get { return _sharpness; } set { _sharpness = value; LightData.SetSpotAngle(_outerAngle, value); } } - - public void SetLightEnable(bool enable) - { - LightObject.gameObject.SetActive(enable); - } - - public override void CopyParameters(ParametersController otherController) - { - base.CopyParameters(otherController); - - LightController other = otherController as LightController; - - Intensity = other.Intensity; - minIntensity = other.minIntensity; - maxIntensity = other.maxIntensity; - Color = other.Color; - CastShadows = other.CastShadows; - ShadowNearPlane = other.ShadowNearPlane; - Range = other.Range; - minRange = other.minRange; - maxRange = other.maxRange; - OuterAngle = other.OuterAngle; - Sharpness = other.Sharpness; - } - - public void OnCastShadowsChanged(bool _) - { - // Binding set in the lightBuilder - CastShadows = _castShadows; - } - - private void Init() - { - if (lightData == null) - { - _lightObject = transform.GetComponentInChildren(true); - lightData = transform.GetComponentInChildren(true); - - // Init defaults - lightData.shadowNearPlane = 0.01f; - CastShadows = false; - Color = Color.white; - switch (_lightObject.type) - { - case LightType.Directional: - Intensity = 2f; - minIntensity = 0.0f; - maxIntensity = 10.0f; - break; - case LightType.Point: - Intensity = 50f; - minIntensity = 0.0f; - maxIntensity = 100.0f; - Range = 10f; - minRange = 0f; - maxRange = 100f; - break; - case LightType.Spot: - Intensity = 50f; - minIntensity = 0.0f; - maxIntensity = 100.0f; - Range = 2f; - minRange = 0f; - maxRange = 100f; - Sharpness = 80f; - OuterAngle = 100f; - break; - } - } - } - - public override bool IsSnappable() - { - return false; - } - public override bool IsDeformable() - { - return false; - } - } -} diff --git a/Assets/Scripts/Core/Parameters/LightController.cs.meta b/Assets/Scripts/Core/Parameters/LightController.cs.meta deleted file mode 100644 index 29318d31..00000000 --- a/Assets/Scripts/Core/Parameters/LightController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 191c5c829f0886f4d8944d9c92407100 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/LocatorController.cs b/Assets/Scripts/Core/Parameters/LocatorController.cs deleted file mode 100644 index 3ae66c10..00000000 --- a/Assets/Scripts/Core/Parameters/LocatorController.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class LocatorController : ParametersController - { - public override void SetGizmoVisible(bool value) - { - // Disable colliders - Collider collider = gameObject.GetComponent(); - collider.enabled = value; - - // Hide geometry - MeshRenderer meshRenderer = gameObject.GetComponent(); - meshRenderer.enabled = value; - } - - public override bool IsDeformable() - { - return false; - } - - } -} diff --git a/Assets/Scripts/Core/Parameters/LocatorController.cs.meta b/Assets/Scripts/Core/Parameters/LocatorController.cs.meta deleted file mode 100644 index 08888266..00000000 --- a/Assets/Scripts/Core/Parameters/LocatorController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 22f2a9429667132478cf32d34bbd9458 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/PaintController.cs b/Assets/Scripts/Core/Parameters/PaintController.cs deleted file mode 100644 index ac45bc5e..00000000 --- a/Assets/Scripts/Core/Parameters/PaintController.cs +++ /dev/null @@ -1,34 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class PaintController : ParametersController - { - public Color color; - public Vector3[] controlPoints; - public float[] controlPointsRadius; - } -} diff --git a/Assets/Scripts/Core/Parameters/PaintController.cs.meta b/Assets/Scripts/Core/Parameters/PaintController.cs.meta deleted file mode 100644 index 7334f8fb..00000000 --- a/Assets/Scripts/Core/Parameters/PaintController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f24f12864acdd734382c469686635483 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/ParametersController.cs b/Assets/Scripts/Core/Parameters/ParametersController.cs deleted file mode 100644 index 5b020236..00000000 --- a/Assets/Scripts/Core/Parameters/ParametersController.cs +++ /dev/null @@ -1,129 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - [System.Serializable] - public class ParametersController : MonoBehaviour, IGizmo - { - protected Transform world = null; - - public bool Lock - { - get { return lockPosition && lockRotation && lockScale; } - set - { - lockPosition = value; - lockRotation = value; - lockScale = value; - } - } - - public bool lockPosition = false; - public bool lockRotation = false; - public bool lockScale = false; - public List constraintHolders = new List(); - - public bool isImported = false; - public string importPath; - - public virtual bool IsDeletable() - { - return true; - } - - public virtual void CopyParameters(ParametersController sourceController) - { - lockPosition = sourceController.lockPosition; - lockRotation = sourceController.lockRotation; - lockScale = sourceController.lockScale; - } - - public virtual void SetName(string name) - { - gameObject.name = name; - } - - protected Transform GetWorldTransform() - { - if (null != world) - return world; - world = transform.parent; - while (world != null && world.parent) - { - world = world.parent; - } - return world; - } - - public virtual void SetGizmoVisible(bool value) - { - // Disable colliders - Collider[] colliders = gameObject.GetComponentsInChildren(true); - foreach (Collider collider in colliders) - { - collider.enabled = value; - } - - // Hide geometry - MeshFilter[] meshFilters = gameObject.GetComponentsInChildren(true); - foreach (MeshFilter meshFilter in meshFilters) - { - meshFilter.gameObject.SetActive(value); - } - - // Hide UI - Canvas[] canvases = gameObject.GetComponentsInChildren(true); - foreach (Canvas canvas in canvases) - { - canvas.gameObject.SetActive(value); - } - } - - public virtual bool IsSnappable() - { - if (lockPosition) - return false; - return true; - } - public virtual bool IsDeformable() - { - return true; - } - - public void AddConstraintHolder(GameObject gobject) - { - constraintHolders.Add(gobject); - } - - public void RemoveConstraintHolder(GameObject gobject) - { - constraintHolders.Remove(gobject); - } - - } -} diff --git a/Assets/Scripts/Core/Parameters/ParametersController.cs.meta b/Assets/Scripts/Core/Parameters/ParametersController.cs.meta deleted file mode 100644 index e5c6e781..00000000 --- a/Assets/Scripts/Core/Parameters/ParametersController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: fdc797ae634c34e4ab184d75c471b34b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Parameters/VolumeController.cs b/Assets/Scripts/Core/Parameters/VolumeController.cs deleted file mode 100644 index b4c0bbac..00000000 --- a/Assets/Scripts/Core/Parameters/VolumeController.cs +++ /dev/null @@ -1,38 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class VolumeController : ParametersController - { - public Vector3 origin; // position of the bottom-left-front (-x/-y/-z) point of the field. - public Bounds bounds; - public Vector3Int resolution; - - public Color color; - public float[,,] field; - public float stepSize = 0.01f; - } -} diff --git a/Assets/Scripts/Core/Parameters/VolumeController.cs.meta b/Assets/Scripts/Core/Parameters/VolumeController.cs.meta deleted file mode 100644 index c74e093b..00000000 --- a/Assets/Scripts/Core/Parameters/VolumeController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 815efd9ac44fd6a49be96191b4121ee3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Recorder.cs b/Assets/Scripts/Core/Recorder.cs deleted file mode 100644 index e27e85ba..00000000 --- a/Assets/Scripts/Core/Recorder.cs +++ /dev/null @@ -1,166 +0,0 @@ -using System; -using System.Collections; -using System.IO; - -using UnityEngine; -using UnityEngine.Rendering.HighDefinition; - -namespace VRtist -{ - public class Recorder : MonoBehaviour - { - public bool recording; - - private string outputDir; - - private Camera activeCamera; - private int currentFrame; - - private UTJ.FrameCapturer.MovieEncoder encoder; - private UTJ.FrameCapturer.MovieEncoderConfigs encoderConfigs = new UTJ.FrameCapturer.MovieEncoderConfigs(UTJ.FrameCapturer.MovieEncoder.Type.MP4); - - private static Recorder instance; - public static Recorder Instance - { - get - { - if (instance == null) - { - instance = GameObject.FindObjectOfType(); - } - return instance; - } - } - - void Awake() - { - instance = Instance; - } - - void Start() - { - activeCamera = CameraManager.Instance.GetActiveCameraComponent(); - - CameraManager.Instance.onActiveCameraChanged.AddListener(OnActiveCameraChanged); - AnimationEngine.Instance.onFrameEvent.AddListener(OnFrameChanged); - AnimationEngine.Instance.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - } - - private void OnAnimationStateChanged(AnimationState state) - { - if (state == AnimationState.VideoOutput) - { - StartRecording(); - } - else - { - StopRecording(); - } - } - - public void StartRecording() - { - string path = GlobalState.Settings.videoOutputDirectory; - - try - { - if (!Directory.Exists(path)) - { - Directory.CreateDirectory(path); - } - } - catch (Exception) - { - GlobalState.Instance.messageBox.ShowMessage($"Failed to create directory {path}", 5f); - return; - } - if (!Directory.Exists(path)) - { - GlobalState.Instance.messageBox.ShowMessage($"Failed to create directory {path}", 5f); - return; - } - - encoderConfigs.captureVideo = true; - encoderConfigs.captureAudio = false; - - switch (CameraManager.Instance.OutputResolution) - { - case CameraManager.VideoResolution.VideoResolution_720p: encoderConfigs.mp4EncoderSettings.videoTargetBitrate = 10240000; break; - case CameraManager.VideoResolution.VideoResolution_1080p: encoderConfigs.mp4EncoderSettings.videoTargetBitrate = 10240000 * 2; break; - case CameraManager.VideoResolution.VideoResolution_2160p: encoderConfigs.mp4EncoderSettings.videoTargetBitrate = 10240000 * 8; break; - } - - CameraManager.Instance.CurrentResolution = CameraManager.Instance.videoOutputResolution; - - encoderConfigs.Setup(CameraManager.Instance.CurrentResolution.width, CameraManager.Instance.CurrentResolution.height, 3, (int)AnimationEngine.Instance.fps); - encoder = UTJ.FrameCapturer.MovieEncoder.Create(encoderConfigs, System.IO.Path.Combine(path, GlobalState.Settings.ProjectName + "_" + System.DateTime.Now.ToString("yyyy-MM-dd_HH-mm-ss"))); - if (encoder == null || !encoder.IsValid()) - { - StopRecording(); - return; - } - - recording = true; - currentFrame = 0; - } - - public void StopRecording() - { - if (null != activeCamera) - { - HDAdditionalCameraData camData = activeCamera.gameObject.GetComponent(); - camData.flipYMode = HDAdditionalCameraData.FlipYMode.Automatic; - } - if (encoder != null) - { - encoder.Release(); - encoder = null; - } - recording = false; - } - - private void OnActiveCameraChanged(GameObject oldCamera, GameObject newCamera) - { - if (null != activeCamera) - { - HDAdditionalCameraData camData = activeCamera.gameObject.GetComponent(); - camData.flipYMode = HDAdditionalCameraData.FlipYMode.Automatic; - } - activeCamera = CameraManager.Instance.GetActiveCameraComponent(); - } - - private void OnFrameChanged(int frame) - { - if (!recording) { return; } - - if (null != activeCamera) - { - HDAdditionalCameraData camData = activeCamera.gameObject.GetComponent(); - camData.flipYMode = HDAdditionalCameraData.FlipYMode.ForceFlipY; - } - - StartCoroutine(Capture()); - } - - IEnumerator Capture() - { - yield return new WaitForEndOfFrame(); - - if (null != activeCamera) - { - UTJ.FrameCapturer.fcAPI.fcLock(CameraManager.Instance.RenderTexture, TextureFormat.RGB24, AddVideoFrame); - } - else - { - UTJ.FrameCapturer.fcAPI.fcLock(CameraManager.Instance.EmptyTexture, TextureFormat.RGB24, AddVideoFrame); - } - currentFrame++; - } - - private void AddVideoFrame(byte[] data, UTJ.FrameCapturer.fcAPI.fcPixelFormat fmt) - { - if (null != encoder) - encoder.AddVideoFrame(data, fmt, currentFrame / AnimationEngine.Instance.fps); - } - } -} diff --git a/Assets/Scripts/Core/Recorder.cs.meta b/Assets/Scripts/Core/Recorder.cs.meta deleted file mode 100644 index b45e87b6..00000000 --- a/Assets/Scripts/Core/Recorder.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b9a59a5dc1a09174aba342aaf6be070c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/ResourceManager.cs b/Assets/Scripts/Core/ResourceManager.cs deleted file mode 100644 index 42697d68..00000000 --- a/Assets/Scripts/Core/ResourceManager.cs +++ /dev/null @@ -1,105 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Assertions; - -namespace VRtist -{ - public enum PrefabID - { - SunLight, - SpotLight, - PointLight, - Camera, - Locator - } - - public enum MaterialID - { - ObjectOpaque, - ObjectTransparent, - ObjectOpaqueUnlit, - ObjectTransparentUnlit, - } - - public class ResourceManager - { - readonly Dictionary prefabsMap = new Dictionary(); - readonly Dictionary prefabs = new Dictionary(); - - readonly Dictionary materialsMap = new Dictionary(); - readonly Dictionary materials = new Dictionary(); - - private static ResourceManager _instance; - public static ResourceManager Instance - { - get - { - if (null == _instance) - { - _instance = new ResourceManager(); - } - return _instance; - } - } - - private ResourceManager() - { - prefabsMap.Add(PrefabID.SunLight, "Prefabs/Sun"); - prefabsMap.Add(PrefabID.SpotLight, "Prefabs/Spot"); - prefabsMap.Add(PrefabID.PointLight, "Prefabs/Point"); - prefabsMap.Add(PrefabID.Camera, "Prefabs/Camera"); - prefabsMap.Add(PrefabID.Locator, "Prefabs/Primitives/Axis_locator"); - - materialsMap.Add(MaterialID.ObjectOpaque, "Materials/ObjectOpaque"); - materialsMap.Add(MaterialID.ObjectTransparent, "Materials/ObjectTransparent"); - materialsMap.Add(MaterialID.ObjectOpaqueUnlit, "Materials/ObjectOpaqueUnlit"); - materialsMap.Add(MaterialID.ObjectTransparentUnlit, "Materials/ObjectTransparentUnlit"); - } - - public static GameObject GetPrefab(PrefabID resource) - { - if (!Instance.prefabs.TryGetValue(resource, out GameObject prefab)) - { - Assert.IsTrue(Instance.prefabsMap.ContainsKey(resource)); - prefab = Resources.Load(Instance.prefabsMap[resource]); - Instance.prefabs.Add(resource, prefab); - } - return prefab; - } - - public static Material GetMaterial(MaterialID resource) - { - if (!Instance.materials.TryGetValue(resource, out Material material)) - { - Assert.IsTrue(Instance.materialsMap.ContainsKey(resource)); - material = Resources.Load(Instance.materialsMap[resource]); - Instance.materials.Add(resource, material); - } - return material; - } - } -} diff --git a/Assets/Scripts/Core/ResourceManager.cs.meta b/Assets/Scripts/Core/ResourceManager.cs.meta deleted file mode 100644 index 840df59e..00000000 --- a/Assets/Scripts/Core/ResourceManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b641477a766f0714eaa702ea70bcfe8b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Scene.meta b/Assets/Scripts/Core/Scene.meta deleted file mode 100644 index 849f1c4b..00000000 --- a/Assets/Scripts/Core/Scene.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7a6e19bed19dcf544bfcc56baefcaa7b -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Scene/IScene.cs b/Assets/Scripts/Core/Scene/IScene.cs deleted file mode 100644 index ee5a193f..00000000 --- a/Assets/Scripts/Core/Scene/IScene.cs +++ /dev/null @@ -1,62 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public interface IScene - { - string GetSceneType(); - void ClearScene(); - GameObject InstantiateObject(GameObject prefab); - GameObject InstantiateUnityPrefab(GameObject unityPrefab); - GameObject AddObject(GameObject gobject); - void RemoveObject(GameObject gobject); - void RestoreObject(GameObject gobject, Transform parent); - GameObject DuplicateObject(GameObject gobject); - void RenameObject(GameObject gobject, string newName); - void SetObjectMatrix(GameObject gobject, Matrix4x4 matrix); - void SetObjectTransform(GameObject gobject, Vector3 position, Quaternion rotation, Vector3 scale); - GameObject GetObjectParent(GameObject gobject); - void SetObjectParent(GameObject gobject, GameObject parent); - void SetObjectMaterialValue(GameObject gobject, MaterialValue materialValue); - void AddMaterialParameters(string materialName, MaterialID materialID, Color color); - void SendCameraInfo(Transform camera); - void SendLightInfo(Transform light); - void ClearObjectAnimations(GameObject gobject); - void SetObjectAnimations(GameObject gobject, AnimationSet animationSet); - void AddKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key); - void RemoveKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key); - void MoveKeyframe(GameObject gobject, AnimatableProperty property, int oldTime, int newTime); - void SetFrameRange(int start, int end); - void InsertObjectConstraint(int index, Constraint constraint); - void AddObjectConstraint(GameObject gobject, ConstraintType constraintType, GameObject target); - void RemoveObjectConstraint(GameObject gobject, ConstraintType constraintType); - void SetSky(SkySettings sky); - void ApplyShotManagerAction(ShotManagerActionInfo info); - void ListImportableObjects(); - void SendUserInfo(Vector3 cameraPosition, Vector3 cameraForward, Vector3 cameraUp, Vector3 cameraRight); - void RemoteSave(); - } -} diff --git a/Assets/Scripts/Core/Scene/IScene.cs.meta b/Assets/Scripts/Core/Scene/IScene.cs.meta deleted file mode 100644 index 7fa87166..00000000 --- a/Assets/Scripts/Core/Scene/IScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a17329956e66ec244b849a583a403cae -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Scene/SceneManager.cs b/Assets/Scripts/Core/Scene/SceneManager.cs deleted file mode 100644 index cd939588..00000000 --- a/Assets/Scripts/Core/Scene/SceneManager.cs +++ /dev/null @@ -1,402 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Animations; -using UnityEngine.Events; - -namespace VRtist -{ - public class SceneManager - { - IScene scene; - - public static UnityEvent clearSceneEvent = new UnityEvent(); - public static BoolChangedEvent sceneDirtyEvent = new BoolChangedEvent(); - public static UnityEvent sceneSavedEvent = new UnityEvent(); - public static UnityEvent sceneLoadedEvent = new UnityEvent(); - - public static bool firstSave = true; - - private static SceneManager instance; - public static SceneManager Instance - { - get - { - if (null == instance) - { - instance = new SceneManager(); - VRtistScene scene = new VRtistScene(); - SetSceneImpl(scene); - GlobalState.SetClientId(null); - } - return instance; - } - } - - static GameObject trash = null; - public static GameObject Trash - { - get - { - if (null == trash) - { - trash = new GameObject("__Trash__"); - trash.SetActive(false); - } - return trash; - } - } - - static Transform rightHanded; - public static Transform RightHanded - { - get - { - if (null == rightHanded) - { - rightHanded = Utils.FindRootGameObject("World").transform.Find("RightHanded"); - } - return rightHanded; - } - } - - static Transform boundingBox; - public static Transform BoundingBox - { - get - { - if (null == boundingBox) - { - boundingBox = RightHanded.Find("__VRtist_BoundingBox__"); - } - return boundingBox; - } - } - - public static void SetSceneImpl(IScene scene) - { - Instance.scene = scene; - } - - public static string GetSceneType() - { - return Instance.scene.GetSceneType(); - } - - public static void ClearScene() - { - firstSave = true; - CommandManager.SetSceneDirty(false); - - CameraManager.Instance.Clear(); - AnimationEngine.Instance.Clear(); - Selection.Clear(); - ConstraintManager.Clear(); - ShotManager.Instance.Clear(); - - clearSceneEvent.Invoke(); - Instance.scene.ClearScene(); - } - - public static GameObject InstantiateObject(GameObject prefab) - { - return Instance.scene.InstantiateObject(prefab); - } - - public static GameObject InstantiateUnityPrefab(GameObject prefab) - { - return Instance.scene.InstantiateUnityPrefab(prefab); - } - - public static GameObject AddObject(GameObject gobject) - { - return Instance.scene.AddObject(gobject); - } - - /// - /// For imported objects, if something has changed (transform, material, sub-object...) mark it - /// as non imported, so we can save and load it with all its modifications. - /// - /// - private static void SetAsNonImported(GameObject gobject, bool checkRoot = true) - { - ParametersController controller = gobject.GetComponent(); - if (null != controller && controller.isImported && !checkRoot) { return; } - - // Search for an imported object in the object's hierarchy (parents) - Transform parent = gobject.transform; - while (null != parent && parent != RightHanded) - { - controller = parent.GetComponent(); - if (null != controller && controller.isImported) - { - controller.isImported = false; - controller.importPath = null; - return; - } - parent = parent.parent; - } - } - - public static void RemoveObject(GameObject gobject) - { - SetAsNonImported(gobject); - Instance.scene.RemoveObject(gobject); - } - - public static void RestoreObject(GameObject gobject, Transform parent) - { - Instance.scene.RestoreObject(gobject, parent); - } - - public static GameObject DuplicateObject(GameObject gobject) - { - return Instance.scene.DuplicateObject(gobject); - } - - public static void RenameObject(GameObject gobject, string newName) - { - Instance.scene.RenameObject(gobject, newName); - } - - public static void SetObjectMatrix(GameObject gobject, Matrix4x4 matrix) - { - SetAsNonImported(gobject, checkRoot: false); - Instance.scene.SetObjectMatrix(gobject, matrix); - } - - public static void SetObjectTransform(GameObject gobject, Vector3 position, Quaternion rotation, Vector3 scale) - { - SetAsNonImported(gobject, checkRoot: false); - Instance.scene.SetObjectTransform(gobject, position, rotation, scale); - } - - public static GameObject GetObjectParent(GameObject gobject) - { - return Instance.scene.GetObjectParent(gobject); - } - - public static void SetObjectParent(GameObject gobject, GameObject parent) - { - Instance.scene.SetObjectParent(gobject, parent); - } - - public static void SetObjectMaterialValue(GameObject gobject, MaterialValue materialValue) - { - SetAsNonImported(gobject); - Instance.scene.SetObjectMaterialValue(gobject, materialValue); - } - - public static void AddMaterialParameters(string materialName, MaterialID materialID, Color color) - { - Instance.scene.AddMaterialParameters(materialName, materialID, color); - } - - public static void SendCameraInfo(Transform camera) - { - Instance.scene.SendCameraInfo(camera); - } - - public static void SendLightInfo(Transform light) - { - Instance.scene.SendLightInfo(light); - } - - // Animation - public static void ClearObjectAnimations(GameObject gobject) - { - GlobalState.Animation.ClearAnimations(gobject); - Instance.scene.ClearObjectAnimations(gobject); - } - - public static void SetObjectAnimations(GameObject gobject, AnimationSet animationSet) - { - GlobalState.Animation.SetObjectAnimations(gobject, animationSet); - Instance.scene.SetObjectAnimations(gobject, animationSet); - } - - public static void AddObjectKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - GlobalState.Animation.AddFilteredKeyframe(gobject, property, key); - Instance.scene.AddKeyframe(gobject, property, key); - } - - public static void RemoveKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - GlobalState.Animation.RemoveKeyframe(gobject, property, key.frame); - Instance.scene.RemoveKeyframe(gobject, property, key); - } - - public static void MoveKeyframe(GameObject gobject, AnimatableProperty property, int oldTime, int newTime) - { - GlobalState.Animation.MoveKeyframe(gobject, property, oldTime, newTime); - Instance.scene.MoveKeyframe(gobject, property, oldTime, newTime); - } - - public static void SetFrameRange(int start, int end) - { - GlobalState.Animation.StartFrame = start; - GlobalState.Animation.EndFrame = end; - Instance.scene.SetFrameRange(start, end); - } - - // Constraints - public static void InsertObjectConstraint(int index, Constraint constraint) - { - ConstraintManager.InsertConstraint(index, constraint); - Instance.scene.InsertObjectConstraint(index, constraint); - } - - public static void AddObjectConstraint(GameObject gobject, ConstraintType constraintType, GameObject target) - { - switch (constraintType) - { - case ConstraintType.Parent: - ConstraintManager.AddParentConstraint(gobject, target); - break; - case ConstraintType.LookAt: - ConstraintManager.AddLookAtConstraint(gobject, target); - break; - } - Instance.scene.AddObjectConstraint(gobject, constraintType, target); - } - public static void RemoveObjectConstraint(Constraint constraint) - { - RemoveObjectConstraint(constraint.gobject, constraint.constraintType); - } - - public static void RemoveObjectConstraint(GameObject gobject, ConstraintType constraintType) - { - switch (constraintType) - { - case ConstraintType.Parent: - ConstraintManager.RemoveConstraint(gobject); - break; - case ConstraintType.LookAt: - ConstraintManager.RemoveConstraint(gobject); - break; - } - Instance.scene.RemoveObjectConstraint(gobject, constraintType); - } - - // Sky - public static void SetSky(SkySettings sky) - { - GlobalState.Instance.SkySettings = sky; - Instance.scene.SetSky(sky); - } - - // Shot Manager - public static void ApplyShotManagegrAction(ShotManagerActionInfo info) - { - switch (info.action) - { - case ShotManagerAction.AddShot: - { - GameObject cam = info.camera; - Shot shot = new Shot() - { - name = info.shotName, - camera = cam, - color = info.shotColor, - start = info.shotStart, - end = info.shotEnd, - enabled = info.shotEnabled == 1 - }; - ShotManager.Instance.InsertShot(info.shotIndex + 1, shot); - } - break; - case ShotManagerAction.DeleteShot: - { - ShotManager.Instance.RemoveShot(info.shotIndex); - } - break; - case ShotManagerAction.DuplicateShot: - { - ShotManager.Instance.DuplicateShot(info.shotIndex); - } - break; - case ShotManagerAction.MoveShot: - { - ShotManager.Instance.SetCurrentShotIndex(info.shotIndex); - ShotManager.Instance.MoveShot(info.shotIndex, info.moveOffset); - } - break; - case ShotManagerAction.UpdateShot: - { - Shot shot = ShotManager.Instance.shots[info.shotIndex]; - if (info.shotName.Length > 0) - shot.name = info.shotName; - if (null != info.camera) - shot.camera = info.camera; - if (info.shotColor.r != -1) - shot.color = info.shotColor; - if (info.shotStart != -1) - shot.start = info.shotStart; - if (info.shotEnd != -1) - shot.end = info.shotEnd; - if (info.shotEnabled != -1) - shot.enabled = info.shotEnabled == 1; - } - break; - } - ShotManager.Instance.FireChanged(); - Instance.scene.ApplyShotManagerAction(info); - } - - public static void ListImportableObjects() - { - Instance.scene.ListImportableObjects(); - } - - // User - public static void SendUserInfo(Vector3 cameraPosition, Vector3 cameraForward, Vector3 cameraUp, Vector3 cameraRight) - { - Vector3 target = cameraPosition + cameraForward * 2f; - - GlobalState.networkUser.position = RightHanded.InverseTransformPoint(cameraPosition); - GlobalState.networkUser.target = RightHanded.InverseTransformPoint(target); - - Instance.scene.SendUserInfo(cameraPosition, cameraForward, cameraUp, cameraRight); - } - - public static void RemoteSave() - { - CommandManager.SetSceneDirty(false); - sceneSavedEvent.Invoke(); - Instance.scene.RemoteSave(); - } - - // helper functions - public static bool IsInTrash(GameObject obj) - { - Transform parent = obj.transform; - while (parent != Trash && parent != null) - { - parent = parent.parent; - } - return parent == Trash; - } - } -} diff --git a/Assets/Scripts/Core/Scene/SceneManager.cs.meta b/Assets/Scripts/Core/Scene/SceneManager.cs.meta deleted file mode 100644 index 1d06556e..00000000 --- a/Assets/Scripts/Core/Scene/SceneManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c58d733bc2271a642be011fb54fe57de -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Scene/User.cs b/Assets/Scripts/Core/Scene/User.cs deleted file mode 100644 index 2dabb2a7..00000000 --- a/Assets/Scripts/Core/Scene/User.cs +++ /dev/null @@ -1,37 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class User - { - public string id; - public string name; - public string room; - public Vector3 position; - public Vector3 target; - public Color color; - } -} diff --git a/Assets/Scripts/Core/Scene/User.cs.meta b/Assets/Scripts/Core/Scene/User.cs.meta deleted file mode 100644 index daf4175b..00000000 --- a/Assets/Scripts/Core/Scene/User.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8425c07c40157a44097666e6201c6946 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Scene/VRtistScene.cs b/Assets/Scripts/Core/Scene/VRtistScene.cs deleted file mode 100644 index 8790c5a6..00000000 --- a/Assets/Scripts/Core/Scene/VRtistScene.cs +++ /dev/null @@ -1,202 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class VRtistScene : IScene - { - public string GetSceneType() - { - return "VRtist"; - } - - public void ClearScene() - { - Utils.DeleteTransformChildren(SceneManager.RightHanded); - } - - public GameObject InstantiateObject(GameObject prefab) - { - string instanceName = Utils.CreateUniqueName(prefab.name); - GameObject instance = GameObject.Instantiate(prefab); - instance.name = instanceName; - return instance; - } - - public GameObject InstantiateUnityPrefab(GameObject unityPrefab) - { - GameObject instance; - GameObjectBuilder builder = unityPrefab.GetComponent(); - if (builder) - { - string instanceName = Utils.CreateUniqueName(unityPrefab.name); - instance = builder.CreateInstance(unityPrefab, null, true); - instance.name = instanceName; - } - else - { - instance = InstantiateObject(unityPrefab); - } - - return instance; - } - - public GameObject AddObject(GameObject gobject) - { - gobject.transform.SetParent(SceneManager.RightHanded, false); - GlobalState.FireObjectAdded(gobject); - return gobject; - } - - public void RemoveObject(GameObject gobject) - { - gobject.transform.SetParent(SceneManager.Trash.transform, true); - GlobalState.FireObjectRemoved(gobject); - } - - public void RestoreObject(GameObject gobject, Transform parent) - { - gobject.transform.SetParent(parent, true); - GlobalState.FireObjectAdded(gobject); - } - - public GameObject DuplicateObject(GameObject gobject) - { - // Instantiate with the current transfrom - GameObject copy = InstantiateUnityPrefab(gobject); - copy.transform.SetParent(gobject.transform.parent, false); - - // Then put it to righthanded - copy.transform.SetParent(SceneManager.RightHanded, true); - - // Be sure to keep original mesh name - MeshFilter[] sourceMeshFilters = gobject.GetComponentsInChildren(); - if (sourceMeshFilters.Length > 0) - { - MeshFilter[] copyMeshFilters = copy.GetComponentsInChildren(); - for (int i = 0; i < sourceMeshFilters.Length; ++i) - { - copyMeshFilters[i].mesh.name = sourceMeshFilters[i].mesh.name; - } - } - - GlobalState.FireObjectAdded(copy); - return copy; - } - - public void RenameObject(GameObject gobject, string newName) - { - gobject.name = newName; - } - - public void SetObjectMatrix(GameObject gobject, Matrix4x4 matrix) - { - Maths.DecomposeMatrix(matrix, out Vector3 position, out Quaternion rotation, out Vector3 scale); - SetObjectTransform(gobject, position, rotation, scale); - } - - public void SetObjectTransform(GameObject gobject, Vector3 position, Quaternion rotation, Vector3 scale) - { - gobject.transform.localPosition = position; - gobject.transform.localRotation = rotation; - gobject.transform.localScale = scale; - GlobalState.FireObjectMoving(gobject); - } - - public GameObject GetObjectParent(GameObject gobject) - { - Transform parentTransform = gobject.transform.parent; - if (null == parentTransform) - return null; - return parentTransform.gameObject; - } - - public void SetObjectParent(GameObject gobject, GameObject parent) - { - gobject.transform.SetParent(parent.transform, false); - } - - public void SetObjectMaterialValue(GameObject gobject, MaterialValue materialValue) - { - Utils.SetMaterialValue(gobject, materialValue); - } - - public void AddMaterialParameters(string materialName, MaterialID materialID, Color color) { } - - public void SendCameraInfo(Transform camera) { } - - public void SendLightInfo(Transform light) { } - - public void ClearObjectAnimations(GameObject gobject) - { - } - - public void SetObjectAnimations(GameObject gobject, AnimationSet animationSet) - { - } - - public void AddKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - } - - public void RemoveKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - } - - public void MoveKeyframe(GameObject gobject, AnimatableProperty property, int oldTime, int newTime) - { - } - - public void SetFrameRange(int start, int end) { } - - public void InsertObjectConstraint(int index, Constraint constraint) - { - } - - public void AddObjectConstraint(GameObject gobject, ConstraintType constraintType, GameObject target) - { - } - - public void RemoveObjectConstraint(GameObject gobject, ConstraintType constraintType) - { - } - - public void SetSky(SkySettings sky) - { - } - - public void ApplyShotManagerAction(ShotManagerActionInfo info) - { - } - - public void ListImportableObjects() - { - } - - public void SendUserInfo(Vector3 cameraPosition, Vector3 cameraForward, Vector3 cameraUp, Vector3 cameraRight) { } - - public void RemoteSave() { } - } -} diff --git a/Assets/Scripts/Core/Scene/VRtistScene.cs.meta b/Assets/Scripts/Core/Scene/VRtistScene.cs.meta deleted file mode 100644 index 427ad07b..00000000 --- a/Assets/Scripts/Core/Scene/VRtistScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1f89b1991a4b4e349a795acedb22cfce -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Selection.cs b/Assets/Scripts/Core/Selection.cs deleted file mode 100644 index a82220f7..00000000 --- a/Assets/Scripts/Core/Selection.cs +++ /dev/null @@ -1,205 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public enum LayerType - { - Selection, - Default, - Hover - } - - [Serializable] - public class SelectionChangedEvent : UnityEvent, HashSet> - { - // Empty - } - - [Serializable] - public class HoverChangedEvent : UnityEvent - { - // Empty - } - - [Serializable] - public class AuxiliaryChangedEvent : UnityEvent - { - // Empty - } - - - /// - /// The current selection state. - /// We manage two distinct selections, a primary one which is pretty standard containing a set of objects. - /// And an auxiliary one containing only one object that we can manipulate without changing the primary selection. - /// We also define a set of active objects which are objects that are selected or auxiliary selected. - /// And we also keep track of the current hovered object, which may be selected or not. - /// - public class Selection - { - public static bool enabled = true; - - // Current selected objects (blue outlined) - static readonly HashSet selectedObjects = new HashSet(); - public static HashSet SelectedObjects - { - get { return selectedObjects; } - } - public static SelectionChangedEvent onSelectionChanged = new SelectionChangedEvent(); - - // Current hovered object (yellow outlined) - static GameObject hoveredObject = null; - public static GameObject HoveredObject - { - get { return hoveredObject; } - set - { - if (!enabled) { return; } - GameObject previousHovered = hoveredObject; - hoveredObject = value; - onHoveredChanged.Invoke(previousHovered, value); - } - } - public static HoverChangedEvent onHoveredChanged = new HoverChangedEvent(); - - // An auxiliary selection represents a volatile object out of the main selection - static HashSet auxiliarySelection = new HashSet(); - public static GameObject AuxiliarySelection - { - get - { - foreach (GameObject o in auxiliarySelection) - { - return o; - } - return null; - } - set - { - if (!enabled) { return; } - if (IsSelected(value)) - return; - - GameObject oldAuxiliarySelection = null; - foreach (GameObject o in auxiliarySelection) - { - oldAuxiliarySelection = o; - break; - } - auxiliarySelection.Clear(); - if (null != value) - auxiliarySelection.Add(value); - onAuxiliarySelectionChanged.Invoke(oldAuxiliarySelection, value); - } - } - public static AuxiliaryChangedEvent onAuxiliarySelectionChanged = new AuxiliaryChangedEvent(); - - // Active objects represents manipulated objects (selected or auxiliary selected objects) - public static HashSet ActiveObjects - { - get - { - if (auxiliarySelection.Count == 0) - return selectedObjects; - return auxiliarySelection; - } - } - - static int selectionStateTimestamp = 0; - public static int SelectionStateTimestamp - { - get { return selectionStateTimestamp; } - } - - public static bool IsSelected(GameObject gObject) - { - if (null == gObject) - return false; - return selectedObjects.Contains(gObject); - } - - public static bool HasSelectedObjects() - { - return selectedObjects.Count != 0; - } - - public static bool AddToSelection(GameObject gObject) - { - if (!enabled) { return false; } - if (IsSelected(gObject)) - return false; - selectionStateTimestamp++; - HashSet previousSelectedObjects = new HashSet(selectedObjects); - selectedObjects.Add(gObject); - onSelectionChanged.Invoke(previousSelectedObjects, selectedObjects); - return true; - } - - public static bool RemoveFromSelection(GameObject gObject) - { - if (!enabled) { return false; } - if (!IsSelected(gObject)) - return false; - selectionStateTimestamp++; - HashSet previousSelectedObjects = new HashSet(selectedObjects); - selectedObjects.Remove(gObject); - onSelectionChanged.Invoke(previousSelectedObjects, selectedObjects); - return true; - } - - public static void ClearSelection() - { - if (!enabled) { return; } - if (!HasSelectedObjects()) - return; - selectionStateTimestamp++; - HashSet previousSelectedObjects = new HashSet(selectedObjects); - selectedObjects.Clear(); - onSelectionChanged.Invoke(previousSelectedObjects, selectedObjects); - } - - public static void Clear() - { - ClearSelection(); - AuxiliarySelection = null; - HoveredObject = null; - } - - public static bool IsHovered(GameObject gObject) - { - return gObject == hoveredObject; - } - - public static bool HasHoveredObject() - { - return hoveredObject != null; - } - } -} diff --git a/Assets/Scripts/Core/Selection.cs.meta b/Assets/Scripts/Core/Selection.cs.meta deleted file mode 100644 index 8cc88c92..00000000 --- a/Assets/Scripts/Core/Selection.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d4b8399d64d572b4c90e279b1b748640 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/SoundManager.cs b/Assets/Scripts/Core/SoundManager.cs deleted file mode 100644 index 95dfa4c6..00000000 --- a/Assets/Scripts/Core/SoundManager.cs +++ /dev/null @@ -1,80 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - [RequireComponent(typeof(AudioSource))] - public class SoundManager : MonoBehaviour - { - public enum Sounds - { - Spawn, - Despawn, - OpenWindow, - CloseWindow, - ClickIn, - ClickOut, - Snapshot - } - - private AudioSource audioSource; - private readonly Dictionary clips = new Dictionary(); - - public static SoundManager Instance { get; private set; } - - void Awake() - { - Instance = this; - } - - public void Start() - { - audioSource = GetComponent(); - - clips[Sounds.Spawn] = Resources.Load("Sounds/Spawn"); - clips[Sounds.Despawn] = Resources.Load("Sounds/Despawn"); - clips[Sounds.OpenWindow] = Resources.Load("Sounds/ui_casual_open"); - clips[Sounds.CloseWindow] = Resources.Load("Sounds/ui_casual_pops_close"); - clips[Sounds.ClickIn] = Resources.Load("Sounds/click-in"); - clips[Sounds.ClickOut] = Resources.Load("Sounds/click-out"); - clips[Sounds.Snapshot] = Resources.Load("Sounds/snapshot"); - } - - public void PlayUISound(Sounds sound, bool force = false) - { - if (force || !audioSource.isPlaying) - { - audioSource.PlayOneShot(clips[sound]); - } - } - - public void Play3DSound(AudioSource source, Sounds sound) - { - source.PlayOneShot(clips[sound]); - } - } -} diff --git a/Assets/Scripts/Core/SoundManager.cs.meta b/Assets/Scripts/Core/SoundManager.cs.meta deleted file mode 100644 index 8c2e9747..00000000 --- a/Assets/Scripts/Core/SoundManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 88ca03ac54c57104c9cd3225db4a27e3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Utils.cs b/Assets/Scripts/Core/Utils.cs deleted file mode 100644 index 301fbf2f..00000000 --- a/Assets/Scripts/Core/Utils.cs +++ /dev/null @@ -1,384 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.IO; -using System.Net; -using System.Text.RegularExpressions; - -using UnityEngine; -using UnityEngine.Experimental.Rendering; -using UnityEngine.Rendering; - -namespace VRtist -{ - public struct MaterialValue - { - public Color color; - public float roughness; - public float metallic; - } - - public class Utils - { - public static string blenderHiddenParent = "__Blender_Hidden_Parent_Matrix"; - public static string blenderCollectionInstanceOffset = "__Blender_Collection_Instance_Offset"; - static int gameObjectNameId = 0; - static readonly long timestamp = System.DateTime.Now.Ticks / System.TimeSpan.TicksPerMillisecond; - - public static GameObject FindRootGameObject(string name) - { - UnityEngine.SceneManagement.Scene scene = UnityEngine.SceneManagement.SceneManager.GetActiveScene(); - GameObject[] roots = scene.GetRootGameObjects(); - for (int i = 0; i < roots.Length; i++) - { - if (roots[i].name == name) - { - return roots[i]; - } - } - return null; - } - - public static GameObject FindWorld() - { - return FindRootGameObject("World"); - } - - public static Volume FindVolume() - { - GameObject volumes = Utils.FindRootGameObject("Volumes"); - return volumes.transform.Find("VolumePostProcess").GetComponent(); - } - - public static Volume FindLobbyVolume() - { - GameObject volumes = Utils.FindRootGameObject("Volumes"); - return volumes.transform.Find("VolumeLobby").GetComponent(); - } - - public static Volume FindCameraPostProcessVolume() - { - GameObject volumes = Utils.FindRootGameObject("Volumes"); - return volumes.transform.Find("VolumePostProcessCamera").GetComponent(); - } - - public static GameObject FindGameObject(string name) - { - GameObject world = Utils.FindWorld(); - if (!world) - return null; - - int childrenCount = world.transform.childCount; - for (int i = 0; i < childrenCount; i++) - { - GameObject child = world.transform.GetChild(i).gameObject; - if (child.name == name) - return child; - } - - return null; - } - - public static bool GetTransformRelativePathTo(Transform child, Transform root, out string path) - { - path = ""; - Transform current = child; - while (null != current.parent && current.name != root.name) - { - path = current.name + "/" + path; - current = current.parent; - } - if (path.Length > 0) { path = path.Substring(0, path.Length - 1); } // remove trailing slash - return current != null; - } - - public static string BuildTransformPath(GameObject gobject) - { - string res = ""; - while (gobject.GetComponent() == null) - { - res = "/" + gobject.name + res; - gobject = gobject.transform.parent.gameObject; - } - - if (res.Length > 0) - res = res.Substring(1, res.Length - 1); - - return res; - } - - private static readonly Regex readableNameRegex = new Regex(@"(?.+?)\.(?.+?)\.(?\d+)", RegexOptions.Compiled); - public static string GetReadableName(string name) - { - string readableName = name; - MatchCollection matches = readableNameRegex.Matches(name); - if (matches.Count == 1) - { - GroupCollection groups = matches[0].Groups; - string baseName = groups["basename"].ToString(); - int number = Int32.Parse(groups["number"].Value); - readableName = $"{baseName}.{number}"; - } - return readableName; - } - - public static string GetPath(Transform t) - { - if (null == t) - return ""; - - string path = t.name; - Transform parent = t.parent; - while (null != parent) - { - path = parent.name + "/" + path; - parent = parent.parent; - } - return path; - } - - public static string GetBaseName(string name) - { - string res = name; - for (int i = 0; i < 2; i++) - { - int index = res.LastIndexOf('.'); - if (index >= 0) - res = res.Substring(0, index); - } - - return res; - } - - public static string CreateUniqueName(string baseName) - { - baseName = GetBaseName(baseName); - - if (baseName.Length > 48) - baseName = baseName.Substring(0, 48); - - string name = baseName + "." + String.Format("{0:X}", (Dns.GetHostName() + timestamp.ToString()).GetHashCode()) + "." + gameObjectNameId.ToString(); - gameObjectNameId++; - return name; - } - - public static string GetMaterialName(GameObject gobject) - { - return "Mat_" + gobject.name; - } - - public static RenderTexture CreateRenderTexture(int width, int height, int depth, RenderTextureFormat format, bool randomWrite) - { - RenderTexture renderTexture = new RenderTexture(width, height, depth, format) - { - enableRandomWrite = randomWrite - }; - renderTexture.Create(); - return renderTexture; - } - public static RenderTexture CreateRenderTexture(RenderTexture source) - { - return CreateRenderTexture(source.width, source.height, 0, source.format, true); - } - - public static MaterialValue GetMaterialValue(GameObject gobject) - { - MeshRenderer renderer = gobject.GetComponentInChildren(); - MaterialValue value = new MaterialValue(); - if (null != renderer) - { - value.color = renderer.material.GetColor("_BaseColor"); - if (renderer.material.HasProperty("_Smoothness")) { value.roughness = 1f - renderer.material.GetFloat("_Smoothness"); } - else { value.roughness = renderer.material.GetFloat("_Roughness"); } - value.metallic = renderer.material.GetFloat("_Metallic"); - } - return value; - } - - public static void SetMaterialValue(GameObject gobject, MaterialValue value) - { - Material opaqueMat = Resources.Load("Materials/ObjectOpaque"); - Material transpMat = Resources.Load("Materials/ObjectTransparent"); - MeshRenderer[] renderers = gobject.GetComponentsInChildren(); - foreach (MeshRenderer renderer in renderers) - { - int i = 0; - Material[] newMaterials = renderer.materials; - foreach (Material oldMaterial in renderer.materials) - { - bool previousMaterialWasTransparent = oldMaterial.HasProperty("_Opacity") && oldMaterial.GetFloat("_Opacity") < 0.99f; - bool newMaterialIsTransparent = value.color.a < 1.0f; - if (previousMaterialWasTransparent != newMaterialIsTransparent) - { - // swap material type - if (newMaterialIsTransparent) - { - newMaterials[i] = new Material(transpMat); - } - else - { - newMaterials[i] = new Material(opaqueMat); - } - } - //else - //{ - // newMaterials[i] = oldMaterial; - //} - - Material newMaterial = newMaterials[i++]; - - newMaterial.SetColor("_BaseColor", value.color); - if (newMaterial.HasProperty("_Opacity")) { newMaterial.SetFloat("_Opacity", value.color.a); } - if (newMaterial.HasProperty("_Smoothness")) { newMaterial.SetFloat("_Smoothness", 1f - value.roughness); } - else { newMaterial.SetFloat("_Roughness", value.roughness); } - newMaterial.SetFloat("_Metallic", value.metallic); - } - renderer.materials = newMaterials; // set array - } - } - - public static void TryDispose(IDisposable obj) - { - if (null == obj) { return; } - obj.Dispose(); - } - public static void TryDestroy(UnityEngine.Object obj) - { - if (null == obj) { return; } - UnityEngine.Object.Destroy(obj); - } - - public static void SwapBuffers(ref ComputeBuffer buf1, ref ComputeBuffer buf2) - { - var temp = buf1; - buf1 = buf2; - buf2 = temp; - } - - public static Texture2D CopyRenderTextureToTexture(RenderTexture renderTexture) - { - TextureCreationFlags flags = TextureCreationFlags.None; - Texture2D texture = new Texture2D(renderTexture.width, renderTexture.height, renderTexture.graphicsFormat, flags); - - RenderTexture activeRT = RenderTexture.active; - RenderTexture.active = renderTexture; - texture.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0); - texture.Apply(); - //Graphics.CopyTexture(renderTexture, texture); doesn't work :( - RenderTexture.active = activeRT; - - return texture; - } - - public static void SavePNG(Texture2D texture, string path) - { - byte[] data = texture.EncodeToPNG(); - CreatePath(path); - File.WriteAllBytes(path, data); - } - - public static Texture2D LoadTexture(string path, bool linear = false) - { - if (string.IsNullOrEmpty(path)) - { - Debug.LogWarning("Invalid path: path is empty or null"); - return null; - } - if (!File.Exists(path)) - { - Debug.LogWarning($"No such file: {path} does not exist"); - return null; - } - - byte[] bytes = File.ReadAllBytes(path); - Texture2D texture = new Texture2D(1, 1, TextureFormat.RGBA32, true, linear); - texture.LoadImage(bytes); - return texture; - } - - public static Sprite LoadSprite(string path) - { - Texture2D texture = LoadTexture(path); - if (null == texture) { return null; } - Sprite sprite = Sprite.Create(texture, new Rect(0, 0, texture.width, texture.height), new Vector2(0.5f, 0.5f)); - return sprite; - } - - public static void FillTexture(Texture2D texture, Color color) - { - Color[] pixels = texture.GetPixels(); - for (int i = 0; i < pixels.Length; i++) - { - pixels[i] = color; - } - texture.SetPixels(pixels); - texture.Apply(); - } - - public static void DeleteTransformChildren(Transform trans) - { - Debug.Log("Clear scene"); - Selection.ClearSelection(); - - // sync reparent before async destroy - GameObject tmp = new GameObject(); - for (int i = trans.childCount - 1; i >= 0; i--) - { - Transform child = trans.GetChild(i); - if (child.name.StartsWith("__VRtist_")) - continue; - - child.parent = tmp.transform; - } - - GameObject.Destroy(tmp); - } - - public static void CreatePath(string path) - { - string filename = Path.GetFileName(path); - DirectoryInfo folder; - if (filename.Length > 0) - folder = Directory.GetParent(path); - else - folder = new DirectoryInfo(path); - if (!folder.Exists) - { - folder.Create(); - } - } - - public static void Reparent(Transform t, Transform parent) - { - Vector3 position = t.localPosition; - Quaternion rotation = t.localRotation; - Vector3 scale = t.localScale; - - t.parent = parent; - t.localPosition = position; - t.localRotation = rotation; - t.localScale = scale; - } - } -} diff --git a/Assets/Scripts/Core/Utils.cs.meta b/Assets/Scripts/Core/Utils.cs.meta deleted file mode 100644 index ed671f9c..00000000 --- a/Assets/Scripts/Core/Utils.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6cf473d59aa6bb049b3f930382d9587a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Core/Version.cs b/Assets/Scripts/Core/Version.cs deleted file mode 100644 index 7b827fac..00000000 --- a/Assets/Scripts/Core/Version.cs +++ /dev/null @@ -1,80 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.IO; -using System.Text.RegularExpressions; - - -namespace VRtist -{ - public class Version - { - private static readonly string VERSION_PATH = "version.txt"; - - // Our version - private static string _version = ""; - public static string VersionString - { - get - { - if (_version.Length == 0) - { - if (File.Exists(VERSION_PATH)) - _version = File.ReadAllText(VERSION_PATH); - else - _version = "dev-build"; - } - return _version; - } - } - - // Supported sync version (Mixer) - public static string syncVersion = "v0.1.0"; - - private static readonly Regex versionRegex = new Regex(@"v?(?\d+)\.(?\d+)\.(?\d+)(\.(?.+))?", RegexOptions.Compiled); - - public static bool UnpackVersionNumber(string v, out int major, out int minor, out int debug, out string other) - { - major = minor = debug = -1; - other = ""; - - MatchCollection matches = versionRegex.Matches(v); - if (matches.Count != 1) { return false; } - - GroupCollection groups = matches[0].Groups; - major = Int32.Parse(groups["major"].Value); - minor = Int32.Parse(groups["minor"].Value); - debug = Int32.Parse(groups["debug"].Value); - other = groups["other"].Value; - return true; - } - - public static bool CheckSyncCompatibility(string number) - { - UnpackVersionNumber(number, out int major, out _, out _, out _); - UnpackVersionNumber(syncVersion, out int syncMajor, out _, out _, out _); - return major == syncMajor; - } - } -} diff --git a/Assets/Scripts/Core/Version.cs.meta b/Assets/Scripts/Core/Version.cs.meta deleted file mode 100644 index 6f8327b6..00000000 --- a/Assets/Scripts/Core/Version.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 76a94a8cc55dae54bad849fe28be117c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Debug.meta b/Assets/Scripts/Debug.meta deleted file mode 100644 index 989e6cc7..00000000 --- a/Assets/Scripts/Debug.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b091756be0b51fc4580a26a25a668a5f -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Debug/Debug FPS Controller.meta b/Assets/Scripts/Debug/Debug FPS Controller.meta deleted file mode 100644 index c526fba8..00000000 --- a/Assets/Scripts/Debug/Debug FPS Controller.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0182a5fecf74e634b9f6eefce7fd6ee7 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Debug/Debug FPS Controller/FPSLook.cs b/Assets/Scripts/Debug/Debug FPS Controller/FPSLook.cs deleted file mode 100644 index 8ae12f42..00000000 --- a/Assets/Scripts/Debug/Debug FPS Controller/FPSLook.cs +++ /dev/null @@ -1,51 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -public class FPSLook : MonoBehaviour -{ - public Transform rotateX; - private float sensitivity = 400; - float xRotation = 0f; - - void Update() - { - float z = Input.GetAxis("Fire1"); - if (z <= 0) - { - Cursor.lockState = CursorLockMode.None; - return; - } - - Cursor.lockState = CursorLockMode.Locked; - - float mouseX = Input.GetAxis("Mouse X") * sensitivity * Time.deltaTime; - float mouseY = Input.GetAxis("Mouse Y") * sensitivity * Time.deltaTime; - xRotation -= mouseY; - xRotation = Mathf.Clamp(xRotation, -90f, 90f); - - transform.Rotate(Vector3.up * mouseX); - rotateX.localRotation = Quaternion.Euler(xRotation, 0f, 0f); - } -} diff --git a/Assets/Scripts/Debug/Debug FPS Controller/FPSLook.cs.meta b/Assets/Scripts/Debug/Debug FPS Controller/FPSLook.cs.meta deleted file mode 100644 index 768ccf0e..00000000 --- a/Assets/Scripts/Debug/Debug FPS Controller/FPSLook.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 663c9f25ce7e9f24eab5eb3c9f6aef24 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Debug/Debug FPS Controller/FPSMove.cs b/Assets/Scripts/Debug/Debug FPS Controller/FPSMove.cs deleted file mode 100644 index 751b4a0f..00000000 --- a/Assets/Scripts/Debug/Debug FPS Controller/FPSMove.cs +++ /dev/null @@ -1,42 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -public class FPSMove : MonoBehaviour -{ - public Transform rotateX; - private float speed = 10f; - - void Update() - { - float x = Input.GetAxis("Horizontal") * speed * Time.deltaTime; - float y = Input.GetAxis("Vertical") * speed * Time.deltaTime; - - if (x == 0f && y == 0f) - return; - - Vector3 move = rotateX.right * x + rotateX.forward * y; - transform.localPosition += move; - } -} diff --git a/Assets/Scripts/Debug/Debug FPS Controller/FPSMove.cs.meta b/Assets/Scripts/Debug/Debug FPS Controller/FPSMove.cs.meta deleted file mode 100644 index f0957473..00000000 --- a/Assets/Scripts/Debug/Debug FPS Controller/FPSMove.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: aaafbc3f88422f9488853325bd910275 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Debug/SRPBatcherProfiler.cs b/Assets/Scripts/Debug/SRPBatcherProfiler.cs deleted file mode 100644 index 20f50ca5..00000000 --- a/Assets/Scripts/Debug/SRPBatcherProfiler.cs +++ /dev/null @@ -1,210 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine.Profiling; -using UnityEngine.Rendering; - -namespace UnityEngine.Experimental.Rendering -{ - public class SRPBatcherProfiler : MonoBehaviour - { - public bool m_Enable = false; - private const float kAverageStatDuration = 1.0f; // stats refresh each second - private int m_frameCount; - private float m_AccDeltaTime; - private string m_statsLabel; - private GUIStyle m_style; - private bool m_oldBatcherEnable; - - internal class RecorderEntry - { - public string name; - public string oldName; - public int callCount; - public float accTime; - public Recorder recorder; - }; - - enum SRPBMarkers - { - kStdRenderDraw, - kStdShadowDraw, - kSRPBRenderDraw, - kSRPBShadowDraw, - kRenderThreadIdle, - kStdRenderApplyShader, - kStdShadowApplyShader, - kSRPBRenderApplyShader, - kSRPBShadowApplyShader, - kPrepareBatchRendererGroupNodes, - }; - - readonly RecorderEntry[] recordersList = - { - // Warning: Keep that list in the exact same order than SRPBMarkers enum - new RecorderEntry() { name="RenderLoop.Draw" }, - new RecorderEntry() { name="Shadows.Draw" }, - new RecorderEntry() { name="SRPBatcher.Draw", oldName="RenderLoopNewBatcher.Draw" }, - new RecorderEntry() { name="SRPBatcherShadow.Draw", oldName="ShadowLoopNewBatcher.Draw" }, - new RecorderEntry() { name="RenderLoopDevice.Idle" }, - new RecorderEntry() { name="StdRender.ApplyShader" }, - new RecorderEntry() { name="StdShadow.ApplyShader" }, - new RecorderEntry() { name="SRPBRender.ApplyShader" }, - new RecorderEntry() { name="SRPBShadow.ApplyShader" }, - new RecorderEntry() { name="PrepareBatchRendererGroupNodes" }, - }; - - void Awake() - { - for (int i = 0; i < recordersList.Length; i++) - { - var sampler = Sampler.Get(recordersList[i].name); - if (sampler.isValid) - recordersList[i].recorder = sampler.GetRecorder(); - else if (recordersList[i].oldName != null) - { - sampler = Sampler.Get(recordersList[i].oldName); - if (sampler.isValid) - recordersList[i].recorder = sampler.GetRecorder(); - } - } - - m_style = new GUIStyle - { - fontSize = 15 - }; - m_style.normal.textColor = Color.white; - m_oldBatcherEnable = m_Enable; - - ResetStats(); - } - - void RazCounters() - { - m_AccDeltaTime = 0.0f; - m_frameCount = 0; - for (int i = 0; i < recordersList.Length; i++) - { - recordersList[i].accTime = 0.0f; - recordersList[i].callCount = 0; - } - } - - void ResetStats() - { - m_statsLabel = "Gathering data..."; - RazCounters(); - } - - void ToggleStats() - { - m_Enable = !m_Enable; - ResetStats(); - } - - void Update() - { - if (Input.GetKeyDown(KeyCode.F9)) - { - GraphicsSettings.useScriptableRenderPipelineBatching = !GraphicsSettings.useScriptableRenderPipelineBatching; - } - - if (GraphicsSettings.useScriptableRenderPipelineBatching != m_oldBatcherEnable) - { - ResetStats(); - m_oldBatcherEnable = GraphicsSettings.useScriptableRenderPipelineBatching; - } - - if (Input.GetKeyDown(KeyCode.F8)) - { - ToggleStats(); - } - - if (m_Enable) - { - bool SRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching; - - m_AccDeltaTime += Time.unscaledDeltaTime; - m_frameCount++; - - // get timing & update average accumulators - for (int i = 0; i < recordersList.Length; i++) - { - if (recordersList[i].recorder != null) - { - recordersList[i].accTime += recordersList[i].recorder.elapsedNanoseconds / 1000000.0f; // acc time in ms - recordersList[i].callCount += recordersList[i].recorder.sampleBlockCount; - } - } - - if (m_AccDeltaTime >= kAverageStatDuration) - { - float ooFrameCount = 1.0f / (float)m_frameCount; - - float avgStdRender = recordersList[(int)SRPBMarkers.kStdRenderDraw].accTime * ooFrameCount; - float avgStdShadow = recordersList[(int)SRPBMarkers.kStdShadowDraw].accTime * ooFrameCount; - float avgSRPBRender = recordersList[(int)SRPBMarkers.kSRPBRenderDraw].accTime * ooFrameCount; - float avgSRPBShadow = recordersList[(int)SRPBMarkers.kSRPBShadowDraw].accTime * ooFrameCount; - float RTIdleTime = recordersList[(int)SRPBMarkers.kRenderThreadIdle].accTime * ooFrameCount; - float avgPIRPrepareGroupNodes = recordersList[(int)SRPBMarkers.kPrepareBatchRendererGroupNodes].accTime * ooFrameCount; - - m_statsLabel = string.Format("Accumulated time for RenderLoop.Draw and ShadowLoop.Draw (all threads)\n{0:F2}ms CPU Rendering time ( incl {1:F2}ms RT idle )\n", avgStdRender + avgStdShadow + avgSRPBRender + avgSRPBShadow + avgPIRPrepareGroupNodes, RTIdleTime); - if (SRPBatcher) - { - m_statsLabel += string.Format(" {0:F2}ms SRP Batcher code path\n", avgSRPBRender + avgSRPBShadow); - m_statsLabel += string.Format(" {0:F2}ms All objects ( {1} ApplyShader calls )\n", avgSRPBRender, recordersList[(int)SRPBMarkers.kSRPBRenderApplyShader].callCount / m_frameCount); - m_statsLabel += string.Format(" {0:F2}ms Shadows ( {1} ApplyShader calls )\n", avgSRPBShadow, recordersList[(int)SRPBMarkers.kSRPBShadowApplyShader].callCount / m_frameCount); - } - m_statsLabel += string.Format(" {0:F2}ms Standard code path\n", avgStdRender + avgStdShadow); - m_statsLabel += string.Format(" {0:F2}ms All objects ( {1} ApplyShader calls )\n", avgStdRender, recordersList[(int)SRPBMarkers.kStdRenderApplyShader].callCount / m_frameCount); - m_statsLabel += string.Format(" {0:F2}ms Shadows ( {1} ApplyShader calls )\n", avgStdShadow, recordersList[(int)SRPBMarkers.kStdShadowApplyShader].callCount / m_frameCount); - m_statsLabel += string.Format(" {0:F2}ms PIR Prepare Group Nodes ( {1} calls )\n", avgPIRPrepareGroupNodes, recordersList[(int)SRPBMarkers.kPrepareBatchRendererGroupNodes].callCount / m_frameCount); - m_statsLabel += string.Format("Global Main Loop: {0:F2}ms ({1} FPS)\n", m_AccDeltaTime * 1000.0f * ooFrameCount, (int)(((float)m_frameCount) / m_AccDeltaTime)); - - RazCounters(); - } - - } - } - - void OnGUI() - { - if (m_Enable) - { - bool SRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching; - - GUI.color = new Color(1, 1, 1, 1); - float w = 700, h = 256; - - if (SRPBatcher) - GUILayout.BeginArea(new Rect(32, 50, w, h), "SRP batcher ON (F9)", GUI.skin.window); - else - GUILayout.BeginArea(new Rect(32, 50, w, h), "SRP batcher OFF (F9)", GUI.skin.window); - - GUILayout.Label(m_statsLabel, m_style); - - GUILayout.EndArea(); - } - } - } -} diff --git a/Assets/Scripts/Debug/SRPBatcherProfiler.cs.meta b/Assets/Scripts/Debug/SRPBatcherProfiler.cs.meta deleted file mode 100644 index 9ae152df..00000000 --- a/Assets/Scripts/Debug/SRPBatcherProfiler.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a51c809a2aeb92a458d221e301739b9f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Editor.meta b/Assets/Scripts/Editor.meta deleted file mode 100644 index f01b08e1..00000000 --- a/Assets/Scripts/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b8a5df6399afbcd408ed42687a823a55 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Editor/Builder.cs b/Assets/Scripts/Editor/Builder.cs deleted file mode 100644 index f55e4860..00000000 --- a/Assets/Scripts/Editor/Builder.cs +++ /dev/null @@ -1,105 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.IO; - -using UnityEditor; -using UnityEditor.Build.Reporting; -using UnityEditor.Callbacks; - -namespace VRtist -{ - // Perform a build - // Typical command line: - // "C:\Program Files\Unity\Editor\Unity.exe" -quit -batchmode -projectPath "C:\Users\UserName\Documents\MyProject" -executeMethod VRtist.Builder.PerformBuild - // Other options: - // --buildDir to override the default build directory name (which is made from the current date). - public class Builder - { - private const string BUILD_DIR_OPTION = "--buildDir"; - private const string ROOT_BUILD_DIR = "Build"; - private const string EXE_NAME = "VRtist.exe"; - - public static void PerformBuild() - { - string[] args = System.Environment.GetCommandLineArgs(); - - BuildPlayerOptions buildOptions = new BuildPlayerOptions(); - buildOptions.scenes = new[] { "Assets/Scenes/Main.unity" }; - buildOptions.target = BuildTarget.StandaloneWindows64; - buildOptions.options = BuildOptions.None; - int index = Array.IndexOf(args, BUILD_DIR_OPTION); - if (-1 != index) - { - try - { - buildOptions.locationPathName = $"{ROOT_BUILD_DIR}/{args[index + 1]}/{EXE_NAME}"; - } - catch (IndexOutOfRangeException) - { - buildOptions.locationPathName = GetDefaultBuildDir(); - } - } - else - { - buildOptions.locationPathName = GetDefaultBuildDir(); - } - - BuildReport report = BuildPipeline.BuildPlayer(buildOptions); - BuildSummary summary = report.summary; - - if (summary.result == BuildResult.Succeeded) - { - //Debug.Log("Build succeeded"); - //Debug.Log($"Total time: {summary.totalTime.TotalSeconds} seconds"); - //Debug.Log($"Total size: {summary.totalSize} bytes"); - //Debug.Log($"Path: {summary.outputPath}"); - } - else - { - //Debug.LogError("Build failed"); - //Debug.LogError($"Warnings: {summary.totalWarnings}"); - //Debug.LogError($"Errors: {summary.totalErrors}"); - //Debug.LogError(summary.ToString()); - - // Will force an exit code != 0 - throw new Exception("Build Failed"); - } - } - - private static string GetDefaultBuildDir() - { - DateTime now = DateTime.Now; - return $"{ROOT_BUILD_DIR}/{now:yyyy_MM_dd-HH_mm_ss}/{EXE_NAME}"; - } - - - [PostProcessBuild] - static void OnPostprocessBuild(BuildTarget target, string pathToBuiltProject) - { - string path = Path.GetDirectoryName(pathToBuiltProject) + "/" + "VRtist_Data"; - FileUtil.CopyFileOrDirectory("Data/Lobby", path + "/Lobby"); - } - } -} diff --git a/Assets/Scripts/Editor/Builder.cs.meta b/Assets/Scripts/Editor/Builder.cs.meta deleted file mode 100644 index 2d37a97a..00000000 --- a/Assets/Scripts/Editor/Builder.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7bc24b53b9c2f304a8a0eaa8f1e2a4ba -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Editor/ModelInspector.cs b/Assets/Scripts/Editor/ModelInspector.cs deleted file mode 100644 index 9857c307..00000000 --- a/Assets/Scripts/Editor/ModelInspector.cs +++ /dev/null @@ -1,824 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using System.Reflection; -using System; -using System.Linq; -using UnityEngine.Rendering; - -namespace UnityEditor -{ - [CustomEditor(typeof(Mesh))] - [CanEditMultipleObjects] - internal class ModelInspector : Editor - { - internal static class Styles - { - public static readonly GUIContent wireframeToggle = EditorGUIUtility.TrTextContent("Wireframe", "Show wireframe"); - public static GUIContent displayModeDropdown = EditorGUIUtility.TrTextContent("", "Change display mode"); - public static GUIContent uvChannelDropdown = EditorGUIUtility.TrTextContent("", "Change active UV channel"); - - public static GUIStyle preSlider = "preSlider"; - public static GUIStyle preSliderThumb = "preSliderThumb"; - } - - internal class PreviewSettings - { - public DisplayMode displayMode = DisplayMode.Shaded; - public int activeUVChannel = 0; - public bool drawWire = true; - - public Vector3 orthoPosition = new Vector3(0.0f, 0.0f, 0.0f); - public Vector2 previewDir = new Vector2(0, 0); - public float zoomFactor = 1.0f; - public int checkerTextureMultiplier = 10; - - public Material shadedPreviewMaterial; - public Material activeMaterial; - public Material meshMultiPreviewMaterial; - public Material wireMaterial; - public Material lineMaterial; - - public bool[] availableDisplayModes = Enumerable.Repeat(true, 7).ToArray(); - public bool[] availableUVChannels = Enumerable.Repeat(true, 8).ToArray(); - } - - private PreviewRenderUtility m_PreviewUtility; - private PreviewSettings m_Settings; - - private Texture2D m_CheckeredTexture; - - private static string[] m_DisplayModes = - { - "Shaded", "UV Checker", "UV Layout", - "Vertex Color", "Normals", "Tangents" - }; - - private static string[] m_UVChannels = - { - "Channel 0", "Channel 1", "Channel 2", "Channel 3", "Channel 4", "Channel 5", "Channel 6", "Channel 7" - }; - - internal enum DisplayMode - { - Shaded = 0, - UVChecker = 1, - UVLayout = 2, - VertexColor = 3, - Normals = 4, - Tangent = 5 - } - - internal static Material CreateWireframeMaterial() - { - var shader = Shader.Find("Hidden/Internal-Colored"); - if (!shader) - { - Debug.LogWarning("Could not find the builtin Colored shader"); - return null; - } - var mat = new Material(shader); - mat.hideFlags = HideFlags.HideAndDontSave; - mat.SetColor("_Color", new Color(0, 0, 0, 0.3f)); - mat.SetInt("_ZWrite", 0); - mat.SetFloat("_ZBias", -1.0f); - return mat; - } - - static Material CreateMeshMultiPreviewMaterial() - { - var shader = EditorGUIUtility.LoadRequired("Previews/MeshPreviewShader.shader") as Shader; - if (!shader) - { - Debug.LogWarning("Could not find the built in Mesh preview shader"); - return null; - } - var mat = new Material(shader); - mat.hideFlags = HideFlags.HideAndDontSave; - return mat; - } - - static Material CreateLineMaterial() - { - Shader shader = Shader.Find("Hidden/Internal-Colored"); - if (!shader) - { - Debug.LogWarning("Could not find the builtin Colored shader"); - return null; - } - var mat = new Material(shader); - mat.hideFlags = HideFlags.HideAndDontSave; - mat.SetInt("_SrcBlend", (int)BlendMode.SrcAlpha); - mat.SetInt("_DstBlend", (int)BlendMode.OneMinusSrcAlpha); - mat.SetInt("_Cull", (int)CullMode.Off); - mat.SetInt("_ZWrite", 0); - return mat; - } - - void Init() - { - if (m_PreviewUtility == null) - { - m_PreviewUtility = new PreviewRenderUtility(); - m_PreviewUtility.camera.fieldOfView = 30.0f; - m_PreviewUtility.camera.transform.position = new Vector3(5,5,0); - } - - if (m_Settings == null) - { - m_Settings = new PreviewSettings(); - m_Settings.shadedPreviewMaterial = new Material(Shader.Find("Standard")); - m_Settings.wireMaterial = CreateWireframeMaterial(); - m_Settings.meshMultiPreviewMaterial = CreateMeshMultiPreviewMaterial(); - m_Settings.lineMaterial = CreateLineMaterial(); - m_Settings.activeMaterial = m_Settings.shadedPreviewMaterial; - - m_Settings.orthoPosition = new Vector3(0.5f, 0.5f, -1); - m_Settings.previewDir = new Vector2(-110, 0); - m_Settings.zoomFactor = 1.0f; - - m_Settings.availableDisplayModes = Enumerable.Repeat(true, 7).ToArray(); - m_Settings.availableUVChannels = Enumerable.Repeat(true, 8).ToArray(); - - CheckAvailableAttributes(); - } - - m_CheckeredTexture = EditorGUIUtility.LoadRequired("Previews/Textures/textureChecker.png") as Texture2D; - - } - - void ResetView() - { - m_Settings.zoomFactor = 1.0f; - m_Settings.orthoPosition = new Vector3(0.5f,0.5f,-1); - - m_Settings.drawWire = true; - m_Settings.activeUVChannel = 0; - - m_Settings.meshMultiPreviewMaterial.SetInt("_UVChannel", m_Settings.activeUVChannel); - m_Settings.meshMultiPreviewMaterial.SetTexture("_MainTex", null); - } - - void CheckAvailableAttributes() - { - Mesh mesh = target as Mesh; - - if(!mesh) - return; - - if (!mesh.HasVertexAttribute(VertexAttribute.Color)) - m_Settings.availableDisplayModes[(int)DisplayMode.VertexColor] = false; - if (!mesh.HasVertexAttribute(VertexAttribute.Normal)) - m_Settings.availableDisplayModes[(int)DisplayMode.Normals] = false; - if (!mesh.HasVertexAttribute(VertexAttribute.Tangent)) - m_Settings.availableDisplayModes[(int)DisplayMode.Tangent] = false; - - int index = 0; - for (int i = 4; i < 12; i++) - { - if (!mesh.HasVertexAttribute((VertexAttribute)i)) - m_Settings.availableUVChannels[index] = false; - index++; - } - } - - public override void OnPreviewSettings() - { - if (!ShaderUtil.hardwareSupportsRectRenderTexture) - return; - GUI.enabled = true; - Init(); - - DrawMeshPreviewToolbar(); - } - - private void DoPopup(Rect popupRect, string[] elements, int selectedIndex, GenericMenu.MenuFunction2 func, bool[] disabledItems) - { - GenericMenu menu = new GenericMenu(); - for (int i = 0; i < elements.Length; i++) - { - var element = elements[i]; - - if(disabledItems[i]) - menu.AddItem(new GUIContent(element), i == selectedIndex, func, i); - else - menu.AddDisabledItem(new GUIContent(element)); - } - menu.DropDown(popupRect); - } - - private void SetUVChannel(object data) - { - int popupIndex = (int)data; - if (popupIndex < 0 || popupIndex >= m_Settings.availableUVChannels.Length) - return; - - m_Settings.activeUVChannel = popupIndex; - - if(m_Settings.displayMode == DisplayMode.UVLayout || m_Settings.displayMode == DisplayMode.UVChecker) - m_Settings.activeMaterial.SetInt("_UVChannel", popupIndex); - } - - private void SetDisplayMode(object data) - { - int popupIndex = (int)data; - if (popupIndex < 0 || popupIndex >= m_DisplayModes.Length) - return; - - m_Settings.displayMode = (DisplayMode)popupIndex; - - switch (m_Settings.displayMode) - { - case DisplayMode.Shaded: - OnDropDownAction(m_Settings.shadedPreviewMaterial, 0, false); - break; - case DisplayMode.UVChecker: - OnDropDownAction(m_Settings.meshMultiPreviewMaterial, 4, false); - m_Settings.meshMultiPreviewMaterial.SetTexture("_MainTex", m_CheckeredTexture); - m_Settings.meshMultiPreviewMaterial.mainTextureScale = new Vector2(m_Settings.checkerTextureMultiplier, m_Settings.checkerTextureMultiplier); - break; - case DisplayMode.UVLayout: - OnDropDownAction(m_Settings.meshMultiPreviewMaterial, 0, true); - break; - case DisplayMode.VertexColor: - OnDropDownAction(m_Settings.meshMultiPreviewMaterial, 1, false); - break; - case DisplayMode.Normals: - OnDropDownAction(m_Settings.meshMultiPreviewMaterial, 2, false); - break; - case DisplayMode.Tangent: - OnDropDownAction(m_Settings.meshMultiPreviewMaterial, 3, false); - break; - } - } - - internal static void RenderMeshPreview( - Mesh mesh, - PreviewRenderUtility previewUtility, - PreviewSettings settings, - int meshSubset) - { - if (mesh == null || previewUtility == null) - return; - - Bounds bounds = mesh.bounds; - - Transform renderCamTransform = previewUtility.camera.GetComponent(); - previewUtility.camera.nearClipPlane = 0.0001f; - previewUtility.camera.farClipPlane = 1000f; - - if (settings.displayMode == DisplayMode.UVLayout) - { - previewUtility.camera.orthographic = true; - previewUtility.camera.orthographicSize = settings.zoomFactor; - renderCamTransform.position = settings.orthoPosition; - renderCamTransform.rotation = Quaternion.identity; - DrawUVLayout(mesh, previewUtility, settings); - return; - } - - float halfSize = bounds.extents.magnitude; - float distance = 4.0f * halfSize; - - previewUtility.camera.orthographic = false; - Quaternion camRotation = Quaternion.Euler(-settings.previewDir.y, -settings.previewDir.x, 0); - Vector3 camPosition = camRotation * (Vector3.forward * -distance); - renderCamTransform.position = camPosition; - renderCamTransform.rotation = camRotation; - - previewUtility.lights[0].intensity = 1.4f; - previewUtility.lights[0].transform.rotation = Quaternion.Euler(40f, 40f, 0); - previewUtility.lights[1].intensity = 1.4f; - - previewUtility.ambientColor = new Color(.1f, .1f, .1f, 0); - - RenderMeshPreviewSkipCameraAndLighting(mesh, bounds, previewUtility, settings, null, meshSubset); - } - - static void DrawUVLayout(Mesh mesh, PreviewRenderUtility previewUtility, PreviewSettings settings) - { - GL.PushMatrix(); - - // draw UV grid - settings.lineMaterial.SetPass(0); - - GL.LoadProjectionMatrix(previewUtility.camera.projectionMatrix); - GL.MultMatrix(previewUtility.camera.worldToCameraMatrix); - - GL.Begin(GL.LINES); - const float step = 0.125f; - for (var g = -2.0f; g <= 3.0f; g += step) - { - var majorLine = Mathf.Abs(g - Mathf.Round(g)) < 0.01f; - if (majorLine) - { - // major grid lines: larger area than [0..1] range, more opaque - GL.Color(new Color(0.6f, 0.6f, 0.7f, 1.0f)); - GL.Vertex3(-2, g, 0); - GL.Vertex3(+3, g, 0); - GL.Vertex3(g, -2, 0); - GL.Vertex3(g, +3, 0); - } - else if (g >= 0 && g <= 1) - { - // minor grid lines: only within [0..1] area, more transparent - GL.Color(new Color(0.6f, 0.6f, 0.7f, 0.5f)); - GL.Vertex3(0, g, 0); - GL.Vertex3(1, g, 0); - GL.Vertex3(g, 0, 0); - GL.Vertex3(g, 1, 0); - } - } - GL.End(); - - // draw the mesh - GL.LoadIdentity(); - settings.meshMultiPreviewMaterial.SetPass(0); - GL.wireframe = true; - Graphics.DrawMeshNow(mesh, previewUtility.camera.worldToCameraMatrix); - GL.wireframe = false; - - GL.PopMatrix(); - } - - static Color GetSubMeshTint(int index) - { - // color palette generator based on "golden ratio" idea, like in - // https://martin.ankerl.com/2009/12/09/how-to-create-random-colors-programmatically/ - var hue = Mathf.Repeat(index * 0.618f, 1); - var sat = index == 0 ? 0f : 0.3f; - var val = 1f; - return Color.HSVToRGB(hue, sat, val); - } - - internal static void RenderMeshPreviewSkipCameraAndLighting( - Mesh mesh, - Bounds bounds, - PreviewRenderUtility previewUtility, - PreviewSettings settings, - MaterialPropertyBlock customProperties, - int meshSubset) // -1 for whole mesh - { - if (mesh == null || previewUtility == null) - return; - - Quaternion rot = Quaternion.Euler(settings.previewDir.y, 0, 0) * Quaternion.Euler(0, settings.previewDir.x, 0); - Vector3 pos = rot * (-bounds.center); - - bool oldFog = RenderSettings.fog; - Unsupported.SetRenderSettingsUseFogNoDirty(false); - - int submeshes = mesh.subMeshCount; - var tintSubmeshes = false; - var colorPropID = 0; - if (submeshes > 1 && settings.displayMode == DisplayMode.Shaded && customProperties == null & meshSubset == -1) - { - tintSubmeshes = true; - customProperties = new MaterialPropertyBlock(); - colorPropID = Shader.PropertyToID("_Color"); - } - - if (settings.activeMaterial != null) - { - previewUtility.camera.clearFlags = CameraClearFlags.Nothing; - if (meshSubset < 0 || meshSubset >= submeshes) - { - for (int i = 0; i < submeshes; ++i) - { - if (tintSubmeshes) - customProperties.SetColor(colorPropID, GetSubMeshTint(i)); - previewUtility.DrawMesh(mesh, pos, rot, settings.activeMaterial, i, customProperties); - } - } - else - previewUtility.DrawMesh(mesh, pos, rot, settings.activeMaterial, meshSubset, customProperties); - previewUtility.Render(); - } - - if (settings.wireMaterial != null && settings.drawWire) - { - previewUtility.camera.clearFlags = CameraClearFlags.Nothing; - GL.wireframe = true; - if (tintSubmeshes) - customProperties.SetColor(colorPropID, settings.wireMaterial.color); - if (meshSubset < 0 || meshSubset >= submeshes) - { - for (int i = 0; i < submeshes; ++i) - { - // lines/points already are wire-like; it does not make sense to overdraw - // them again with dark wireframe color - var topology = mesh.GetTopology(i); - if (topology == MeshTopology.Lines || topology == MeshTopology.LineStrip || topology == MeshTopology.Points) - continue; - previewUtility.DrawMesh(mesh, pos, rot, settings.wireMaterial, i, customProperties); - } - } - else - previewUtility.DrawMesh(mesh, pos, rot, settings.wireMaterial, meshSubset, customProperties); - previewUtility.Render(); - GL.wireframe = false; - } - - Unsupported.SetRenderSettingsUseFogNoDirty(oldFog); - } - - private void DoRenderPreview() - { - RenderMeshPreview(target as Mesh, m_PreviewUtility, m_Settings,-1); - } - - public override Texture2D RenderStaticPreview(string assetPath, UnityEngine.Object[] subAssets, int width, int height) - { - if (!ShaderUtil.hardwareSupportsRectRenderTexture) - { - //Debug.Log("Could not generate static preview. Render texture not supported by hardware."); - return null; - } - - Init(); - - m_PreviewUtility.BeginStaticPreview(new Rect(0, 0, width, height)); - - DoRenderPreview(); - - return m_PreviewUtility.EndStaticPreview(); - } - - public override bool HasPreviewGUI() - { - return (target != null); - } - - void DrawMeshPreviewToolbar() - { - if (m_Settings.displayMode == DisplayMode.UVChecker) - { - int oldVal = m_Settings.checkerTextureMultiplier; - - float sliderWidth = EditorStyles.label.CalcSize(new GUIContent("--------")).x; - Rect sliderRect = EditorGUILayout.GetControlRect(GUILayout.Width(sliderWidth)); - sliderRect.x += 3; - - m_Settings.checkerTextureMultiplier = (int)GUI.HorizontalSlider(sliderRect, m_Settings.checkerTextureMultiplier, 1, 30, Styles.preSlider, Styles.preSliderThumb); - if(oldVal != m_Settings.checkerTextureMultiplier) - m_Settings.activeMaterial.mainTextureScale = new Vector2(m_Settings.checkerTextureMultiplier, m_Settings.checkerTextureMultiplier); - } - - if (m_Settings.displayMode == DisplayMode.UVLayout || m_Settings.displayMode == DisplayMode.UVChecker) - { - float channelDropDownWidth = EditorStyles.toolbarDropDown.CalcSize(new GUIContent("Channel 6")).x; - Rect channelDropdownRect = EditorGUILayout.GetControlRect(GUILayout.Width(channelDropDownWidth)); - channelDropdownRect.y -= 1; - channelDropdownRect.x += 5; - GUIContent channel = new GUIContent("Channel " + m_Settings.activeUVChannel, Styles.uvChannelDropdown.tooltip); - - if (EditorGUI.DropdownButton(channelDropdownRect, channel, FocusType.Passive, EditorStyles.toolbarDropDown)) - DoPopup(channelDropdownRect, m_UVChannels, - m_Settings.activeUVChannel, SetUVChannel, m_Settings.availableUVChannels); - } - - // calculate width based on the longest value in display modes - float displayModeDropDownWidth = EditorStyles.toolbarDropDown.CalcSize(new GUIContent(m_DisplayModes[(int)DisplayMode.VertexColor])).x; - Rect displayModeDropdownRect = EditorGUILayout.GetControlRect(GUILayout.Width(displayModeDropDownWidth)); - displayModeDropdownRect.y -= 1; - displayModeDropdownRect.x += 2; - GUIContent displayModeDropdownContent = new GUIContent(m_DisplayModes[(int)m_Settings.displayMode], Styles.displayModeDropdown.tooltip); - - if(EditorGUI.DropdownButton(displayModeDropdownRect, displayModeDropdownContent, FocusType.Passive, EditorStyles.toolbarDropDown)) - DoPopup(displayModeDropdownRect, m_DisplayModes, (int)m_Settings.displayMode, SetDisplayMode, m_Settings.availableDisplayModes); - - using (new EditorGUI.DisabledScope(m_Settings.displayMode == DisplayMode.UVLayout)) - { - m_Settings.drawWire = GUILayout.Toggle(m_Settings.drawWire, Styles.wireframeToggle, EditorStyles.toolbarButton); - } - } - - void OnDropDownAction(Material mat, int mode, bool flatUVs) - { - ResetView(); - - m_Settings.activeMaterial = mat; - - m_Settings.activeMaterial.SetInt("_Mode", mode); - m_Settings.activeMaterial.SetInt("_UVChannel", 0); - } - - public override void OnPreviewGUI(Rect r, GUIStyle background) - { - if (!ShaderUtil.hardwareSupportsRectRenderTexture) - { - if (Event.current.type == EventType.Repaint) - EditorGUI.DropShadowLabel(new Rect(r.x, r.y, r.width, 40), - "Mesh preview requires\nrender texture support"); - return; - } - - Init(); - - Assembly editorAssembly = Assembly.GetAssembly(typeof(EditorGUI)); - Type guiPreview = editorAssembly.GetType("PreviewGUI"); - MethodInfo drag2D = guiPreview.GetMethod("Drag2D"); - - if(m_Settings.displayMode != DisplayMode.UVLayout) - m_Settings.previewDir = (Vector2)drag2D?.Invoke(null, new object[] {m_Settings.previewDir, r}); - //previewDir = PreviewGUI.Drag2D(previewDir, r); - - if (Event.current.type == EventType.ScrollWheel && m_Settings.displayMode == DisplayMode.UVLayout) - MeshPreviewZoom(r, Event.current); - - if (Event.current.type == EventType.MouseDrag && m_Settings.displayMode == DisplayMode.UVLayout) - MeshPreviewPan(r, Event.current); - - if (Event.current.type != EventType.Repaint) - return; - - m_PreviewUtility.BeginPreview(r, background); - - DoRenderPreview(); - - m_PreviewUtility.EndAndDrawPreview(r); - } - - void MeshPreviewZoom(Rect rect, Event evt) - { - if (!rect.Contains(evt.mousePosition)) - { - evt.Use(); - return; - } - float zoomDelta = (HandleUtility.niceMouseDeltaZoom * 0.5f) * 0.05f; - var newZoom = m_Settings.zoomFactor + m_Settings.zoomFactor * zoomDelta; - newZoom = Mathf.Clamp(newZoom, 0.1f, 10.0f); - - // we want to zoom around current mouse position - var mouseViewPos = new Vector2( - evt.mousePosition.x / rect.width, - 1 - evt.mousePosition.y / rect.height); - var mouseWorldPos = m_PreviewUtility.camera.ViewportToWorldPoint(mouseViewPos); - var mouseToCamPos = m_Settings.orthoPosition - mouseWorldPos; - var newCamPos = mouseWorldPos + mouseToCamPos * (newZoom / m_Settings.zoomFactor); - m_Settings.orthoPosition.x = newCamPos.x; - m_Settings.orthoPosition.y = newCamPos.y; - - m_Settings.zoomFactor = newZoom; - evt.Use(); - } - - void MeshPreviewPan(Rect rect, Event evt) - { - if (!rect.Contains(evt.mousePosition)) - { - evt.Use(); - return; - } - var cam = m_PreviewUtility.camera; - var screenPos = cam.WorldToScreenPoint(m_Settings.orthoPosition); - // event delta is in "screen" units of the preview rect, but the - // preview camera is rendering into a render target that could - // be different size; have to adjust drag position to match - var delta = new Vector3( - -evt.delta.x * cam.pixelWidth / rect.width, - evt.delta.y * cam.pixelHeight / rect.height, - 0); - screenPos += delta; - var worldPos = cam.ScreenToWorldPoint(screenPos); - m_Settings.orthoPosition.x = worldPos.x; - m_Settings.orthoPosition.y = worldPos.y; - evt.Use(); - } - - static int ConvertFormatToSize(VertexAttributeFormat format) - { - switch (format) - { - case VertexAttributeFormat.Float32: - case VertexAttributeFormat.UInt32: - case VertexAttributeFormat.SInt32: - return 4; - case VertexAttributeFormat.Float16: - case VertexAttributeFormat.UNorm16: - case VertexAttributeFormat.SNorm16: - case VertexAttributeFormat.UInt16: - case VertexAttributeFormat.SInt16: - return 2; - case VertexAttributeFormat.UNorm8: - case VertexAttributeFormat.SNorm8: - case VertexAttributeFormat.UInt8: - case VertexAttributeFormat.SInt8: - return 1; - default: - throw new ArgumentOutOfRangeException(nameof(format), format, $"Unknown vertex format {format}"); - } - } - - static string GetAttributeString(VertexAttributeDescriptor attr) - { - var format = attr.format; - var dimension = attr.dimension; - return $"{format} x {dimension} ({ConvertFormatToSize(format) * dimension} bytes)"; - } - - static int CalcTotalIndices(Mesh mesh) - { - var totalCount = 0; - for (var i = 0; i < mesh.subMeshCount; i++) - totalCount += (int)mesh.GetIndexCount(i); - return totalCount; - } - - static void DrawColorRect(Rect rect, Color color) - { - EditorGUI.DrawRect(rect, color); - var dimmed = color * new Color(0.2f, 0.2f, 0.2f, 0.5f); - EditorGUI.DrawRect(new Rect(rect.x, rect.y, 1, rect.height), dimmed); - EditorGUI.DrawRect(new Rect(rect.x + rect.width-1, rect.y, 1, rect.height), dimmed); - EditorGUI.DrawRect(new Rect(rect.x, rect.y, rect.width, 1), dimmed); - EditorGUI.DrawRect(new Rect(rect.x, rect.y + rect.height-1, rect.width, 1), dimmed); - } - - public override void OnInspectorGUI() - { - GUI.enabled = true; - - // Multi-selection, just display total # of verts/indices and bail out - if (targets.Length > 1) - { - var totalVertices = 0; - var totalIndices = 0; - - foreach (Mesh m in targets) - { - totalVertices += m.vertexCount; - totalIndices += CalcTotalIndices(m); - } - EditorGUILayout.LabelField($"{targets.Length} meshes selected, {totalVertices} total vertices, {totalIndices} total indices"); - return; - } - - Mesh mesh = target as Mesh; - if (mesh == null) - return; - var attributes = mesh.GetVertexAttributes(); - - ShowVertexInfo(mesh, attributes); - ShowIndexInfo(mesh); - ShowSkinInfo(mesh, attributes); - ShowBlendShapeInfo(mesh); - ShowOtherInfo(mesh); - - GUI.enabled = false; - } - - static void ShowOtherInfo(Mesh mesh) - { - EditorGUILayout.Space(); - EditorGUILayout.LabelField("Other", EditorStyles.boldLabel); - EditorGUI.indentLevel++; - EditorGUILayout.LabelField("Bounds Center", mesh.bounds.center.ToString("g4")); - EditorGUILayout.LabelField("Bounds Size", mesh.bounds.size.ToString("g4")); - EditorGUILayout.LabelField("Read/Write Enabled", mesh.isReadable.ToString()); - EditorGUI.indentLevel--; - } - - static void ShowBlendShapeInfo(Mesh mesh) - { - var blendShapeCount = mesh.blendShapeCount; - if (blendShapeCount <= 0) - return; - - EditorGUILayout.Space(); - EditorGUILayout.LabelField($"Blend Shapes: {blendShapeCount}", EditorStyles.boldLabel); - - EditorGUI.indentLevel++; - for (int i = 0; i < blendShapeCount; ++i) - { - EditorGUILayout.LabelField($"#{i}: {mesh.GetBlendShapeName(i)} ({mesh.GetBlendShapeFrameCount(i)} frames)"); - } - EditorGUI.indentLevel--; - } - - static void ShowSkinInfo(Mesh mesh, VertexAttributeDescriptor[] attributes) - { - var boneCount = mesh.bindposes.Length; - if (boneCount <= 0) - return; - - EditorGUILayout.Space(); - EditorGUILayout.LabelField($"Skin: {boneCount} bones", EditorStyles.boldLabel); - EditorGUI.indentLevel++; - foreach (var a in attributes) - { - // only list skin related attributes - if (a.attribute == VertexAttribute.BlendIndices || a.attribute == VertexAttribute.BlendWeight) - EditorGUILayout.LabelField(a.attribute.ToString(), GetAttributeString(a)); - } - EditorGUI.indentLevel--; - } - - static void ShowIndexInfo(Mesh mesh) - { - var indexCount = CalcTotalIndices(mesh); - var indexSize = mesh.indexFormat == IndexFormat.UInt16 ? 2 : 4; - var bufferSizeStr = EditorUtility.FormatBytes(indexCount * indexSize); - - EditorGUILayout.Space(); - EditorGUILayout.LabelField($"Indices: {indexCount}, {mesh.indexFormat} format ({bufferSizeStr})", EditorStyles.boldLabel); - EditorGUI.indentLevel++; - - var subMeshCount = mesh.subMeshCount; - string subMeshText = subMeshCount == 1 ? "submesh" : "submeshes"; - EditorGUILayout.LabelField($"{mesh.subMeshCount} {subMeshText}:"); - - for (int i = 0; i < mesh.subMeshCount; i++) - { - var subMesh = mesh.GetSubMesh(i); - string topology = subMesh.topology.ToString().ToLowerInvariant(); - string baseVertex = subMesh.baseVertex == 0 ? "" : ", base vertex " + subMesh.baseVertex; - - var divisor = 3; - switch (subMesh.topology) - { - case MeshTopology.Points: divisor = 1; break; - case MeshTopology.Lines: divisor = 2; break; - case MeshTopology.Triangles: divisor = 3; break; - case MeshTopology.Quads: divisor = 4; break; - case MeshTopology.LineStrip: divisor = 2; break; // technically not correct, but eh - } - - var primCount = subMesh.indexCount / divisor; - if (subMeshCount > 1) - { - GUILayout.BeginHorizontal(); - var rect = GUILayoutUtility.GetRect(GUIContent.none, GUI.skin.label, GUILayout.Width(7)); - rect.x += EditorGUI.indentLevel * 15; //@TODO: use EditorGUI.indent; - var tint = GetSubMeshTint(i); - DrawColorRect(rect, tint); - } - - EditorGUILayout.LabelField($"#{i}: {primCount} {topology} ({subMesh.indexCount} indices starting from {subMesh.indexStart}){baseVertex}"); - if (subMeshCount > 1) - { - GUILayout.EndHorizontal(); - } - } - EditorGUI.indentLevel--; - } - - static void ShowVertexInfo(Mesh mesh, VertexAttributeDescriptor[] attributes) - { - var vertexSize = attributes.Sum(attr => ConvertFormatToSize(attr.format) * attr.dimension); - var bufferSizeStr = EditorUtility.FormatBytes(mesh.vertexCount * vertexSize); - EditorGUILayout.LabelField($"Vertices: {mesh.vertexCount} ({bufferSizeStr})", EditorStyles.boldLabel); - - EditorGUI.indentLevel++; - foreach (var a in attributes) - { - // skin related attributes listed separately - if (a.attribute == VertexAttribute.BlendIndices || a.attribute == VertexAttribute.BlendWeight) - continue; - var title = a.attribute.ToString(); - if (title.Contains("TexCoord")) - title = title.Replace("TexCoord", "UV"); - EditorGUILayout.LabelField(title, GetAttributeString(a)); - } - EditorGUI.indentLevel--; - } - - public void OnDisable() - { - if (m_PreviewUtility != null) - { - m_PreviewUtility.Cleanup(); - m_PreviewUtility = null; - } - if (m_Settings != null) - { - DestroyImmediate(m_Settings.shadedPreviewMaterial); - DestroyImmediate(m_Settings.wireMaterial); - DestroyImmediate(m_Settings.meshMultiPreviewMaterial); - DestroyImmediate(m_Settings.lineMaterial); - } - } - } -} diff --git a/Assets/Scripts/Editor/ModelInspector.cs.meta b/Assets/Scripts/Editor/ModelInspector.cs.meta deleted file mode 100644 index 3efcb5aa..00000000 --- a/Assets/Scripts/Editor/ModelInspector.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0b4482143d4a3ce4aae188eb8caef2d3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/IO.meta b/Assets/Scripts/IO.meta deleted file mode 100644 index 4244c4cb..00000000 --- a/Assets/Scripts/IO.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 17f14dc90d8a18a45be8280da8c071c3 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/IO/AssimpIO.cs b/Assets/Scripts/IO/AssimpIO.cs deleted file mode 100644 index 2ea709d3..00000000 --- a/Assets/Scripts/IO/AssimpIO.cs +++ /dev/null @@ -1,560 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using System.Globalization; -using System.IO; -using System.Threading.Tasks; - -using UnityEngine; - -namespace VRtist -{ - public class AssimpIO : MonoBehaviour - { - bool blocking = false; - - private Assimp.Scene scene; - private string directoryName; - private List materials = new List(); - private List meshes = new List(); - private Dictionary textures = new Dictionary(); - - // We consider that half of the total time is spent inside the assimp engine - // A quarter of the total time is necessary to create meshes - // The remaining quarter is for hierarchy creation - private float progress = 1f; - public float Progress - { - get { return progress; } - } - - private class SubMeshComponent - { - public Mesh mesh; - public string name; - public int materialIndex; - } - private struct ImportTaskData - { - public string fileName; - public Transform root; - } - - List taskData = new List(); - Task currentTask = null; - bool unityDataInCoroutineCreated = false; - - public class ImportTaskEventArgs : EventArgs - { - public ImportTaskEventArgs(Transform r, string fn, bool e) - { - data.root = r; - data.fileName = fn; - error = e; - } - public bool Error - { - get { return error; } - } - - public string Filename - { - get { return data.fileName; } - } - public Transform Root - { - get { return data.root; } - } - ImportTaskData data = new ImportTaskData(); - bool error = false; - } - - public event EventHandler importEventTask; - - enum ImporterState - { - Ready, - Initialized, - Processing, - Error, - }; - - ImporterState importerState = ImporterState.Ready; - - public void Import(string fileName, Transform root, bool synchronous = false) - { - blocking = synchronous; - if (synchronous) - { - Assimp.AssimpContext ctx = new Assimp.AssimpContext(); - var aScene = ctx.ImportFile(fileName, - Assimp.PostProcessSteps.Triangulate | - Assimp.PostProcessSteps.GenerateNormals | - Assimp.PostProcessSteps.GenerateUVCoords); - CreateUnityDataFromAssimp(fileName, aScene, root).MoveNext(); - Clear(); - progress = 1.0f; - } - else - { - unityDataInCoroutineCreated = false; - ImportTaskData d = new ImportTaskData(); - d.fileName = fileName; - d.root = root; - taskData.Add(d); - } - } - - void Update() - { - switch (importerState) - { - case ImporterState.Ready: - if (taskData.Count > 0) - { - // Assimp loading - ImportTaskData d = taskData[0]; - currentTask = Task.Run(async () => await ImportAssimpFile(d.fileName)); - importerState = ImporterState.Initialized; - progress = 0f; - } - break; - - case ImporterState.Initialized: - if (currentTask.IsCompleted) - { - // Convert assimp structures into unity - if (!currentTask.IsFaulted) - { - var scene = currentTask.Result; - if (scene == null) - { - importerState = ImporterState.Error; - break; - } - ImportTaskData d = taskData[0]; - StartCoroutine(CreateUnityDataFromAssimp(d.fileName, scene, d.root.transform)); - importerState = ImporterState.Processing; - progress = 0.5f; - } - else - { - importerState = ImporterState.Error; - } - } - break; - - case ImporterState.Error: - { - var tdata = taskData[0]; - taskData.RemoveAt(0); - currentTask = null; - Clear(); - importerState = ImporterState.Ready; - ImportTaskEventArgs args = new ImportTaskEventArgs(null, tdata.fileName, true); - progress = 1f; - importEventTask.Invoke(this, args); - } - break; - - case ImporterState.Processing: - if (unityDataInCoroutineCreated) - { - // task done - var tdata = taskData[0]; - taskData.RemoveAt(0); - currentTask = null; - unityDataInCoroutineCreated = false; - Clear(); - importerState = ImporterState.Ready; - - Transform root = tdata.root.transform.GetChild(tdata.root.transform.childCount - 1); - ImportTaskEventArgs args = new ImportTaskEventArgs(root, tdata.fileName, false); - progress = 1f; - importEventTask.Invoke(this, args); - } - break; - } - } - - private void Clear() - { - scene = null; - materials = new List(); - meshes = new List(); - //textures = new Dictionary(); - } - - private SubMeshComponent ImportMesh(Assimp.Mesh assimpMesh) - { - int i; - - Vector3[] vertices = new Vector3[assimpMesh.VertexCount]; - Vector2[][] uv = new Vector2[assimpMesh.TextureCoordinateChannelCount][]; - for (i = 0; i < assimpMesh.TextureCoordinateChannelCount; i++) - { - uv[i] = new Vector2[assimpMesh.VertexCount]; - } - Vector3[] normals = new Vector3[assimpMesh.VertexCount]; - int[] triangles = new int[assimpMesh.FaceCount * 3]; - Vector4[] tangents = null; - Color[] vertexColors = null; - - i = 0; - foreach (Assimp.Vector3D v in assimpMesh.Vertices) - { - vertices[i].x = v.X; - vertices[i].y = v.Y; - vertices[i].z = v.Z; - i++; - } - - for (int UVlayer = 0; UVlayer < assimpMesh.TextureCoordinateChannelCount; UVlayer++) - { - i = 0; - foreach (Assimp.Vector3D UV in assimpMesh.TextureCoordinateChannels[UVlayer]) - { - uv[UVlayer][i].x = UV.X; - uv[UVlayer][i].y = UV.Y; - i++; - } - } - - i = 0; - foreach (Assimp.Vector3D n in assimpMesh.Normals) - { - normals[i].x = n.X; - normals[i].y = n.Y; - normals[i].z = n.Z; - i++; - } - - if (assimpMesh.HasTangentBasis) - { - i = 0; - tangents = new Vector4[assimpMesh.VertexCount]; - foreach (Assimp.Vector3D t in assimpMesh.Tangents) - { - tangents[i].x = t.X; - tangents[i].y = t.Y; - tangents[i].z = t.Z; - tangents[i].w = 1f; - i++; - } - } - - if (assimpMesh.VertexColorChannelCount >= 1) - { - i = 0; - vertexColors = new Color[assimpMesh.VertexCount]; - foreach (Assimp.Color4D c in assimpMesh.VertexColorChannels[0]) - { - vertexColors[i].r = c.R; - vertexColors[i].g = c.G; - vertexColors[i].b = c.B; - vertexColors[i].a = c.A; - i++; - } - } - - i = 0; - foreach (Assimp.Face face in assimpMesh.Faces) - { - triangles[i + 0] = face.Indices[0]; - triangles[i + 1] = face.Indices[1]; - triangles[i + 2] = face.Indices[2]; - i += 3; - } - - SubMeshComponent subMeshComponent = new SubMeshComponent(); - Mesh mesh = new Mesh(); - mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; - mesh.vertices = vertices; - if (assimpMesh.TextureCoordinateChannelCount > 0) - mesh.uv = uv[0]; - if (assimpMesh.TextureCoordinateChannelCount > 1) - mesh.uv2 = uv[1]; - if (assimpMesh.TextureCoordinateChannelCount > 2) - mesh.uv3 = uv[2]; - if (assimpMesh.TextureCoordinateChannelCount > 3) - mesh.uv4 = uv[3]; - if (assimpMesh.TextureCoordinateChannelCount > 4) - mesh.uv5 = uv[4]; - if (assimpMesh.TextureCoordinateChannelCount > 5) - mesh.uv6 = uv[5]; - if (assimpMesh.TextureCoordinateChannelCount > 6) - mesh.uv7 = uv[6]; - if (assimpMesh.TextureCoordinateChannelCount > 7) - mesh.uv8 = uv[7]; - mesh.normals = normals; - if (tangents != null) - mesh.tangents = tangents; - if (vertexColors != null) - mesh.colors = vertexColors; - mesh.triangles = triangles; - mesh.RecalculateBounds(); - - subMeshComponent.mesh = mesh; - subMeshComponent.name = Utils.CreateUniqueName(assimpMesh.Name); - subMeshComponent.materialIndex = assimpMesh.MaterialIndex; - - return subMeshComponent; - } - - private IEnumerator ImportMeshes() - { - int i = 0; - foreach (Assimp.Mesh assimpMesh in scene.Meshes) - { - SubMeshComponent subMeshComponent = ImportMesh(assimpMesh); - meshes.Add(subMeshComponent); - i++; - - progress += 0.25f / scene.MeshCount; - - if (!blocking) - yield return null; - } - } - - private Texture2D GetOrCreateTextureFromFile(string filename) - { - CultureInfo ci = new CultureInfo("en-US"); - if (!filename.EndsWith(".jpg", false, ci) && - !filename.EndsWith(".png", false, ci) && - !filename.EndsWith(".exr", false, ci) && - !filename.EndsWith(".tga", false, ci)) - return null; - - Texture2D texture; - if (textures.TryGetValue(filename, out texture)) - return texture; - - byte[] bytes = System.IO.File.ReadAllBytes(filename); - texture = new Texture2D(1, 1); - texture.LoadImage(bytes); - textures[filename] = texture; - return texture; - } - - private IEnumerator ImportMaterials() - { - int i = 0; - Material opaqueMat = Resources.Load("Materials/ObjectOpaque"); - Material transpMat = Resources.Load("Materials/ObjectTransparent"); - foreach (Assimp.Material assimpMaterial in scene.Materials) - { - if (assimpMaterial.HasOpacity && assimpMaterial.Opacity < 0.99f) - { - materials.Add(new Material(transpMat)); - } - else - { - materials.Add(new Material(opaqueMat)); - } - - var material = materials[i]; - material.enableInstancing = true; - - material.SetFloat("_Metallic", 0.0f); - material.SetFloat("_Roughness", 0.8f); - - if (assimpMaterial.IsTwoSided) - { - // does not work... - material.SetInt("_DoubleSidedEnable", 1); - material.EnableKeyword("_DOUBLESIDED_ON"); - } - - material.name = assimpMaterial.Name; - if (assimpMaterial.HasColorDiffuse) - { - Color baseColor = new Color(assimpMaterial.ColorDiffuse.R, assimpMaterial.ColorDiffuse.G, assimpMaterial.ColorDiffuse.B, assimpMaterial.ColorDiffuse.A); - material.SetColor("_BaseColor", baseColor); - } - if (assimpMaterial.HasOpacity && assimpMaterial.Opacity < 1.0f) - { - material.SetFloat("_Opacity", assimpMaterial.Opacity); - } - if (assimpMaterial.HasTextureDiffuse) - { - Assimp.TextureSlot tslot = assimpMaterial.TextureDiffuse; - string fullpath = Path.IsPathRooted(tslot.FilePath) ? tslot.FilePath : directoryName + "\\" + tslot.FilePath; - if (File.Exists(fullpath)) - { - Texture2D texture = GetOrCreateTextureFromFile(fullpath); - material.SetFloat("_UseColorMap", 1f); - material.SetTexture("_ColorMap", texture); - } - else - { - Debug.LogError("File not found : " + tslot.FilePath); - } - } - i++; - - if (!blocking) - yield return null; - } - } - - private void AssignMeshes(Assimp.Node node, GameObject parent) - { - if (node.MeshIndices.Count == 0) - return; - - MeshFilter meshFilter = parent.AddComponent(); - MeshRenderer meshRenderer = parent.AddComponent(); - - Material[] mats = new Material[node.MeshIndices.Count]; - - CombineInstance[] combine = new CombineInstance[node.MeshIndices.Count]; - - int i = 0; - foreach (int indice in node.MeshIndices) - { - combine[i].mesh = meshes[indice].mesh; - combine[i].transform = Matrix4x4.identity; - mats[i] = materials[meshes[indice].materialIndex]; - i++; - } - - meshFilter.mesh = new Mesh(); - meshFilter.mesh.CombineMeshes(combine, false); - meshFilter.name = meshes[node.MeshIndices[0]].name; - meshFilter.mesh.name = meshFilter.name; - meshRenderer.sharedMaterials = mats; - MeshCollider collider = parent.AddComponent(); - - progress += (0.25f * node.MeshIndices.Count) / scene.MeshCount; - } - - private IEnumerator ImportHierarchy(Assimp.Node node, Transform parent, GameObject go) - { - if (parent != null && parent != go.transform) - go.transform.parent = parent; - - // Do not use Assimp Decompose function, it does not work properly - // use unity decomposition instead - Matrix4x4 mat = new Matrix4x4( - new Vector4(node.Transform.A1, node.Transform.B1, node.Transform.C1, node.Transform.D1), - new Vector4(node.Transform.A2, node.Transform.B2, node.Transform.C2, node.Transform.D2), - new Vector4(node.Transform.A3, node.Transform.B3, node.Transform.C3, node.Transform.D3), - new Vector4(node.Transform.A4, node.Transform.B4, node.Transform.C4, node.Transform.D4) - ); - - Vector3 position, scale; - Quaternion rotation; - Maths.DecomposeMatrix(mat, out position, out rotation, out scale); - - AssignMeshes(node, go); - - if (node.Parent != null) - { - go.transform.localPosition = position; - go.transform.localRotation = rotation; - go.transform.localScale = scale; - go.name = Utils.CreateUniqueName(node.Name); - } - - foreach (Assimp.Node assimpChild in node.Children) - { - GameObject child = new GameObject(); - child.tag = "PhysicObject"; - if (blocking) - ImportHierarchy(assimpChild, go.transform, child).MoveNext(); - else - yield return StartCoroutine(ImportHierarchy(assimpChild, go.transform, child)); - } - } - - private IEnumerator ImportScene(string fileName, Transform root = null) - { - if (blocking) - ImportMaterials().MoveNext(); - else - yield return StartCoroutine(ImportMaterials()); - - if (blocking) - ImportMeshes().MoveNext(); - else - yield return StartCoroutine(ImportMeshes()); - - GameObject objectRoot = root.gameObject; - - objectRoot = new GameObject(); - // Right handed to Left Handed - objectRoot.name = Utils.CreateUniqueName(Path.GetFileNameWithoutExtension(fileName)); - objectRoot.transform.parent = root; - objectRoot.transform.localPosition = Vector3.zero; - objectRoot.transform.localScale = new Vector3(-1, 1, 1); - objectRoot.transform.localRotation = Quaternion.Euler(0, 180, 0); - - if (blocking) - ImportHierarchy(scene.RootNode, root, objectRoot).MoveNext(); - else - yield return StartCoroutine(ImportHierarchy(scene.RootNode, root, objectRoot)); - } - - private async Task ImportAssimpFile(string fileName) - { - Assimp.Scene aScene = null; - await Task.Run(() => - { - try - { - Assimp.AssimpContext ctx = new Assimp.AssimpContext(); - aScene = ctx.ImportFile(fileName, - Assimp.PostProcessSteps.Triangulate | - Assimp.PostProcessSteps.GenerateNormals | - Assimp.PostProcessSteps.GenerateUVCoords); - } - catch (Assimp.AssimpException e) - { - Debug.LogError(e.Message); - aScene = null; - } - }); - return aScene; - } - - private IEnumerator CreateUnityDataFromAssimp(string fileName, Assimp.Scene aScene, Transform root) - { - scene = aScene; - directoryName = Path.GetDirectoryName(fileName); - - if (blocking) - { - ImportScene(fileName, root).MoveNext(); - } - else - { - yield return StartCoroutine(ImportScene(fileName, root)); - unityDataInCoroutineCreated = true; - } - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/IO/AssimpIO.cs.meta b/Assets/Scripts/IO/AssimpIO.cs.meta deleted file mode 100644 index bc36f715..00000000 --- a/Assets/Scripts/IO/AssimpIO.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 134cc6aabfcafce44b6ccb282ff010e6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/IO/GeometryImporter.cs b/Assets/Scripts/IO/GeometryImporter.cs deleted file mode 100644 index e4e7cd6f..00000000 --- a/Assets/Scripts/IO/GeometryImporter.cs +++ /dev/null @@ -1,69 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Threading.Tasks; - -using UnityEngine; - -namespace VRtist -{ - public class GeometryImporter : MonoBehaviour - { - public GameObjectChangedEvent objectLoaded = new GameObjectChangedEvent(); - private AssimpIO importer = null; - private TaskCompletionSource task = null; - - void Start() - { - importer = GetComponent(); - importer.importEventTask += OnGeometryLoaded; - } - - private void OnGeometryLoaded(object sender, AssimpIO.ImportTaskEventArgs e) - { - // Check for an async Task to complete - if (null != task && !task.Task.IsCompleted) - { - if (e.Error) { task.TrySetException(new Exception($"Failed to import {e.Filename}")); } - else { task.TrySetResult(e.Root.gameObject); } - } - - // Always send the event - if (e.Error) { return; } - objectLoaded.Invoke(e.Root.gameObject); - } - - public void ImportObject(string filename, Transform parent, bool synchronous = false) - { - importer.Import(filename, parent, synchronous); - } - - public Task ImportObjectAsync(string filename, Transform parent) - { - task = new TaskCompletionSource(); - importer.Import(filename, parent); - return task.Task; - } - } -} diff --git a/Assets/Scripts/IO/GeometryImporter.cs.meta b/Assets/Scripts/IO/GeometryImporter.cs.meta deleted file mode 100644 index b9d7f1a9..00000000 --- a/Assets/Scripts/IO/GeometryImporter.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2c98679dce449a248bd98c80ddc92175 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/IO/IOUtilities.cs b/Assets/Scripts/IO/IOUtilities.cs deleted file mode 100644 index 5a723c33..00000000 --- a/Assets/Scripts/IO/IOUtilities.cs +++ /dev/null @@ -1,71 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class IOUtilities -{ - public static string projectDirectory = "D:/"; - public static string CreateUniqueName(string name) - { - return name + DateTime.Now.ToBinary().ToString(); - } - public static string GetAbsoluteFilename(string filename) - { - if (IsProjectRelative(filename)) - return System.IO.Path.Combine(projectDirectory, GetRelativeFilename(filename)); - - return filename; - } - public static string GetRelativeFilename(string filename) - { - if(IsProjectRelative(filename)) - { - if (filename.StartsWith(projectDirectory, StringComparison.InvariantCultureIgnoreCase)) - return filename.Substring(projectDirectory.Length); - return filename; - } - throw new System.Exception("File name is out of project"); - } - - public static void mkdir(string filename) - { - string path = System.IO.Path.GetDirectoryName(filename); - System.IO.Directory.CreateDirectory(path); - } - - public static bool IsProjectRelative(string filename) - { - if (!System.IO.Path.IsPathRooted(filename)) - return true; - return filename.StartsWith(projectDirectory, StringComparison.InvariantCultureIgnoreCase); - } - - public static string CreatePaintFilename(string name) - { - return "Paint/" + IOUtilities.CreateUniqueName(name) + ".obj"; - } -} diff --git a/Assets/Scripts/IO/IOUtilities.cs.meta b/Assets/Scripts/IO/IOUtilities.cs.meta deleted file mode 100644 index 0114ec5a..00000000 --- a/Assets/Scripts/IO/IOUtilities.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 928d17f46cdd0c54b8513a44fc6ebdcb -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/IO/OBJExporter.cs b/Assets/Scripts/IO/OBJExporter.cs deleted file mode 100644 index 7e237b42..00000000 --- a/Assets/Scripts/IO/OBJExporter.cs +++ /dev/null @@ -1,66 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using System.IO; -using System.Text; -using UnityEngine; - -public class OBJExporter -{ - public static void Export(string filename, GameObject gameObject) - { - IOUtilities.mkdir(filename); - StringBuilder content = new StringBuilder(1024 * 1024); - content.Append("g " + gameObject.name + "\n\n"); - - Mesh mesh = gameObject.GetComponent().mesh; - - int vertexCount = mesh.vertexCount; - for (int i = 0; i < vertexCount; i++) - { - Vector3 vertex = mesh.vertices[i]; - content.AppendFormat("v {0} {1} {2}\n", vertex.x, vertex.y, vertex.z); - } - content.Append("\n"); - - for (int i = 0; i < vertexCount; i++) - { - Vector3 normal = mesh.normals[i]; - content.AppendFormat("vn {0} {1} {2}\n", normal.x, normal.y, normal.z); - } - - int triangleCount = mesh.triangles.Length / 3; - for (int i = 0; i < triangleCount; i++) - { - int i1 = mesh.triangles[3 * i + 0] + 1; - int i2 = mesh.triangles[3 * i + 1] + 1; - int i3 = mesh.triangles[3 * i + 2] + 1; - content.AppendFormat("f {0}//{0} {1}//{1} {2}//{2}\n", i1, i2, i3); - } - - content.Append("\n"); - File.WriteAllText(filename, content.ToString()); - } -} diff --git a/Assets/Scripts/IO/OBJExporter.cs.meta b/Assets/Scripts/IO/OBJExporter.cs.meta deleted file mode 100644 index 204a4dad..00000000 --- a/Assets/Scripts/IO/OBJExporter.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 32db11f4acaf2734ab833719d125a5d9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer.meta b/Assets/Scripts/Mixer.meta deleted file mode 100644 index 553b22e8..00000000 --- a/Assets/Scripts/Mixer.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d4f58039f92c8f14ca2168527017ea2b -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/GreasePencil.cs b/Assets/Scripts/Mixer/GreasePencil.cs deleted file mode 100644 index 76ba14fb..00000000 --- a/Assets/Scripts/Mixer/GreasePencil.cs +++ /dev/null @@ -1,116 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist.Mixer -{ - public class GreasePencilBuilder : GameObjectBuilder - { - public override GameObject CreateInstance(GameObject source, Transform parent = null, bool isPrefab = false) - { - GameObject newGreasePencil = GameObject.Instantiate(source, parent); - newGreasePencil.GetComponent().data = source.GetComponent().data; - - return newGreasePencil; - } - } - - - public class GreasePencil : MonoBehaviour - { - public GreasePencilData data; - private int frame = -1; - - private Tuple> findMesh(int frame) - { - int curFrame = -1; - int firstFrame = -1; - - foreach (int f in data.meshes.Keys) - { - if (firstFrame == -1) - firstFrame = f; - if (f > frame) - break; - curFrame = f; - } - - if (firstFrame == -1) - return null; - - if (curFrame == -1) - curFrame = firstFrame; - - return data.meshes[curFrame]; - } - - public void ForceUpdate() - { - int mappedFrame = (int)(frame * data.frameScale) + data.frameOffset; - if (data.hasCustomRange) - { - if (mappedFrame >= data.rangeStartFrame) - mappedFrame = ((mappedFrame - data.rangeStartFrame) % (data.rangeEndFrame - data.rangeStartFrame + 1)) + data.rangeStartFrame; - else - mappedFrame = data.rangeEndFrame - ((data.rangeStartFrame - mappedFrame - 1) % (data.rangeEndFrame - data.rangeStartFrame + 1)); - } - - - Tuple> meshData = findMesh(mappedFrame); - if (null == meshData) - return; - - MeshFilter meshFilter = gameObject.GetComponent(); - if (null == meshFilter) - meshFilter = gameObject.AddComponent(); - meshFilter.mesh = meshData.Item1; - meshFilter.mesh.name = gameObject.name; - - MeshCollider collider = gameObject.GetComponent(); - if (null != collider) - GameObject.Destroy(collider); - gameObject.AddComponent(); - - MeshRenderer meshRenderer = gameObject.GetComponent(); - if (null == meshRenderer) - meshRenderer = gameObject.AddComponent(); - - MixerUtils.ApplyMaterialParameters(meshRenderer, meshData.Item2); - } - - // Update is called once per frame - void Update() - { - if (GlobalState.Animation.CurrentFrame == frame) - return; - frame = GlobalState.Animation.CurrentFrame; - - ForceUpdate(); - } - - } -} \ No newline at end of file diff --git a/Assets/Scripts/Mixer/GreasePencil.cs.meta b/Assets/Scripts/Mixer/GreasePencil.cs.meta deleted file mode 100644 index f59c4482..00000000 --- a/Assets/Scripts/Mixer/GreasePencil.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2387db495037ef148b81583855a9d48e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/JsonData.cs b/Assets/Scripts/Mixer/JsonData.cs deleted file mode 100644 index b1817e0e..00000000 --- a/Assets/Scripts/Mixer/JsonData.cs +++ /dev/null @@ -1,372 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using System.Globalization; -using System.Text.RegularExpressions; - -using UnityEngine; - -namespace VRtist.Mixer -{ - // WARNING: Unity and its version of C# is not able to deserialize a Dictionary. - // System.Text.Json or Newtonsoft.Json don't work :( in this case. So the following classes are - // not used. We keep them for an upgrade someday. So right now we use the JsonHelper class below. - // - // Classes to read following Jsons: - // { - // "127.0.0.1:3380": { - // "id": "127.0.0.1:3380", - // "ip": "127.0.0.1", - // "port": 3380, - // "room": null - // } - // } - // - // {"127.0.0.1:3380": {"room": "Local"}} - // - // {"127.0.0.1:3380": {"user_name": "VRtist"}} - // - // { - // "127.0.0.1:59951": { - // "user_scenes": { - // "Scene": { - // "frame": 67, - // "selected_objects": [], - // "views": { - // "1662222059768": { - // "eye": [21.046432495117188, -5.221196174621582, 5.855473041534424], - // "target": [1.233099102973938, 0.9093819260597229, -0.12044590711593628], - // "screen_corners": [ - // [20.247392654418945, -5.561498641967773, 5.3597612380981445], - // [20.58077621459961, -4.4979352951049805, 5.345513820648193], - // [20.424291610717773, -4.441169261932373, 5.922540664672852], - // [20.090919494628906, -5.504717826843262, 5.936784267425537] - // ] - // } - // } - // } - // } - // } - // } - public class JsonClientId - { - public string id { get; set; } - public string ip { get; set; } - public int port { get; set; } - public string room { get; set; } - public string user_name { get; set; } - public JsonUserScenes user_scenes { get; set; } - } - - public class JsonUserScenes - { - public JsonScene Scene { get; set; } - } - - public class JsonScene - { - public int frame { get; set; } - public List selected_objects { get; set; } - public Dictionary views { get; set; } - } - - public class JsonView - { - public List eye { get; set; } - public List target { get; set; } - } - - // End of Json deserializer classes - - - // A value read from a json. May exist, be valid or not. - public class JsonValue - { - public bool exist; - public bool valid; - public T value; - public bool IsValid { get { return exist && valid; } } - } - - // Flat client info - public class ClientInfo - { - public JsonValue id; - public JsonValue ip; - public JsonValue port; - public JsonValue room; - public JsonValue userName; - public JsonValue userColor; - public JsonValue viewId; - public JsonValue eye; - public JsonValue target; - } - - public static class JsonHelper - { - // { - // "127.0.0.1:12639": { - // "user_name": "sylvain", - // "user_color": [0.8018945455551147, 0.21085186302661896, 0.9761602282524109], - // "blender_windows": [{ - // "scene": "Scene", - // "view_layer": "View Layer", - // "screen": "Layout", - // "areas_3d": ["1129407154056"] - // }], - // "user_scenes": { - // "Scene": { - // "frame": 1, - // "selected_objects": ["Cube"], - // "views": { - // "1129407154056": { - // "eye": [14.727903366088867, -6.505107879638672, 8.018034934997559], - // "target": [-0.0, -0.0, -0.0], - // "screen_corners": [ - // [14.005969047546387, -6.794801712036133, 7.3896331787109375], - // [14.458544731140137, -5.788208484649658, 7.374994277954102], - // [14.194585800170898, -5.660981178283691, 7.963055610656738], - // [13.742013931274414, -6.66757345199585, 7.977694034576416] - // ] - // } - // } - // } - // }, - // "id": "127.0.0.1:12639", - // "ip": "127.0.0.1", - // "port": 12639, - // "room": "Local" - // }, - // "127.0.0.1:12644": { - // "user_name": "VRtist", - // "id": "127.0.0.1:12644", - // "ip": "127.0.0.1", - // "port": 12644, - // "room": "Local" - // } - // } - private static List ExtractClients(string json) - { - List clients = new List(); - int count = 0; - int index = 0; - int start = -1; - int end = -1; - - foreach (char c in json) - { - if ('{' == c) { ++count; } - if ('}' == c) { --count; } - - if (1 == count && -1 == start && '"' == c) { start = index; } - else if (1 == count && -1 == end && '}' == c) - { - end = index; - clients.Add(json.Substring(start, end - start)); - start = end = -1; - } - - ++index; - } - - return clients; - } - - private static readonly Regex idRegex = new Regex("^{?\"(?.+?)\"", RegexOptions.Compiled); - private static readonly Regex ipRegex = new Regex("\"ip\":\\s*\"(?.+?)\"", RegexOptions.Compiled); - private static readonly Regex portRegex = new Regex("\"port\":\\s*(?\\d+)", RegexOptions.Compiled); - private static readonly Regex roomRegex = new Regex("\"room\":\\s*(\"(?(.+?))\")|(?null)", RegexOptions.Compiled); - private static readonly Regex userNameRegex = new Regex("\"user_name\":\\s*\"(?.+?)\"", RegexOptions.Compiled); - private static readonly Regex viewRegex = new Regex("\"views\":\\s*{\\s*\"(?.+?)\"", RegexOptions.Compiled); - private static readonly Regex eyeRegex = new Regex("\"eye\":\\s*\\[(?[-+]?([0-9]*[.])?[0-9]+([eE][-+]?[0-9]+)?),\\s(?[-+]?([0-9]*[.])?[0-9]+([eE][-+]?[0-9]+)?),\\s(?[-+]?([0-9]*[.])?[0-9]+([eE][-+]?[0-9]+)?)]", RegexOptions.Compiled); - private static readonly Regex targetRegex = new Regex("\"target\":\\s*\\[(?[-+]?([0-9]*[.])?[0-9]+([eE][-+]?[0-9]+)?),\\s(?[-+]?([0-9]*[.])?[0-9]+([eE][-+]?[0-9]+)?),\\s(?[-+]?([0-9]*[.])?[0-9]+([eE][-+]?[0-9]+)?)]", RegexOptions.Compiled); - private static readonly Regex userColorRegex = new Regex("\"user_color\":\\s*\\[(?[-+]?([0-9]*[.])?[0-9]+),\\s(?[-+]?([0-9]*[.])?[0-9]+),\\s(?[-+]?([0-9]*[.])?[0-9]+)(,\\s(?[-+]?([0-9]*[.])?[0-9]+))?]", RegexOptions.Compiled); - - private static JsonValue ExtractStringInfo(string json, Regex regex) - { - JsonValue jsonValue = new JsonValue(); - Match match = regex.Match(json); - if (match.Success) - { - jsonValue.exist = true; - jsonValue.valid = true; - jsonValue.value = match.Groups["value"].Value; - } - return jsonValue; - } - - private static JsonValue ExtractIntInfo(string json, Regex regex) - { - JsonValue jsonValue = new JsonValue(); - Match match = regex.Match(json); - if (match.Success) - { - jsonValue.exist = true; - jsonValue.valid = true; - if (int.TryParse(match.Groups["value"].Value, out int value)) - { - jsonValue.value = value; - } - else { jsonValue.valid = false; } - } - return jsonValue; - } - - private static JsonValue ExtractVector3Info(string json, Regex regex) - { - JsonValue jsonValue = new JsonValue(); - Match match = regex.Match(json); - if (match.Success) - { - jsonValue.exist = true; - jsonValue.valid = true; - try - { - float x = float.Parse(match.Groups["x"].Value, CultureInfo.InvariantCulture.NumberFormat); - float y = float.Parse(match.Groups["y"].Value, CultureInfo.InvariantCulture.NumberFormat); - float z = float.Parse(match.Groups["z"].Value, CultureInfo.InvariantCulture.NumberFormat); - jsonValue.value = new Vector3(x, y, z); - } - catch (Exception) - { - jsonValue.valid = false; - } - } - return jsonValue; - } - - private static JsonValue ExtractColorInfo(string json, Regex regex) - { - JsonValue jsonValue = new JsonValue(); - Match match = regex.Match(json); - if (match.Success) - { - jsonValue.exist = true; - jsonValue.valid = true; - try - { - float r = float.Parse(match.Groups["r"].Value, CultureInfo.InvariantCulture.NumberFormat); - float g = float.Parse(match.Groups["g"].Value, CultureInfo.InvariantCulture.NumberFormat); - float b = float.Parse(match.Groups["b"].Value, CultureInfo.InvariantCulture.NumberFormat); - float a; - try - { - a = float.Parse(match.Groups["a"].Value, CultureInfo.InvariantCulture.NumberFormat); - } - catch (Exception) - { - a = 1f; - } - jsonValue.value = new Color(r, g, b, a); - } - catch (Exception) - { - jsonValue.valid = false; - } - } - return jsonValue; - } - - public static ClientInfo GetClientInfo(string json) - { - ClientInfo clientInfo = new ClientInfo - { - id = ExtractStringInfo(json, idRegex), - ip = ExtractStringInfo(json, ipRegex), - port = ExtractIntInfo(json, portRegex), - room = ExtractStringInfo(json, roomRegex), - userName = ExtractStringInfo(json, userNameRegex), - userColor = ExtractColorInfo(json, userColorRegex), - viewId = ExtractStringInfo(json, viewRegex), - eye = ExtractVector3Info(json, eyeRegex), - target = ExtractVector3Info(json, targetRegex) - }; - return clientInfo; - } - - public static List GetClientsInfo(string json) - { - List clientsInfo = new List(); - List jsonClients = ExtractClients(json); - foreach (string jsonClient in jsonClients) - { - clientsInfo.Add(GetClientInfo(jsonClient)); - } - return clientsInfo; - } - - // { - // "user_scenes": { - // "Scene": { - // "frame": 67, - // "selected_objects": [], - // "views": { - // "1662222059768": { - // "eye": [21.046432495117188, -5.221196174621582, 5.855473041534424], - // "target": [1.233099102973938, 0.9093819260597229, -0.12044590711593628], - // "screen_corners": [ - // [20.247392654418945, -5.561498641967773, 5.3597612380981445], - // [20.58077621459961, -4.4979352951049805, 5.345513820648193], - // [20.424291610717773, -4.441169261932373, 5.922540664672852], - // [20.090919494628906, -5.504717826843262, 5.936784267425537] - // ] - // } - // } - // } - // } - // } - public static string CreateJsonPlayerInfo(MixerUser user) - { - if (null == user.id || null == user.viewId) { return null; } - string json = "{\"user_scenes\": {" + - "\"Scene\": {" + - "\"frame\": 1," + - "\"selected_objects\": []," + - "\"views\": {" + - $"\"{user.viewId}\": {{" + - $"\"eye\": [{user.position.ToString().Substring(1, user.position.ToString().Length - 2)}]," + - $"\"target\": [{user.target.ToString().Substring(1, user.target.ToString().Length - 2)}]," + - "\"screen_corners\": [" + - $"[{user.corners[0].ToString().Substring(1, user.corners[0].ToString().Length - 2)}]" + - $", [{user.corners[1].ToString().Substring(1, user.corners[1].ToString().Length - 2)}]" + - $", [{user.corners[2].ToString().Substring(1, user.corners[2].ToString().Length - 2)}]" + - $", [{user.corners[3].ToString().Substring(1, user.corners[3].ToString().Length - 2)}]]" + - "}}}}}"; - return json; - } - - public static string CreateJsonClientNameAndColor(string name, Color color) - { - string col = color.ToString(); - int start = col.IndexOf('(') + 1; - int end = col.LastIndexOf(',') - 1; - col = col.Substring(start, end - start + 1); - return "{" + - $"\"user_name\": \"{name}\"," + - $"\"user_color\": [{col}]" + - "}"; - } - } -} diff --git a/Assets/Scripts/Mixer/JsonData.cs.meta b/Assets/Scripts/Mixer/JsonData.cs.meta deleted file mode 100644 index 812cb1c4..00000000 --- a/Assets/Scripts/Mixer/JsonData.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ad9e0e30695d73943b6bee0c8b698027 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/MixerClient.cs b/Assets/Scripts/Mixer/MixerClient.cs deleted file mode 100644 index 45532cbd..00000000 --- a/Assets/Scripts/Mixer/MixerClient.cs +++ /dev/null @@ -1,924 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using System.Net; -using System.Net.Sockets; -using System.Threading; - -using UnityEngine; - -using VRtist.Serialization; - -namespace VRtist.Mixer -{ - // Message types - public enum MessageType - { - JoinRoom = 1, - CreateRoom, - LeaveRoom, - ListRooms, - Content, - ClearContent, - DeleteRoom, - ClearRoom, - ListRoomClients, - _ListClients, // deprecated - SetClientName, - SendError, - ConnectionLost, - ListAllClients, - - SetClientCustomAttribute, - _SetRoomCustomAttribute, - _SetRoomKeepOpen, - ClientId, - ClientUpdate, - _RoomUpdate, - _RoomDeleted, - - Command = 100, - Delete, - Camera, - Light, - MeshConnection_Deprecated, - Rename, - Duplicate, - SendToTrash, - RestoreFromTrash, - Texture, - AddCollectionToCollection, - RemoveCollectionFromCollection, - AddObjectToCollection, - RemoveObjectFromCollection, - AddObjectToScene, - AddCollectionToScene, - CollectionInstance, - Collection, - CollectionRemoved, - SetScene, - GreasePencilMesh, - GreasePencilMaterial, - GreasePencilConnection, - GreasePencilTimeOffset, - FrameStartEnd, - Animation, - RemoveObjectFromScene, - RemoveCollectionFromScene, - Scene, - SceneRemoved, - AddObjectToDocument, - ObjectVisibility, - _GroupBegin, - _GroupEnd, - _SceneRenamed, - AddKeyframe, - RemoveKeyframe, - MoveKeyframe, - _QueryCurrentFrame, - QueryAnimationData, - _BlenderDataUpdate, - _CameraAttributes, - _LightAttributes, - _BlenderDataRemove, - _BlenderDataRename, - ClearAnimations, - CurrentCamera, - _ShotManagerMontageMode, - ShotManagerContent, - _ShotManagerCurrentShot, - ShotManagerAction, - _BlenderDataCreate, - _BlenderDataMedia, - Empty, - AddConstraint, - RemoveConstraint, - BlenderBank, - BlenderSave, - - Optimized_Commands = 200, - Transform, - Mesh, - Material, - AssignMaterial, - _Frame, // deprecated - Play, - Pause, - Sky, - - End_Optimized_Commands = 999, - ClientIdWrapper = 1000 - } - - // Commands exchanged with mixer server - public class NetCommand - { - public byte[] data; - public MessageType messageType; - public int id; - - public NetCommand() - { - } - public NetCommand(byte[] d, MessageType mtype, int mid = 0) - { - data = d; - messageType = mtype; - id = mid; - } - } - - - public class MixerClient : MonoBehaviour - { - private static MixerClient _instance; - public static MixerClient Instance - { - get { return _instance; } - } - public Transform root; - public string hostname = "localhost"; - public int port = 12800; - public string room = "Local"; - public string userName = "VRtist"; - public Color userColor = Color.white; - public string master = ""; - - - Transform prefab; - - Thread thread = null; - bool alive = true; - bool connected = false; - - Socket socket = null; - List receivedCommands = new List(); - readonly List pendingCommands = new List(); - - public void Awake() - { - _instance = this; - } - - - void OnDestroy() - { - Join(); - } - - void Start() - { - Connect(); - - GameObject prefabGameObject = new GameObject("__Prefab__"); - prefabGameObject.SetActive(false); - prefab = prefabGameObject.transform; - - SyncData.Init(prefab, root); - StartCoroutine(ProcessIncomingCommands()); - } - - IPAddress GetIpAddressFromHostname(string hostname) - { - string[] splitted = hostname.Split('.'); - if (splitted.Length == 4) - { - bool error = false; - byte[] baddr = new byte[4]; - for (int i = 0; i < 4; i++) - { - if (Int32.TryParse(splitted[i], out int val) && val >= 0 && val <= 255) - { - baddr[i] = (byte)val; - } - else - { - error = true; - break; - } - } - if (!error) - return new IPAddress(baddr); - } - - IPAddress ipAddress = null; - - IPHostEntry ipHostInfo = Dns.GetHostEntry(hostname); - if (ipHostInfo.AddressList.Length == 0) - return ipAddress; - - IPAddress addr = ipHostInfo.AddressList[ipHostInfo.AddressList.Length - 1]; - ipAddress = addr; - - return ipAddress; - } - - public void Connect() - { - connected = false; - string[] args = System.Environment.GetCommandLineArgs(); -#if UNITY_EDITOR - // For debug purpose use the network settings - VRtistMixer.GetNetworkData(ref hostname, ref room, ref port, ref master, ref userName, ref userColor); -#else - hostname = null; -#endif - - // Read command line - for (int i = 0; i < args.Length; i++) - { - if (args[i] == "--room") { room = args[i + 1]; } - if (args[i] == "--hostname") { hostname = args[i + 1]; } - if (args[i] == "--port") { Int32.TryParse(args[i + 1], out port); } - if (args[i] == "--master") { master = args[i + 1]; } - if (args[i] == "--username") { userName = args[i + 1]; } - if (args[i] == "--usercolor") { ColorUtility.TryParseHtmlString(args[i + 1], out userColor); } - } - -#if UNITY_EDITOR - VRtistMixer.SetNetworkData(room, master, userName, userColor); -#endif - - if (null == hostname) { return; } - - IPAddress ipAddress = GetIpAddressFromHostname(hostname); - if (null == ipAddress) - return; - - IPEndPoint remoteEP = new IPEndPoint(ipAddress, port); - - // Create a TCP/IP socket. - socket = new Socket(ipAddress.AddressFamily, SocketType.Stream, ProtocolType.Tcp); - - // Connect the socket to the remote endpoint. Catch any errors. - try - { - socket.Connect(remoteEP); - } - catch (ArgumentNullException ane) - { - Console.WriteLine("ArgumentNullException : {0}", ane.ToString()); - return; - } - catch (SocketException se) - { - Console.WriteLine("SocketException : {0}", se.ToString()); - return; - } - catch (Exception e) - { - Console.WriteLine("Unexpected exception : {0}", e.ToString()); - return; - } - - JoinRoom(room); - connected = true; - - NetCommand command = new NetCommand(new byte[0], MessageType.ClientId); - AddCommand(command); - - NetCommand commandListClients = new NetCommand(new byte[0], MessageType.ListAllClients); - AddCommand(commandListClients); - - thread = new Thread(new ThreadStart(Run)); - thread.Start(); - } - - public void Join() - { - if (thread == null) - return; - alive = false; - thread.Join(); - socket.Disconnect(false); - } - - NetCommand ReadMessage() - { - int count = socket.Available; - if (count < 14) - return null; - - byte[] header = new byte[14]; - socket.Receive(header, 0, 14, SocketFlags.None); - - var size = BitConverter.ToInt64(header, 0); - //var commandId = BitConverter.ToInt32(header, 8); - //Debug.Log("Received Command Id " + commandId); - var mtype = BitConverter.ToUInt16(header, 8 + 4); - - byte[] data = new byte[size]; - long remaining = size; - long current = 0; - while (remaining > 0) - { - int sizeRead = socket.Receive(data, (int)current, (int)remaining, SocketFlags.None); - current += sizeRead; - remaining -= sizeRead; - } - - - NetCommand command = new NetCommand(data, (MessageType)mtype); - return command; - } - - void WriteMessage(NetCommand command) - { - byte[] sizeBuffer = BitConverter.GetBytes((Int64)command.data.Length); - byte[] commandId = BitConverter.GetBytes((Int32)command.id); - byte[] typeBuffer = BitConverter.GetBytes((Int16)command.messageType); - List buffers = new List { sizeBuffer, commandId, typeBuffer, command.data }; - - socket.Send(Converter.ConcatenateBuffers(buffers)); - - //Debug.Log($"Sending command: {command.messageType}"); - } - - void AddCommand(NetCommand command) - { - lock (this) - { - pendingCommands.Add(command); - } - } - - public void SendObjectVisibility(Transform transform) - { - NetCommand command = MixerUtils.BuildObjectVisibilityCommand(transform); - AddCommand(command); - } - - public void SendTransform(Transform transform) - { - NetCommand command = MixerUtils.BuildTransformCommand(transform); - AddCommand(command); - } - - public void SendMesh(MeshInfos meshInfos) - { - NetCommand command = MixerUtils.BuildMeshCommand(root, meshInfos); - AddCommand(command); - } - - public void SendDelete(DeleteInfo deleteInfo) - { - NetCommand command = MixerUtils.BuildDeleteCommand(root, deleteInfo); - AddCommand(command); - } - - public void SendMaterial(Material material) - { - NetCommand command = MixerUtils.BuildMaterialCommand(material); - AddCommand(command); - } - - public void SendAssignMaterial(AssignMaterialInfo info) - { - NetCommand command = MixerUtils.BuildAssignMaterialCommand(info); - AddCommand(command); - } - - public void SendEmpty(Transform transform) - { - NetCommand command = MixerUtils.BuildEmptyCommand(root, transform); - AddCommand(command); - } - - public void SendAddParentConstraint(GameObject gobject, GameObject target) - { - NetCommand command = MixerUtils.BuildSendAddParentConstraintCommand(gobject, target); - AddCommand(command); - } - - public void SendAddLookAtConstraint(GameObject gobject, GameObject target) - { - NetCommand command = MixerUtils.BuildSendAddLookAtConstraintCommand(gobject, target); - AddCommand(command); - } - - public void SendRemoveParentConstraint(GameObject gobject) - { - NetCommand command = MixerUtils.BuildSendRemoveParentConstraintCommand(gobject); - AddCommand(command); - SendTransform(gobject.transform); // For Blender - } - - public void SendRemoveLookAtConstraint(GameObject gobject) - { - NetCommand command = MixerUtils.BuildSendRemoveLookAtConstraintCommand(gobject); - AddCommand(command); - SendTransform(gobject.transform); // For Blender - } - - public void SendCamera(CameraInfo cameraInfo) - { - NetCommand command = MixerUtils.BuildCameraCommand(root, cameraInfo); - AddCommand(command); - } - - public void SendLight(LightInfo lightInfo) - { - NetCommand command = MixerUtils.BuildLightCommand(root, lightInfo); - AddCommand(command); - } - public void SendSky(SkySettings skyInfo) - { - NetCommand command = MixerUtils.BuildSkyCommand(skyInfo); - AddCommand(command); - } - public void SendRename(RenameInfo rename) - { - NetCommand command = MixerUtils.BuildRenameCommand(root, rename); - AddCommand(command); - } - - public void SendFrameStartEnd(FrameStartEnd range) - { - NetCommand command = MixerUtils.BuildSendFrameStartEndCommand(range.start, range.end); - AddCommand(command); - } - - public void SendAddKeyframe(SetKeyInfo data) - { - NetCommand command = MixerUtils.BuildSendSetKey(data); - AddCommand(command); - } - - public void SendAnimationCurve(CurveInfo data) - { - NetCommand command = MixerUtils.BuildSendAnimationCurve(data); - AddCommand(command); - } - - public void SendRemoveKeyframe(SetKeyInfo data) - { - NetCommand command = MixerUtils.BuildSendRemoveKey(data); - AddCommand(command); - } - - public void SendMoveKeyframe(MoveKeyInfo data) - { - NetCommand command = MixerUtils.BuildSendMoveKey(data); - AddCommand(command); - } - - public void SendQueryObjectData(string name) - { - NetCommand command = MixerUtils.BuildSendQueryAnimationData(name); - AddCommand(command); - } - public void SendDuplicate(DuplicateInfos duplicate) - { - NetCommand command = MixerUtils.BuildDuplicateCommand(root, duplicate); - AddCommand(command); - } - - public void SendToTrash(SendToTrashInfo sendToTrash) - { - NetCommand command = MixerUtils.BuildSendToTrashCommand(root, sendToTrash); - AddCommand(command); - } - - public void RestoreFromTrash(RestoreFromTrashInfo restoreFromTrash) - { - NetCommand command = MixerUtils.BuildRestoreFromTrashCommand(root, restoreFromTrash); - AddCommand(command); - } - - public void SendAddObjectToColleciton(AddToCollectionInfo addToCollectionInfo) - { - string collectionName = addToCollectionInfo.collectionName; - if (!SyncData.collectionNodes.ContainsKey(collectionName)) - { - NetCommand addCollectionCommand = MixerUtils.BuildAddCollecitonCommand(collectionName); - AddCommand(addCollectionCommand); - } - - NetCommand commandAddObjectToCollection = MixerUtils.BuildAddObjectToCollecitonCommand(addToCollectionInfo); - AddCommand(commandAddObjectToCollection); - if (!SyncData.sceneCollections.Contains(collectionName)) - { - NetCommand commandAddCollectionToScene = MixerUtils.BuildAddCollectionToScene(collectionName); - AddCommand(commandAddCollectionToScene); - } - } - - public void SendAddObjectToScene(AddObjectToSceneInfo addObjectToScene) - { - NetCommand command = MixerUtils.BuildAddObjectToScene(addObjectToScene); - AddCommand(command); - } - - public void SendClearAnimations(ClearAnimationInfo info) - { - NetCommand command = MixerUtils.BuildSendClearAnimations(info); - AddCommand(command); - } - - public void SendShotManagerAction(ShotManagerActionInfo info) - { - NetCommand command = MixerUtils.BuildSendShotManagerAction(info); - AddCommand(command); - } - - public void SendBlenderBank(BlenderBankInfo info) - { - NetCommand command = MixerUtils.BuildSendBlenderBank(info); - AddCommand(command); - } - - public void SendBlenderSave() - { - NetCommand command = MixerUtils.BuildSendBlenderSave(); - AddCommand(command); - } - - public void SendPlayerTransform(MixerUser info) - { - NetCommand command = MixerUtils.BuildSendPlayerTransform(info); - if (null != command) { AddCommand(command); } - } - - public void JoinRoom(string roomName) - { - byte[] nameBuffer = Converter.StringToBytes(roomName); - byte[] mockVersionBuffer = Converter.StringToBytes("ignored"); - byte[] versionCheckBuffer = Converter.BoolToBytes(true); - byte[] buffer = Converter.ConcatenateBuffers(new List { nameBuffer, mockVersionBuffer, mockVersionBuffer, versionCheckBuffer }); - NetCommand command = new NetCommand(buffer, MessageType.JoinRoom); - AddCommand(command); - - string json = VRtistMixer.CreateClientNameAndColor(); - if (null == json) - return; - NetCommand commandClientInfo = new NetCommand(Converter.StringToBytes(json), MessageType.SetClientCustomAttribute); - AddCommand(commandClientInfo); - } - - public DateTime before = DateTime.Now; - void Run() - { - while (alive) - { - NetCommand command = ReadMessage(); - if (command != null) - { - if (command.messageType == MessageType.ClientId || - command.messageType == MessageType.ClientUpdate || - command.messageType == MessageType.ListAllClients || - command.messageType > MessageType.Command) - { - lock (this) - { - if (command.messageType == MessageType.ClientIdWrapper) - { - UnpackFromClientId(command, ref receivedCommands); - } - else - { - receivedCommands.Add(command); - } - } - } - } - - lock (this) - { - if (pendingCommands.Count > 0) - { - foreach (NetCommand pendingCommand in pendingCommands) - { - WriteMessage(pendingCommand); - } - pendingCommands.Clear(); - } - } - } - } - - public bool UnpackFromClientId(NetCommand command, ref List commands) - { - int index = 0; - string masterId = Converter.GetString(command.data, ref index); - - // For debug purpose (unity in editor mode when networkSettings.master is empty) - string currentMasterId = VRtistMixer.GetMasterId(); - if (null == currentMasterId || currentMasterId.Length == 0) - VRtistMixer.SetMasterId(masterId); - - if (masterId != VRtistMixer.GetMasterId()) - return false; - - int remainingData = command.data.Length - index; - while (remainingData > 0) - { - int dataLength = Converter.GetInt(command.data, ref index); - remainingData -= dataLength + sizeof(int); - - dataLength -= sizeof(int); - int messageType = Converter.GetInt(command.data, ref index); - byte[] newBuffer = new byte[dataLength]; - - Buffer.BlockCopy(command.data, index, newBuffer, 0, dataLength); - index += dataLength; - - NetCommand newCommand = new NetCommand(newBuffer, (MessageType)messageType); - commands.Add(newCommand); - } - - return true; - } - - public List commands = new List(); - int commandProcessedCount = 0; - private int i = 0; - - IEnumerator ProcessIncomingCommands() - { - while (true) - { - lock (this) - { - commands.AddRange(receivedCommands); - receivedCommands.Clear(); - } - - if (commands.Count == 0) - { - yield return null; - continue; - } - - // don't process commands on play/record - if (GlobalState.Animation.IsAnimating()) - { - yield return null; - continue; - } - - DateTime before = DateTime.Now; - bool prematuredExit = false; - foreach (NetCommand command in commands) - { - commandProcessedCount++; - - //Debug.Log($"Receiving command: {command.messageType}"); - - try - { - bool sceneModified = true; - switch (command.messageType) - { - case MessageType.ClientId: - { - MixerScene mixerScene = new MixerScene(); - SceneManager.SetSceneImpl(mixerScene); - - MixerUtils.BuildClientId(command.data); - sceneModified = false; - } - break; - case MessageType.Mesh: - MixerUtils.BuildMesh(command.data); - break; - case MessageType.Transform: - MixerUtils.BuildTransform(command.data); - break; - case MessageType.Empty: - MixerUtils.BuildEmpty(prefab, command.data); - break; - case MessageType.ObjectVisibility: - MixerUtils.BuildObjectVisibility(root, command.data); - break; - case MessageType.Material: - MixerUtils.BuildMaterial(command.data); - break; - case MessageType.AssignMaterial: - MixerUtils.BuildAssignMaterial(command.data); - break; - case MessageType.Camera: - MixerUtils.BuildCamera(prefab, command.data); - break; - case MessageType.Animation: - MixerUtils.BuildAnimation(command.data); - break; - case MessageType.AddKeyframe: - MixerUtils.BuildAddKeyframe(command.data); - break; - case MessageType.RemoveKeyframe: - MixerUtils.BuildRemoveKeyframe(command.data); - break; - case MessageType.MoveKeyframe: - MixerUtils.BuildMoveKeyframe(command.data); - break; - case MessageType.ClearAnimations: - MixerUtils.BuildClearAnimations(command.data); - break; - case MessageType.Light: - MixerUtils.BuildLight(prefab, command.data); - break; - case MessageType.Sky: - MixerUtils.BuildSky(command.data); - break; - case MessageType.AddConstraint: - MixerUtils.ReceiveAddConstraint(command.data); - break; - case MessageType.RemoveConstraint: - MixerUtils.ReceiveRemoveConstraint(command.data); - break; - case MessageType.Delete: - MixerUtils.Delete(prefab, command.data); - break; - case MessageType.Rename: - MixerUtils.Rename(prefab, command.data); - break; - case MessageType.Duplicate: - MixerUtils.Duplicate(prefab, command.data); - break; - case MessageType.SendToTrash: - MixerUtils.BuildSendToTrash(root, command.data); - break; - case MessageType.RestoreFromTrash: - MixerUtils.BuildRestoreFromTrash(root, command.data); - break; - case MessageType.Texture: - MixerUtils.BuildTexture(command.data); - break; - case MessageType.Collection: - MixerUtils.BuildCollection(command.data); - break; - case MessageType.CollectionRemoved: - MixerUtils.BuildCollectionRemoved(command.data); - break; - case MessageType.AddCollectionToCollection: - MixerUtils.BuildAddCollectionToCollection(prefab, command.data); - break; - case MessageType.RemoveCollectionFromCollection: - MixerUtils.BuildRemoveCollectionFromCollection(prefab, command.data); - break; - case MessageType.AddObjectToCollection: - MixerUtils.BuildAddObjectToCollection(prefab, command.data); - break; - case MessageType.RemoveObjectFromCollection: - MixerUtils.BuildRemoveObjectFromCollection(prefab, command.data); - break; - case MessageType.CollectionInstance: - MixerUtils.BuildCollectionInstance(command.data); - break; - case MessageType.AddObjectToDocument: - MixerUtils.BuildAddObjectToDocument(root, command.data); - break; - case MessageType.AddCollectionToScene: - MixerUtils.BuilAddCollectionToScene(command.data); - break; - case MessageType.SetScene: - MixerUtils.BuilSetScene(command.data); - break; - case MessageType.GreasePencilMaterial: - MixerUtils.BuildGreasePencilMaterial(command.data); - break; - case MessageType.GreasePencilMesh: - MixerUtils.BuildGreasePencilMesh(command.data); - break; - case MessageType.GreasePencilConnection: - MixerUtils.BuildGreasePencilConnection(command.data); - break; - case MessageType.GreasePencilTimeOffset: - MixerUtils.BuildGreasePencilTimeOffset(command.data); - break; - case MessageType.FrameStartEnd: - MixerUtils.BuildFrameStartEnd(command.data); - break; - case MessageType.CurrentCamera: - MixerUtils.BuildCurrentCamera(command.data); - break; - case MessageType.ShotManagerContent: - MixerUtils.BuildShotManager(command.data); - break; - case MessageType.ShotManagerAction: - MixerUtils.BuildShotManagerAction(command.data); - break; - case MessageType.BlenderBank: - MixerUtils.ReceiveBlenderBank(command.data); - break; - - case MessageType.ClientUpdate: - MixerUtils.BuildClientAttribute(command.data); - sceneModified = false; - break; - case MessageType.ListAllClients: - MixerUtils.BuildListAllClients(command.data); - sceneModified = false; - break; - } - if (sceneModified) - { - CommandManager.SetSceneDirty(true); - } - } - catch (Exception e) - { - string message = $"Network exception (Command#{i}) Type {command.messageType}\n{e}"; - Debug.LogError(message); - } - i++; - - DateTime after = DateTime.Now; - TimeSpan duration = after.Subtract(before); - if (duration.Milliseconds > 20) - { - commands.RemoveRange(0, commandProcessedCount); - prematuredExit = true; - break; - } - } - - - if (!prematuredExit) - commands.Clear(); - commandProcessedCount = 0; - yield return null; - } - } - - public void SendEvent(MessageType messageType, T data) - { - if (!connected) { return; } - switch (messageType) - { - case MessageType.Transform: - SendTransform(data as Transform); break; - case MessageType.Mesh: - SendMesh(data as MeshInfos); break; - case MessageType.Delete: - SendDelete(data as DeleteInfo); break; - case MessageType.Material: - SendMaterial(data as Material); break; - case MessageType.AssignMaterial: - SendAssignMaterial(data as AssignMaterialInfo); break; - case MessageType.Camera: - SendCamera(data as CameraInfo); - SendTransform((data as CameraInfo).transform); - break; - case MessageType.Light: - SendLight(data as LightInfo); - SendTransform((data as LightInfo).transform); - break; - case MessageType.Sky: - SendSky(data as SkySettings); - break; - case MessageType.Rename: - SendRename(data as RenameInfo); break; - case MessageType.Duplicate: - SendDuplicate(data as DuplicateInfos); break; - case MessageType.SendToTrash: - SendToTrash(data as SendToTrashInfo); break; - case MessageType.RestoreFromTrash: - RestoreFromTrash(data as RestoreFromTrashInfo); break; - case MessageType.AddObjectToCollection: - SendAddObjectToColleciton(data as AddToCollectionInfo); break; - case MessageType.AddObjectToScene: - SendAddObjectToScene(data as AddObjectToSceneInfo); break; - case MessageType.FrameStartEnd: - SendFrameStartEnd(data as FrameStartEnd); break; - case MessageType.AddKeyframe: - SendAddKeyframe(data as SetKeyInfo); break; - case MessageType.RemoveKeyframe: - SendRemoveKeyframe(data as SetKeyInfo); break; - case MessageType.MoveKeyframe: - SendMoveKeyframe(data as MoveKeyInfo); break; - case MessageType.ClearAnimations: - SendClearAnimations(data as ClearAnimationInfo); break; - case MessageType.ShotManagerAction: - SendShotManagerAction(data as ShotManagerActionInfo); break; - case MessageType.BlenderBank: - SendBlenderBank(data as BlenderBankInfo); break; - case MessageType.BlenderSave: - SendBlenderSave(); break; - } - } - } -} diff --git a/Assets/Scripts/Mixer/MixerClient.cs.meta b/Assets/Scripts/Mixer/MixerClient.cs.meta deleted file mode 100644 index 3137acbc..00000000 --- a/Assets/Scripts/Mixer/MixerClient.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6637931605a4919438b1bd98f23dda67 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/MixerDataTypes.cs b/Assets/Scripts/Mixer/MixerDataTypes.cs deleted file mode 100644 index aae86176..00000000 --- a/Assets/Scripts/Mixer/MixerDataTypes.cs +++ /dev/null @@ -1,199 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist.Mixer -{ - public class MixerUser : User - { - public string viewId; - public string masterId; - public Vector3[] corners = new Vector3[4]; - } - - // Commands data types - public class FrameStartEnd - { - public int start; - public int end; - } - public class MontageModeInfo - { - public bool montage; - } - - // Grease Pencil related classes - public class GPLayer - { - public GPLayer(string _) - { - } - public List frames = new List(); - public bool visible; - } - public class GPFrame - { - public GPFrame(int f) - { - frame = f; - } - public List strokes = new List(); - public int frame; - } - public class GPStroke - { - public Vector3[] vertices; - public int[] triangles; - public MaterialParameters materialParameters; - } - - public class GreasePencilData - { - public Dictionary>> meshes = new Dictionary>>(); - public int frameOffset = 0; - public float frameScale = 1f; - public bool hasCustomRange = false; - public int rangeStartFrame; - public int rangeEndFrame; - - public void AddMesh(int frame, Tuple> mesh) - { - meshes[frame] = mesh; - } - } - - public class AssignMaterialInfo - { - public string objectName; - public string materialName; - } - public class CameraInfo - { - public Transform transform; - } - public class LightInfo - { - public Transform transform; - } - - public class AddToCollectionInfo - { - public string collectionName; - public Transform transform; - } - - public class AddObjectToSceneInfo - { - public Transform transform; - } - - public class RenameInfo - { - public Transform srcTransform; - public string newName; - } - - public class DuplicateInfos - { - public GameObject srcObject; - public GameObject dstObject; - } - - public class MeshInfos - { - public MeshFilter meshFilter; - public MeshRenderer meshRenderer; - public Transform meshTransform; - } - - public class DeleteInfo - { - public Transform meshTransform; - } - - public class SendToTrashInfo - { - public Transform transform; - } - public class RestoreFromTrashInfo - { - public Transform transform; - public Transform parent; - } - public class ClearAnimationInfo - { - public GameObject gObject; - } - - // Blender Asset Bank - public enum BlenderBankAction - { - ListRequest, - ListResponse, - ImportRequest, - ImportResponse - } - - public class BlenderBankInfo - { - public BlenderBankAction action; - public string name; - } - - // Animation - public class SetKeyInfo - { - public string objectName; - public AnimatableProperty property; - public AnimationKey key; - }; - - public class MoveKeyInfo - { - public string objectName; - public AnimatableProperty property; - public int frame; - public int newFrame; - } - - public class MaterialParameters - { - public string name; - public MaterialID materialType; - public float opacity; - public string opacityTexturePath = ""; - public Color baseColor; - public string baseColorTexturePath = ""; - public float metallic; - public string metallicTexturePath = ""; - public float roughness; - public string roughnessTexturePath = ""; - public string normalTexturePath = ""; - public Color emissionColor; - public string emissionColorTexturePath = ""; - } -} diff --git a/Assets/Scripts/Mixer/MixerDataTypes.cs.meta b/Assets/Scripts/Mixer/MixerDataTypes.cs.meta deleted file mode 100644 index 6bd203f8..00000000 --- a/Assets/Scripts/Mixer/MixerDataTypes.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3a79b6c1647ad794bae61361b6d37740 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/MixerScene.cs b/Assets/Scripts/Mixer/MixerScene.cs deleted file mode 100644 index 0f91a202..00000000 --- a/Assets/Scripts/Mixer/MixerScene.cs +++ /dev/null @@ -1,377 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using System.Threading.Tasks; - -using UnityEngine; - -namespace VRtist.Mixer -{ - public class MixerScene : IScene - { - private string requestedBlenderImportName; - private TaskCompletionSource blenderImportTask = null; - private AssetBank assetBank; - - public string GetSceneType() - { - return "Mixer"; - } - - public void ClearScene() - { - Utils.DeleteTransformChildren(SceneManager.RightHanded); - Utils.DeleteTransformChildren(SyncData.prefab); - SyncData.nodes.Clear(); - } - - public GameObject InstantiateObject(GameObject prefab) - { - // if it does not exist in 'Prefab', create it - if (!SyncData.nodes.TryGetValue(prefab.name, out Node prefabNode)) - { - return SyncData.CreateFullHierarchyPrefab(prefab); - } - - // it already exists in Prefab, duplicate it - GameObject newPrefab = SyncData.DuplicatePrefab(prefab); - Node newPrefabNode = SyncData.nodes[newPrefab.name]; - foreach (Node childNode in prefabNode.children) - { - GameObject newChildPrefab = InstantiateObject(childNode.prefab); - Node newChildNode = SyncData.nodes[newChildPrefab.name]; - newPrefabNode.AddChild(newChildNode); - } - return newPrefab; - } - - public GameObject InstantiateUnityPrefab(GameObject unityPrefab) - { - GameObject prefab = SyncData.CreateInstance(unityPrefab, SyncData.prefab, isPrefab: true); - Node node = SyncData.CreateNode(prefab.name); - node.prefab = prefab; - return prefab; - } - - public GameObject AddObject(GameObject gobject) - { - return SyncData.InstantiateFullHierarchyPrefab(gobject); - } - - private void _RemoveObject(GameObject gobject) - { - SendToTrashInfo trashInfo = new SendToTrashInfo - { - transform = gobject.transform - }; - MixerClient.Instance.SendEvent(MessageType.SendToTrash, trashInfo); - - Node node = SyncData.nodes[gobject.name]; - node.RemoveInstance(gobject); - - LightController lightController = gobject.GetComponent(); - if (null != lightController) - return; - CameraController cameraController = gobject.GetComponent(); - if (null != cameraController) - return; - foreach (Transform child in gobject.transform) - { - _RemoveObject(child.GetChild(0).gameObject); - } - } - - public void RemoveObject(GameObject gobject) - { - gobject.transform.parent.SetParent(SceneManager.Trash.transform, false); - _RemoveObject(gobject); - } - - public void _RestoreObject(GameObject gobject, Transform parent) - { - Node node = SyncData.nodes[gobject.name]; - node.AddInstance(gobject); - - RestoreFromTrashInfo trashInfo = new RestoreFromTrashInfo - { - transform = gobject.transform, - parent = parent - }; - MixerClient.Instance.SendEvent(MessageType.RestoreFromTrash, trashInfo); - - LightController lightController = gobject.GetComponent(); - if (null != lightController) - return; - CameraController cameraController = gobject.GetComponent(); - if (null != cameraController) - return; - - foreach (Transform child in gobject.transform) - { - _RestoreObject(child.GetChild(0).gameObject, gobject.transform); - } - } - - public void RestoreObject(GameObject gobject, Transform parent) - { - gobject.transform.parent.SetParent(parent, false); - _RestoreObject(gobject, parent); - } - - public GameObject DuplicateObject(GameObject gobject) - { - GameObject res = SyncData.Duplicate(gobject); - DuplicateInfos duplicateInfos = new DuplicateInfos - { - srcObject = gobject, - dstObject = res - }; - MixerClient.Instance.SendEvent(MessageType.Duplicate, duplicateInfos); - - return res; - } - - public void RenameObject(GameObject gobject, string newName) - { - MixerClient.Instance.SendEvent(MessageType.Rename, new RenameInfo { srcTransform = gobject.transform, newName = gobject.name }); - SyncData.Rename(newName, gobject.name); - } - - public void SetObjectMatrix(GameObject gobject, Matrix4x4 matrix) - { - string objectName = gobject.name; - SyncData.SetTransform(gobject.name, matrix); - foreach (var instance in SyncData.nodes[objectName].instances) - GlobalState.FireObjectMoving(instance.Item1); - MixerClient.Instance.SendEvent(MessageType.Transform, SyncData.nodes[objectName].prefab.transform); - } - - public void SetObjectTransform(GameObject gobject, Vector3 position, Quaternion rotation, Vector3 scale) - { - string objectName = gobject.name; - SyncData.SetTransform(objectName, position, rotation, scale); - foreach (var instance in SyncData.nodes[objectName].instances) - GlobalState.FireObjectMoving(instance.Item1); - MixerClient.Instance.SendEvent(MessageType.Transform, SyncData.nodes[objectName].prefab.transform); - } - - public GameObject GetObjectParent(GameObject gobject) - { - Transform parentTransform = gobject.transform.parent.parent; - if (null == parentTransform) - return null; - return parentTransform.gameObject; - } - - public void SetObjectParent(GameObject gobject, GameObject parent) - { - Node parentNode = SyncData.nodes[parent.name]; - Node childNode = SyncData.nodes[gobject.name]; - parentNode.AddChild(childNode); - gobject.transform.parent.SetParent(parent.transform, false); - - MixerClient.Instance.SendTransform(gobject.transform); - } - - private void InformModification(GameObject gobject) - { - MeshRenderer renderer = gobject.GetComponentInChildren(); - renderer.material.name = $"Mat_{gobject.name}"; - MixerClient.Instance.SendEvent(MessageType.Material, renderer.material); - MixerClient.Instance.SendEvent(MessageType.AssignMaterial, new AssignMaterialInfo { objectName = gobject.name, materialName = renderer.material.name }); - } - - public void SetObjectMaterialValue(GameObject gobject, MaterialValue materialValue) - { - Node node = SyncData.nodes[gobject.name]; - Utils.SetMaterialValue(node.prefab, materialValue); - Utils.SetMaterialValue(gobject, materialValue); - - InformModification(gobject); - } - - public void AddMaterialParameters(string materialName, MaterialID materialID, Color color) - { - MaterialParameters parameters = new MaterialParameters - { - materialType = materialID, - baseColor = color - }; - MixerUtils.materialsParameters[materialName] = parameters; - } - - public void SendCameraInfo(Transform camera) - { - MixerClient.Instance.SendEvent(MessageType.Camera, new CameraInfo { transform = camera }); - } - - public void SendLightInfo(Transform light) - { - MixerClient.Instance.SendEvent(MessageType.Light, new LightInfo { transform = light }); - } - - public void ListImportableObjects() - { - assetBank = ToolsManager.GetTool("AssetBank").GetComponent(); - // Add Blender asset bank assets - GlobalState.blenderBankImportObjectEvent.AddListener(OnBlenderBankObjectImported); - GlobalState.blenderBankListEvent.AddListener(OnBlenderBank); - BlenderBankInfo info = new BlenderBankInfo { action = BlenderBankAction.ListRequest }; - MixerClient.Instance.SendBlenderBank(info); - } - - // Used for blender bank to know if a blender asset has been imported - private void OnBlenderBankObjectImported(string objectName, string niceName) - { - if (niceName == requestedBlenderImportName && null != blenderImportTask && !blenderImportTask.Task.IsCompleted) - { - GameObject instance = SyncData.nodes[objectName].instances[0].Item1; - blenderImportTask.TrySetResult(instance); - Selection.AddToSelection(instance); - } - } - - public void OnBlenderBank(List names, List tags, List thumbnails) - { - // Load only once the whole asset bank data base from Blender - GlobalState.blenderBankListEvent.RemoveListener(OnBlenderBank); - for (int i = 0; i < names.Count; i++) - { - AddBlenderAsset(names[i], tags[i], thumbnails[i]); - } - } - - private void AddBlenderAsset(string name, string tags, string thumbnailPath) - { - GameObject thumbnail = UIGrabber.CreateLazyImageThumbnail(thumbnailPath, assetBank.OnUIObjectEnter, assetBank.OnUIObjectExit); - assetBank.AddAsset(name, thumbnail, null, tags, importFunction: ImportBlenderAsset, skipInstantiation: true); - } - - private Task ImportBlenderAsset(AssetBankItem item) - { - requestedBlenderImportName = item.assetName; - blenderImportTask = new TaskCompletionSource(); - BlenderBankInfo info = new BlenderBankInfo { action = BlenderBankAction.ImportRequest, name = item.assetName }; - MixerClient.Instance.SendBlenderBank(info); - return blenderImportTask.Task; - } - - public void ClearObjectAnimations(GameObject gobject) - { - MixerClient.Instance.SendClearAnimations(new ClearAnimationInfo { gObject = gobject }); - } - - public void SetObjectAnimations(GameObject gobject, AnimationSet animationSet) - { - foreach (Curve curve in animationSet.curves.Values) - { - MixerClient.Instance.SendAnimationCurve(new CurveInfo { objectName = gobject.name, curve = curve }); - } - } - - public void AddKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - MixerClient.Instance.SendAddKeyframe(new SetKeyInfo { objectName = gobject.name, property = property, key = key }); - } - - public void RemoveKeyframe(GameObject gobject, AnimatableProperty property, AnimationKey key) - { - MixerClient.Instance.SendRemoveKeyframe(new SetKeyInfo { objectName = gobject.name, property = property, key = key }); - } - - public void MoveKeyframe(GameObject gobject, AnimatableProperty property, int oldTime, int newTime) - { - MixerClient.Instance.SendMoveKeyframe(new MoveKeyInfo { objectName = gobject.name, property = property, frame = oldTime, newFrame = newTime }); - } - - public void SetFrameRange(int start, int end) - { - FrameStartEnd info = new FrameStartEnd() { start = start, end = end }; - MixerClient.Instance.SendEvent(MessageType.FrameStartEnd, info); - } - - public void InsertObjectConstraint(int _, Constraint constraint) - { - AddObjectConstraint(constraint.gobject, constraint.constraintType, constraint.target.gameObject); - } - - public void AddObjectConstraint(GameObject gobject, ConstraintType constraintType, GameObject target) - { - switch (constraintType) - { - case ConstraintType.Parent: - MixerClient.Instance.SendAddParentConstraint(gobject, target); - break; - case ConstraintType.LookAt: - MixerClient.Instance.SendAddLookAtConstraint(gobject, target); - break; - } - } - - public void RemoveObjectConstraint(GameObject gobject, ConstraintType constraintType) - { - switch (constraintType) - { - case ConstraintType.Parent: - MixerClient.Instance.SendRemoveParentConstraint(gobject); - break; - case ConstraintType.LookAt: - MixerClient.Instance.SendRemoveLookAtConstraint(gobject); - break; - } - } - - public void SetSky(SkySettings sky) - { - MixerClient.Instance.SendEvent(MessageType.Sky, sky); - } - - public void ApplyShotManagerAction(ShotManagerActionInfo info) - { - MixerClient.Instance.SendEvent(MessageType.ShotManagerAction, info); - } - - public void SendUserInfo(Vector3 cameraPosition, Vector3 cameraForward, Vector3 cameraUp, Vector3 cameraRight) - { - MixerUser user = (MixerUser)GlobalState.networkUser; - if (null == user) { return; } - - Vector3 upRight = cameraPosition + cameraForward + cameraUp + cameraRight; - Vector3 upLeft = cameraPosition + cameraForward + cameraUp - cameraRight; - Vector3 bottomRight = cameraPosition + cameraForward - cameraUp + cameraRight; - Vector3 bottomLeft = cameraPosition + cameraForward - cameraUp - cameraRight; - - user.corners[0] = SceneManager.RightHanded.InverseTransformPoint(upLeft); - user.corners[1] = SceneManager.RightHanded.InverseTransformPoint(upRight); - user.corners[2] = SceneManager.RightHanded.InverseTransformPoint(bottomRight); - user.corners[3] = SceneManager.RightHanded.InverseTransformPoint(bottomLeft); - MixerClient.Instance.SendPlayerTransform(user); - } - - public void RemoteSave() - { - MixerClient.Instance.SendBlenderSave(); - } - } -} diff --git a/Assets/Scripts/Mixer/MixerScene.cs.meta b/Assets/Scripts/Mixer/MixerScene.cs.meta deleted file mode 100644 index e51731c9..00000000 --- a/Assets/Scripts/Mixer/MixerScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3f882bcd5ed121a44a127d1eea74dd41 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/MixerUtils.cs b/Assets/Scripts/Mixer/MixerUtils.cs deleted file mode 100644 index bf5708d7..00000000 --- a/Assets/Scripts/Mixer/MixerUtils.cs +++ /dev/null @@ -1,2182 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Animations; -using UnityEngine.Rendering; - -using VRtist.Serialization; - -namespace VRtist.Mixer -{ - public class ImageData - { - public bool isEmbedded; - public int width; - public int height; - public byte[] buffer; - } - - public enum MessageConstraintType - { - Parent, - LookAt - } - - public class MixerUtils - { - public static Dictionary materials = new Dictionary(); - - public static Dictionary meshes = new Dictionary(); - public static Dictionary> meshesMaterials = new Dictionary>(); - - public static Dictionary baseMaterials = new Dictionary(); - public static Dictionary materialsParameters = new Dictionary(); - - public static Dictionary greasePencils = new Dictionary(); - public static HashSet materialsFillEnabled = new HashSet(); - public static HashSet materialStrokesEnabled = new HashSet(); - public static Dictionary> greasePencilLayerIndices = new Dictionary>(); - - public static Dictionary textureData = new Dictionary(); - public static Dictionary textures = new Dictionary(); - public static HashSet texturesFlipY = new HashSet(); - - private static Camera.GateFitMode[] mixerToVRtistGateFitMap = new Camera.GateFitMode[3] { Camera.GateFitMode.Fill, Camera.GateFitMode.Vertical, Camera.GateFitMode.Horizontal }; - private static int[] vrtistToMixerGateFitMap = new int[4] { -1, 2, 1, 0 }; - - public static void BuildClientId(byte[] data) - { - string clientId = Converter.ConvertToString(data); - VRtistMixer.SetClientId(clientId); - } - - public static void Rename(Transform _, byte[] data) - { - int bufferIndex = 0; - string[] srcPath = Converter.GetString(data, ref bufferIndex).Split('/'); - string[] dstPath = Converter.GetString(data, ref bufferIndex).Split('/'); - - string srcName = srcPath[srcPath.Length - 1]; - string dstName = dstPath[dstPath.Length - 1]; - - SyncData.Rename(srcName, dstName); - } - - public static void Delete(Transform _, byte[] data) - { - int bufferIndex = 0; - string[] ObjectPath = Converter.GetString(data, ref bufferIndex).Split('/'); - string objectName = ObjectPath[ObjectPath.Length - 1]; - - SyncData.Delete(objectName); - } - - public static void Duplicate(Transform prefab, byte[] data) - { - int bufferIndex = 0; - - // find source prefab - string path = Converter.GetString(data, ref bufferIndex); - if (path == "") - return; - char[] separator = { '/' }; - string[] splitted = path.Split(separator); - string srcPrefabName = splitted[splitted.Length - 1]; - GameObject srcPrefab = SyncData.nodes[srcPrefabName].prefab; - - // duplicata name - string name = Converter.GetString(data, ref bufferIndex); - Matrix4x4 mat = Converter.GetMatrix(data, ref bufferIndex); - Maths.DecomposeMatrix(mat, out Vector3 position, out Quaternion rotation, out Vector3 scale); - - GameObject newInstance = SyncData.Duplicate(srcPrefab, name); - Node duplicateNode = SyncData.nodes[newInstance.name]; - duplicateNode.prefab.transform.localPosition = position; - duplicateNode.prefab.transform.localRotation = rotation; - duplicateNode.prefab.transform.localScale = scale; - foreach (var instanceItem in duplicateNode.instances) - { - instanceItem.Item1.transform.localPosition = position; - instanceItem.Item1.transform.localRotation = rotation; - instanceItem.Item1.transform.localScale = scale; - } - } - - public static void BuildSendToTrash(Transform root, byte[] data) - { - int bufferIndex = 0; - Transform objectPath = FindPath(root, data, ref bufferIndex); - if (null == objectPath) - return; - objectPath.parent.parent = SceneManager.Trash.transform; - - Node node = SyncData.nodes[objectPath.name]; - node.RemoveInstance(objectPath.gameObject); - } - public static void BuildRestoreFromTrash(Transform root, byte[] data) - { - int bufferIndex = 0; - string objectName = Converter.GetString(data, ref bufferIndex); - Transform parent = FindPath(root, data, ref bufferIndex); - Transform trf = SceneManager.Trash.transform.Find(objectName + Utils.blenderHiddenParent); - if (null != trf) - { - trf.parent = parent; - - Node node = SyncData.nodes[objectName]; - node.AddInstance(trf.GetChild(0).gameObject); - } - } - - public static void BuildTexture(byte[] data) - { - int bufferIndex = 0; - string path = Converter.GetString(data, ref bufferIndex); - - bool packed = Converter.GetBool(data, ref bufferIndex); - int width = Converter.GetInt(data, ref bufferIndex); - int height = Converter.GetInt(data, ref bufferIndex); - int size = Converter.GetInt(data, ref bufferIndex); - - byte[] buffer = new byte[size]; - Buffer.BlockCopy(data, bufferIndex, buffer, 0, size); - - textureData[path] = new ImageData - { - isEmbedded = packed, - width = width, - height = height, - buffer = buffer - }; - } - - public static void BuildCollection(byte[] data) - { - int bufferIndex = 0; - string collectionName = Converter.GetString(data, ref bufferIndex); - bool visible = Converter.GetBool(data, ref bufferIndex); - Vector3 offset = Converter.GetVector3(data, ref bufferIndex); - - bool tempVisible = Converter.GetBool(data, ref bufferIndex); - - SyncData.AddCollection(collectionName, offset, visible, tempVisible); - } - - public static void BuildCollectionRemoved(byte[] data) - { - int bufferIndex = 0; - string collectionName = Converter.GetString(data, ref bufferIndex); - - SyncData.RemoveCollection(collectionName); - } - - public static void BuildAddCollectionToCollection(Transform _, byte[] data) - { - int bufferIndex = 0; - string parentCollectionName = Converter.GetString(data, ref bufferIndex); - string collectionName = Converter.GetString(data, ref bufferIndex); - - SyncData.AddCollectionToCollection(parentCollectionName, collectionName); - - } - - public static void BuildRemoveCollectionFromCollection(Transform _, byte[] data) - { - int bufferIndex = 0; - string parentCollectionName = Converter.GetString(data, ref bufferIndex); - string collectionName = Converter.GetString(data, ref bufferIndex); - - SyncData.RemoveCollectionFromCollection(parentCollectionName, collectionName); - } - - public static void BuildAddObjectToCollection(Transform _, byte[] data) - { - int bufferIndex = 0; - string collectionName = Converter.GetString(data, ref bufferIndex); - string objectName = Converter.GetString(data, ref bufferIndex); - - SyncData.AddObjectToCollection(collectionName, objectName); - } - - public static void BuildRemoveObjectFromCollection(Transform _, byte[] data) - { - int bufferIndex = 0; - string collectionName = Converter.GetString(data, ref bufferIndex); - string objectName = Converter.GetString(data, ref bufferIndex); - - SyncData.RemoveObjectFromCollection(collectionName, objectName); - } - - public static void BuildCollectionInstance(byte[] data) - { - int bufferIndex = 0; - Transform transform = BuildPath(data, ref bufferIndex, true); - string collectionName = Converter.GetString(data, ref bufferIndex); - - SyncData.AddCollectionInstance(transform, collectionName); - } - - public static void BuildAddObjectToDocument(Transform root, byte[] data) - { - int bufferIndex = 0; - string sceneName = Converter.GetString(data, ref bufferIndex); - if (sceneName != SyncData.currentSceneName) - return; - string objectName = Converter.GetString(data, ref bufferIndex); - SyncData.AddObjectToDocument(root, objectName, "/"); - } - - public static void BuilAddCollectionToScene(byte[] data) - { - int bufferIndex = 0; - string _ = Converter.GetString(data, ref bufferIndex); - string collectionName = Converter.GetString(data, ref bufferIndex); - SyncData.sceneCollections.Add(collectionName); - } - - public static void BuilSetScene(byte[] data) - { - int bufferIndex = 0; - string sceneName = Converter.GetString(data, ref bufferIndex); - SyncData.SetScene(sceneName); - } - - public static MaterialParameters DefaultMaterial() - { - string name = "defaultMaterial"; - - if (materialsParameters.TryGetValue(name, out MaterialParameters materialParameters)) - return materialParameters; - - MaterialID materialType; - materialType = MaterialID.ObjectOpaque; - - materialParameters = new MaterialParameters(); - materialsParameters[name] = materialParameters; - materialParameters.name = name; - materialParameters.materialType = materialType; - materialParameters.opacity = 1f; - materialParameters.opacityTexturePath = ""; - materialParameters.baseColor = new Color(0.8f, 0.8f, 0.8f); - materialParameters.baseColorTexturePath = ""; - materialParameters.metallic = 0f; - materialParameters.metallicTexturePath = ""; - materialParameters.roughness = 0.5f; - materialParameters.roughnessTexturePath = ""; - materialParameters.normalTexturePath = ""; - materialParameters.emissionColor = new Color(0, 0, 0); - materialParameters.emissionColorTexturePath = ""; - - return materialParameters; - } - - public static Texture2D CreateSmallImage() - { - Texture2D smallImage = new Texture2D(1, 1, TextureFormat.RGBA32, false, true); - smallImage.LoadRawTextureData(new byte[] { 0, 0, 0, 255 }); - return smallImage; - } - - public static Texture2D GetTexture(string filePath, bool isLinear) - { - - if (textureData.TryGetValue(filePath, out ImageData imageData)) - { - textureData.Remove(filePath); - return VRtistMixer.LoadTexture(filePath, imageData, isLinear); - } - if (textures.ContainsKey(filePath)) - { - return textures[filePath]; - } - return null; - } - - public static void BuildMaterial(byte[] data) - { - int currentIndex = 0; - string name = Converter.GetString(data, ref currentIndex); - float opacity = Converter.GetFloat(data, ref currentIndex); - string opacityTexturePath = Converter.GetString(data, ref currentIndex); - - if (!materialsParameters.TryGetValue(name, out MaterialParameters materialParameters)) - { - MaterialID materialType; - materialType = (opacityTexturePath.Length > 0 || opacity < 1.0f) - ? MaterialID.ObjectTransparent : MaterialID.ObjectOpaque; - - materialParameters = new MaterialParameters - { - name = name, - materialType = materialType - }; - materialsParameters[name] = materialParameters; - } - - materialParameters.opacity = opacity; - materialParameters.opacityTexturePath = opacityTexturePath; - materialParameters.baseColor = Converter.GetColor(data, ref currentIndex); - materialParameters.baseColorTexturePath = Converter.GetString(data, ref currentIndex); - materialParameters.metallic = Converter.GetFloat(data, ref currentIndex); - materialParameters.metallicTexturePath = Converter.GetString(data, ref currentIndex); - materialParameters.roughness = Converter.GetFloat(data, ref currentIndex); - materialParameters.roughnessTexturePath = Converter.GetString(data, ref currentIndex); - materialParameters.normalTexturePath = Converter.GetString(data, ref currentIndex); - materialParameters.emissionColor = Converter.GetColor(data, ref currentIndex); - materialParameters.emissionColorTexturePath = Converter.GetString(data, ref currentIndex); - } - - public static void ApplyMaterialParameters(MeshRenderer meshRenderer, List meshMaterials) - { - MaterialParameters[] materialParameters = meshMaterials.ToArray(); - Material[] materials = new Material[materialParameters.Length]; - for (int i = 0; i < materialParameters.Length; i++) - { - materials[i] = ResourceManager.GetMaterial(materialParameters[i].materialType); - } - - Material[] materialsToDestroy = meshRenderer.materials; - for (int i = 0; i < materialsToDestroy.Length; i++) - GameObject.Destroy(materialsToDestroy[i]); - - meshRenderer.sharedMaterials = materials; - Material[] instanceMaterials = meshRenderer.materials; - for (int i = 0; i < materialParameters.Length; i++) - { - ApplyMaterialParameters(instanceMaterials[i], materialParameters[i]); - } - meshRenderer.materials = instanceMaterials; - } - - public static void ApplyMaterialParameters(Material material, MaterialParameters parameters) - { - material.name = parameters.name; - // - // OPACITY - // - material.SetFloat("_Opacity", parameters.opacity); - if (parameters.opacityTexturePath.Length > 0) - { - Texture2D tex = GetTexture(parameters.opacityTexturePath, true); - if (tex != null) - { - material.SetFloat("_UseOpacityMap", 1f); - material.SetTexture("_OpacityMap", tex); - if (texturesFlipY.Contains(parameters.opacityTexturePath)) - material.SetVector("_UvScale", new Vector4(1, -1, 0, 0)); - } - } - - // - // BASE COLOR - // - Color baseColor = parameters.baseColor; - material.SetColor("_BaseColor", baseColor); - string baseColorTexturePath = parameters.baseColorTexturePath; - if (baseColorTexturePath.Length > 0) - { - Texture2D tex = GetTexture(baseColorTexturePath, false); - if (tex != null) - { - material.SetFloat("_UseColorMap", 1f); - material.SetTexture("_ColorMap", tex); - if (texturesFlipY.Contains(baseColorTexturePath)) - material.SetVector("_UvScale", new Vector4(1, -1, 0, 0)); - } - } - - // - // METALLIC - // - float metallic = parameters.metallic; - material.SetFloat("_Metallic", metallic); - string metallicTexturePath = parameters.metallicTexturePath; - if (metallicTexturePath.Length > 0) - { - Texture2D tex = GetTexture(metallicTexturePath, true); - if (tex != null) - { - material.SetFloat("_UseMetallicMap", 1f); - material.SetTexture("_MetallicMap", tex); - if (texturesFlipY.Contains(metallicTexturePath)) - material.SetVector("_UvScale", new Vector4(1, -1, 0, 0)); - } - } - - // - // ROUGHNESS - // - float roughness = parameters.roughness; - material.SetFloat("_Roughness", roughness); - string roughnessTexturePath = parameters.roughnessTexturePath; - if (roughnessTexturePath.Length > 0) - { - Texture2D tex = GetTexture(roughnessTexturePath, true); - if (tex != null) - { - material.SetFloat("_UseRoughnessMap", 1f); - material.SetTexture("_RoughnessMap", tex); - if (texturesFlipY.Contains(roughnessTexturePath)) - material.SetVector("_UvScale", new Vector4(1, -1, 0, 0)); - } - } - - // - // NORMAL - // - string normalTexturePath = parameters.normalTexturePath; - if (normalTexturePath.Length > 0) - { - Texture2D tex = GetTexture(normalTexturePath, true); - if (tex != null) - { - material.SetFloat("_UseNormalMap", 1f); - material.SetTexture("_NormalMap", tex); - if (texturesFlipY.Contains(normalTexturePath)) - material.SetVector("_UvScale", new Vector4(1, -1, 0, 0)); - } - } - - // - // EMISSION - // - Color emissionColor = parameters.emissionColor; - material.SetColor("_Emissive", emissionColor); - string emissionColorTexturePath = parameters.emissionColorTexturePath; - if (emissionColorTexturePath.Length > 0) - { - Texture2D tex = GetTexture(emissionColorTexturePath, false); - if (tex != null) - { - material.SetFloat("_UseEmissiveMap", 1f); - material.SetTexture("_EmissiveMap", tex); - if (texturesFlipY.Contains(emissionColorTexturePath)) - material.SetVector("_UvScale", new Vector4(1, -1, 0, 0)); - } - } - } - - public static void BuildAssignMaterial(byte[] data) - { - int currentIndex = 0; - string objectName = Converter.GetString(data, ref currentIndex); - string materialName = Converter.GetString(data, ref currentIndex); - - if (!materialsParameters.TryGetValue(materialName, out MaterialParameters materialParameters)) - { - Debug.LogError("Could not assign material " + materialName + " to " + objectName); - return; - } - - Material material = ResourceManager.GetMaterial(materialParameters.materialType); - Node prefabNode = SyncData.nodes[objectName]; - MeshRenderer[] renderers = prefabNode.prefab.GetComponentsInChildren(); - if (renderers.Length > 0) - { - foreach (MeshRenderer renderer in renderers) - { - renderer.sharedMaterial = material; - Material instanceMaterial = renderer.material; - ApplyMaterialParameters(instanceMaterial, materialParameters); - renderer.material = instanceMaterial; - } - foreach (Tuple item in prefabNode.instances) - { - MeshRenderer[] rends = item.Item1.GetComponentsInChildren(); - if (rends.Length > 0) - { - foreach (MeshRenderer rend in rends) - { - rend.sharedMaterial = material; - Material instanceMaterial = rend.material; - ApplyMaterialParameters(instanceMaterial, materialParameters); - rend.material = instanceMaterial; - } - } - } - } - } - - public static Transform FindPath(Transform root, byte[] data, ref int bufferIndex) - { - string path = Converter.GetString(data, ref bufferIndex); - if (path == "") - return root; - - char[] separator = { '/' }; - string[] splitted = path.Split(separator); - Transform parent = root; - foreach (string subPath in splitted) - { - Transform transform = SyncData.FindChild(parent, subPath); - if (transform == null) - { - return null; - } - parent = transform; - } - return parent; - } - - public static string GetPathName(Transform root, Transform transform) - { - if (root == transform) - return ""; - - string result = transform.name; - while (transform.parent && transform.parent.parent && transform.parent.parent != root) - { - transform = transform.parent.parent; // skip blender pseudo-parent - result = transform.name + "/" + result; - } - return result; - } - - public static Transform BuildPath(byte[] data, ref int bufferIndex, bool includeLeaf) - { - string path = Converter.GetString(data, ref bufferIndex); - if (!includeLeaf) - { - int index = path.LastIndexOf('/'); - if (index == -1) - return null; - path = path.Substring(0, index); - } - return SyncData.GetOrCreatePrefabPath(path); - } - - public static void BuildObjectVisibility(Transform root, byte[] data) - { - int currentIndex = 0; - string objectName = Converter.GetString(data, ref currentIndex); - bool visible = !Converter.GetBool(data, ref currentIndex); - Converter.GetBool(data, ref currentIndex); - Converter.GetBool(data, ref currentIndex); - bool tempVisible = !Converter.GetBool(data, ref currentIndex); - - if (SyncData.nodes.ContainsKey(objectName)) - { - Node node = SyncData.nodes[objectName]; - node.visible = visible; - node.tempVisible = tempVisible; - SyncData.ApplyVisibilityToInstances(root, node.prefab.transform); - } - } - - public static Transform BuildTransform(byte[] data) - { - int currentIndex = 0; - - Transform transform = BuildPath(data, ref currentIndex, true); - - Matrix4x4 parentInverse = Converter.GetMatrix(data, ref currentIndex); - Matrix4x4 _ = Converter.GetMatrix(data, ref currentIndex); - Matrix4x4 local = Converter.GetMatrix(data, ref currentIndex); - - Maths.DecomposeMatrix(parentInverse, out Vector3 t, out Quaternion r, out Vector3 s); - transform.parent.localPosition = t; - transform.parent.localRotation = r; - transform.parent.localScale = s; - - Matrix4x4 localMatrix = parentInverse.inverse * local; - Maths.DecomposeMatrix(localMatrix, out t, out r, out s); - transform.localPosition = t; - transform.localRotation = r; - transform.localScale = s; - - if (SyncData.nodes.TryGetValue(transform.name, out Node node)) - { - foreach (Tuple instance in node.instances) - { - GameObject obj = instance.Item1; - if (VRtistMixer.IsObjectInUse(obj)) - continue; - obj.transform.localPosition = transform.localPosition; - obj.transform.localRotation = transform.localRotation; - obj.transform.localScale = transform.localScale; - } - } - - return transform; - } - - public static void BuildEmpty(Transform root, byte[] data) - { - int currentIndex = 0; - Transform transform = BuildPath(data, ref currentIndex, false); - if (transform == null) - transform = root; - - currentIndex = 0; - string leafName = Converter.GetString(data, ref currentIndex); - int index = leafName.LastIndexOf('/'); - if (index != -1) - { - leafName = leafName.Substring(index + 1, leafName.Length - index - 1); - } - - if (!SyncData.nodes.ContainsKey(leafName)) - { - GameObject locatorGameObject; - Node node; - locatorGameObject = SyncData.CreateInstance(ResourceManager.GetPrefab(PrefabID.Locator), root, leafName, isPrefab: true); - node = SyncData.CreateNode(leafName, SyncData.nodes[transform.name]); - node.prefab = locatorGameObject; - } - } - - - /* -------------------------------------------------------------------------------------------- - * - * COMMANDS - * - * -------------------------------------------------------------------------------------------*/ - - public static NetCommand BuildObjectVisibilityCommand(Transform transform) - { - bool tempVisible = true; - string parentName = ""; - if (SyncData.nodes.ContainsKey(transform.name)) - { - Node node = SyncData.nodes[transform.name]; - tempVisible = node.tempVisible; - if (null != node.parent) - parentName = node.parent.prefab.name + "/"; - } - byte[] name = Converter.StringToBytes(parentName + transform.name); - byte[] hideBuffer = Converter.BoolToBytes(!transform.gameObject.activeSelf); - byte[] hideSelect = Converter.BoolToBytes(false); - byte[] hideInViewport = Converter.BoolToBytes(false); - byte[] hideGet = Converter.BoolToBytes(!tempVisible); - - List buffers = new List { name, hideBuffer, hideSelect, hideInViewport, hideGet }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.ObjectVisibility); - return command; - } - public static NetCommand BuildTransformCommand(Transform transform) - { - string parentName = ""; - if (SyncData.nodes.ContainsKey(transform.name)) - { - Node node = SyncData.nodes[transform.name]; - if (null != node.parent) - parentName = node.parent.prefab.name + "/"; - } - byte[] name = Converter.StringToBytes(parentName + transform.name); - Matrix4x4 parentMatrix = Matrix4x4.TRS(transform.parent.localPosition, transform.parent.localRotation, transform.parent.localScale); - Matrix4x4 basisMatrix = Matrix4x4.TRS(transform.localPosition, transform.localRotation, transform.localScale); - byte[] invertParentMatrixBuffer = Converter.MatrixToBytes(parentMatrix); - byte[] basisMatrixBuffer = Converter.MatrixToBytes(basisMatrix); - byte[] localMatrixBuffer = Converter.MatrixToBytes(parentMatrix * basisMatrix); - - List buffers = new List { name, invertParentMatrixBuffer, basisMatrixBuffer, localMatrixBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Transform); - return command; - } - - public static NetCommand BuildMaterialCommand(Material material) - { - byte[] name = Converter.StringToBytes(material.name); - float op = 1f; - if (material.HasProperty("_Opacity")) - op = material.GetFloat("_Opacity"); - byte[] opacity = Converter.FloatToBytes(op); - byte[] opacityMapTexture = Converter.StringToBytes(""); - byte[] baseColor = Converter.ColorToBytes(material.GetColor("_BaseColor")); - byte[] baseColorTexture = Converter.StringToBytes(""); - byte[] metallic = Converter.FloatToBytes(material.GetFloat("_Metallic")); - byte[] metallicTexture = Converter.StringToBytes(""); - byte[] roughness = Converter.FloatToBytes(material.HasProperty("_Smoothness") ? 1f - material.GetFloat("_Smoothness") : material.GetFloat("_Roughness")); - byte[] roughnessTexture = Converter.StringToBytes(""); - byte[] normalMapTexture = Converter.StringToBytes(""); - byte[] emissionColor = Converter.ColorToBytes(Color.black); - byte[] emissionColorTexture = Converter.StringToBytes(""); - - List buffers = new List { name, opacity, opacityMapTexture, baseColor, baseColorTexture, metallic, metallicTexture, roughness, roughnessTexture, normalMapTexture, emissionColor, emissionColorTexture }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Material); - return command; - } - - public static NetCommand BuildAssignMaterialCommand(AssignMaterialInfo info) - { - byte[] objectName = Converter.StringToBytes(info.objectName); - byte[] materialName = Converter.StringToBytes(info.materialName); - List buffers = new List { objectName, materialName }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.AssignMaterial); - return command; - } - - public static void AddObjectToScene(GameObject gObject) - { - AddToCollectionInfo addObjectToCollection = new AddToCollectionInfo - { - collectionName = "VRtistCollection", - transform = gObject.transform - }; - MixerClient.Instance.SendEvent(MessageType.AddObjectToCollection, addObjectToCollection); - - AddObjectToSceneInfo addObjectToScene = new AddObjectToSceneInfo - { - transform = gObject.transform - }; - MixerClient.Instance.SendEvent(MessageType.AddObjectToScene, addObjectToScene); - } - public static NetCommand BuildEmptyCommand(Transform root, Transform transform) - { - Transform current = transform; - string path = current.name; - while (current.parent && current.parent != root) - { - current = current.parent; - path = current.name + "/" + path; - } - byte[] bpath = Converter.StringToBytes(path); - NetCommand command = new NetCommand(bpath, MessageType.Empty); - return command; - } - - public static void ReceiveAddConstraint(byte[] data) - { - int currentIndex = 0; - MessageConstraintType constraintType = (MessageConstraintType)Converter.GetInt(data, ref currentIndex); - string objectName = Converter.GetString(data, ref currentIndex); - string targetName = Converter.GetString(data, ref currentIndex); - - // Apply to instances - Node objectNode = SyncData.nodes[objectName]; - Node targetNode = SyncData.nodes[targetName]; - for (int i = 0; i < objectNode.instances.Count; ++i) - { - switch (constraintType) - { - case MessageConstraintType.Parent: - ConstraintManager.AddParentConstraint(objectNode.instances[i].Item1, targetNode.instances[i].Item1); - break; - case MessageConstraintType.LookAt: - ConstraintManager.AddLookAtConstraint(objectNode.instances[i].Item1, targetNode.instances[i].Item1); - break; - } - } - } - - public static void ReceiveRemoveConstraint(byte[] data) - { - int currentIndex = 0; - MessageConstraintType constraintType = (MessageConstraintType)Converter.GetInt(data, ref currentIndex); - string objectName = Converter.GetString(data, ref currentIndex); - - // Apply to instances - Node objectNode = SyncData.nodes[objectName]; - for (int i = 0; i < objectNode.instances.Count; ++i) - { - switch (constraintType) - { - case MessageConstraintType.Parent: - ConstraintManager.RemoveConstraint(objectNode.instances[i].Item1); - break; - case MessageConstraintType.LookAt: - ConstraintManager.RemoveConstraint(objectNode.instances[i].Item1); - break; - } - } - } - - public static NetCommand BuildSendAddParentConstraintCommand(GameObject gobject, GameObject target) - { - byte[] constraintType = Converter.IntToBytes((int)MessageConstraintType.Parent); - byte[] objectName = Converter.StringToBytes(gobject.name); - byte[] targetName = Converter.StringToBytes(target.name); - List buffers = new List { constraintType, objectName, targetName }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.AddConstraint); - return command; - } - - public static NetCommand BuildSendAddLookAtConstraintCommand(GameObject gobject, GameObject target) - { - byte[] constraintType = Converter.IntToBytes((int)MessageConstraintType.LookAt); - byte[] objectName = Converter.StringToBytes(gobject.name); - byte[] targetName = Converter.StringToBytes(target.name); - List buffers = new List { constraintType, objectName, targetName }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.AddConstraint); - return command; - } - - public static NetCommand BuildSendRemoveParentConstraintCommand(GameObject gobject) - { - byte[] constraintType = Converter.IntToBytes((int)MessageConstraintType.Parent); - byte[] objectName = Converter.StringToBytes(gobject.name); - List buffers = new List { constraintType, objectName }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.RemoveConstraint); - return command; - } - - public static NetCommand BuildSendRemoveLookAtConstraintCommand(GameObject gobject) - { - byte[] constraintType = Converter.IntToBytes((int)MessageConstraintType.LookAt); - byte[] objectName = Converter.StringToBytes(gobject.name); - List buffers = new List { constraintType, objectName }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.RemoveConstraint); - return command; - } - - public static NetCommand BuildCameraCommand(Transform root, CameraInfo cameraInfo) - { - Transform current = cameraInfo.transform; - string path = current.name; - while (current.parent && current.parent != root) - { - current = current.parent; - path = current.name + "/" + path; - } - byte[] bpath = Converter.StringToBytes(path); - - VRtistMixer.GetCameraInfo(cameraInfo.transform.gameObject, out float focal, out float near, out float far, out bool dofEnabled, out float aperture, out Transform colimator); - byte[] bname = Converter.StringToBytes(cameraInfo.transform.name); - - Camera cam = cameraInfo.transform.GetComponentInChildren(true); - int sensorFit = vrtistToMixerGateFitMap[(int)cam.gateFit]; - - byte[] focalBuffer = Converter.FloatToBytes(focal); - byte[] nearBuffer = Converter.FloatToBytes(near); - byte[] farBuffer = Converter.FloatToBytes(far); - byte[] dofEnabledBuffer = Converter.BoolToBytes(dofEnabled); - byte[] apertureBuffer = Converter.FloatToBytes(aperture); - byte[] colimatorBuffer = null != colimator ? Converter.StringToBytes(colimator.name) : Converter.StringToBytes(""); - byte[] sensorFitBuffer = Converter.IntToBytes(sensorFit); - byte[] sensorSizeBuffer = Converter.Vector2ToBytes(cam.sensorSize); - - List buffers = new List { bpath, bname, focalBuffer, nearBuffer, farBuffer, dofEnabledBuffer, apertureBuffer, colimatorBuffer, sensorFitBuffer, sensorSizeBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Camera); - return command; - } - - public static NetCommand BuildLightCommand(Transform root, LightInfo lightInfo) - { - Transform current = lightInfo.transform; - string path = current.name; - while (current.parent && current.parent != root) - { - current = current.parent; - path = current.name + "/" + path; - } - byte[] bpath = Converter.StringToBytes(path); - byte[] bname = Converter.StringToBytes(lightInfo.transform.name); - - VRtistMixer.GetLightInfo(lightInfo.transform.gameObject, out LightType lightType, out bool castShadows, out float power, out Color color, out float _, out float sharpness, out float outerAngle); - - byte[] lightTypeBuffer = Converter.IntToBytes((int)lightType); - byte[] castShadowsBuffer = Converter.BoolToBytes(castShadows); - byte[] colorBuffer = Converter.ColorToBytes(color); - byte[] powerBuffer = Converter.FloatToBytes(power); - byte[] sharpnessBuffer = Converter.FloatToBytes(sharpness); - byte[] outerAngleBuffer = Converter.FloatToBytes(outerAngle); - - List buffers = new List { bpath, bname, lightTypeBuffer, castShadowsBuffer, colorBuffer, powerBuffer, sharpnessBuffer, outerAngleBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Light); - return command; - } - - public static NetCommand BuildSkyCommand(SkySettings skyInfo) - { - byte[] skyNameBuffer = Converter.StringToBytes("Sky"); // optimized commands need a name - byte[] topBuffer = Converter.ColorToBytes(skyInfo.topColor); - byte[] middleBuffer = Converter.ColorToBytes(skyInfo.middleColor); - byte[] bottomBuffer = Converter.ColorToBytes(skyInfo.bottomColor); - - List buffers = new List { skyNameBuffer, topBuffer, middleBuffer, bottomBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Sky); - return command; - } - - public static NetCommand BuildRenameCommand(Transform root, RenameInfo rename) - { - string src = GetPathName(root, rename.srcTransform); - byte[] srcPath = Converter.StringToBytes(src); - byte[] dstName = Converter.StringToBytes(rename.newName); - Debug.Log($"{rename.srcTransform.name}: {src} --> {rename.newName}"); - - List buffers = new List { srcPath, dstName }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Rename); - return command; - } - - public static NetCommand BuildDuplicateCommand(Transform root, DuplicateInfos duplicate) - { - byte[] srcPath = Converter.StringToBytes(GetPathName(root, duplicate.srcObject.transform)); - byte[] dstName = Converter.StringToBytes(duplicate.dstObject.name); - - Transform transform = duplicate.dstObject.transform; - byte[] matrixBuffer = Converter.MatrixToBytes(Matrix4x4.TRS(transform.localPosition, transform.localRotation, transform.localScale)); - - List buffers = new List { srcPath, dstName, matrixBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Duplicate); - return command; - } - - public static NetCommand BuildSendToTrashCommand(Transform root, SendToTrashInfo sendToTrash) - { - byte[] path = Converter.StringToBytes(GetPathName(root, sendToTrash.transform)); - List buffers = new List { path }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.SendToTrash); - return command; - } - - public static NetCommand BuildRestoreFromTrashCommand(Transform root, RestoreFromTrashInfo restoreFromTrash) - { - string parentPath = GetPathName(root, restoreFromTrash.parent); - - byte[] nameBuffer = Converter.StringToBytes(restoreFromTrash.transform.name); - byte[] pathBuffer = Converter.StringToBytes(parentPath); - - List buffers = new List { nameBuffer, pathBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.RestoreFromTrash); - return command; - } - - - public static NetCommand BuildMeshCommand(Transform root, MeshInfos meshInfos) - { - Mesh mesh = meshInfos.meshFilter.mesh; - byte[] name = Converter.StringToBytes(mesh.name); - - byte[] baseMeshSize = Converter.IntToBytes(0); - - byte[] positions = Converter.Vectors3ToBytes(mesh.vertices); - - int[] baseTriangles = mesh.triangles; - Vector3[] baseNormals = mesh.normals; - Vector3[] splittedNormals = new Vector3[baseTriangles.Length]; - for (int i = 0; i < splittedNormals.Length; i++) - { - int id = baseTriangles[i]; - splittedNormals[i] = baseNormals[id]; - - } - byte[] normals = Converter.Vectors3ToBytes(splittedNormals); - - Vector2[] baseUVs = mesh.uv; - Vector2[] splittedUVs; - if (null != mesh.uv && mesh.uv.Length > 0) - { - splittedUVs = new Vector2[baseTriangles.Length]; - for (int i = 0; i < splittedNormals.Length; i++) - { - int id = baseTriangles[i]; - splittedUVs[i] = baseUVs[id]; - } - } - else - { - splittedUVs = new Vector2[0]; - } - byte[] uvs = Converter.Vectors2ToBytes(splittedUVs); - - int[] materialIndices; - if (mesh.subMeshCount <= 1) - { - materialIndices = new int[0]; - } - else - { - materialIndices = new int[baseTriangles.Length / 3]; - for (int i = 0; i < mesh.subMeshCount; i++) - { - SubMeshDescriptor subMesh = mesh.GetSubMesh(i); - for (int j = subMesh.indexStart / 3; j < (subMesh.indexStart + subMesh.indexCount) / 3; j++) - { - materialIndices[j] = i; - } - } - - } - - byte[] materialIndicesBuffer = new byte[materialIndices.Length * sizeof(int) + sizeof(int)]; - Buffer.BlockCopy(BitConverter.GetBytes(materialIndices.Length), 0, materialIndicesBuffer, 0, sizeof(int)); - Buffer.BlockCopy(materialIndices, 0, materialIndicesBuffer, sizeof(int), materialIndices.Length * sizeof(int)); - - byte[] triangles = Converter.TriangleIndicesToBytes(baseTriangles); - - Material[] materials = meshInfos.meshRenderer.materials; - string[] materialNames = new string[materials.Length]; - int index = 0; - foreach (Material material in materials) - { - materialNames[index++] = material.name; - } - byte[] materialsBuffer = Converter.StringsToBytes(materialNames); - - Transform transform = meshInfos.meshTransform; - string path = GetPathName(root, transform); - byte[] pathBuffer = Converter.StringToBytes(path); - - byte[] bakedMeshSize = Converter.IntToBytes(positions.Length + normals.Length + uvs.Length + materialIndicesBuffer.Length + triangles.Length); - - // necessary to satisfy baked mesh server format - ////////////////////////////////////////////////// - int materialCount = materials.Length; - byte[] materialLinksBuffer = new byte[sizeof(int) * materialCount]; - index = 0; - for (int i = 0; i < materialCount; i++) - { - Buffer.BlockCopy(BitConverter.GetBytes(1), 0, materialLinksBuffer, index, sizeof(int)); - index += sizeof(int); - } - byte[] materialLinkNamesBuffer = Converter.StringsToBytes(materialNames, false); - ////////////////////////////////////////////////// - - List buffers = new List { pathBuffer, name, baseMeshSize, bakedMeshSize, positions, normals, uvs, materialIndicesBuffer, triangles, materialsBuffer, materialLinksBuffer, materialLinkNamesBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Mesh); - return command; - } - - public static NetCommand BuildAddCollecitonCommand(string collectionName) - { - byte[] collectionNameBuffer = Converter.StringToBytes(collectionName); - byte[] visible = Converter.BoolToBytes(true); - byte[] offset = Converter.Vector3ToBytes(Vector3.zero); - byte[] temporaryVisible = Converter.BoolToBytes(true); - List buffers = new List { collectionNameBuffer, visible, offset, temporaryVisible }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Collection); - return command; - } - - public static NetCommand BuildAddCollectionToScene(string collectionName) - { - byte[] sceneNameBuffer = Converter.StringToBytes(SyncData.currentSceneName); - byte[] collectionNameBuffer = Converter.StringToBytes(collectionName); - List buffers = new List { sceneNameBuffer, collectionNameBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.AddCollectionToScene); - SyncData.sceneCollections.Add(collectionName); - return command; - } - - - public static NetCommand BuildAddObjectToCollecitonCommand(AddToCollectionInfo info) - { - byte[] collectionNameBuffer = Converter.StringToBytes(info.collectionName); - byte[] objectNameBuffer = Converter.StringToBytes(info.transform.name); - - List buffers = new List { collectionNameBuffer, objectNameBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.AddObjectToCollection); - return command; - } - - public static NetCommand BuildAddObjectToScene(AddObjectToSceneInfo info) - { - byte[] sceneNameBuffer = Converter.StringToBytes(SyncData.currentSceneName); - byte[] objectNameBuffer = Converter.StringToBytes(info.transform.name); - List buffers = new List { sceneNameBuffer, objectNameBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.AddObjectToDocument); - return command; - } - - public static NetCommand BuildDeleteCommand(Transform root, DeleteInfo deleteInfo) - { - Transform transform = deleteInfo.meshTransform; - string path = GetPathName(root, transform); - byte[] pathBuffer = Converter.StringToBytes(path); - - List buffers = new List { pathBuffer }; - NetCommand command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.Delete); - return command; - } - - public static void BuildAnimation(byte[] data) - { - int currentIndex = 0; - string objectName = Converter.GetString(data, ref currentIndex); - string animationChannel = Converter.GetString(data, ref currentIndex); - int channelIndex = Converter.GetInt(data, ref currentIndex); - - int keyCount = Converter.GetInt(data, ref currentIndex); - if (0 == keyCount) - return; - - int[] intBuffer = new int[keyCount]; - float[] floatBuffer = new float[keyCount]; - int[] interpolationBuffer = new int[keyCount]; - - Buffer.BlockCopy(data, currentIndex, intBuffer, 0, keyCount * sizeof(int)); - Converter.GetInt(data, ref currentIndex); - Buffer.BlockCopy(data, currentIndex + keyCount * sizeof(int), floatBuffer, 0, keyCount * sizeof(float)); - Converter.GetInt(data, ref currentIndex); - Buffer.BlockCopy(data, currentIndex + (keyCount * sizeof(int)) + (keyCount * sizeof(float)), interpolationBuffer, 0, keyCount * sizeof(int)); - - VRtistMixer.CreateAnimationCurve(objectName, animationChannel, channelIndex, intBuffer, floatBuffer, interpolationBuffer); - } - - public static void BuildAddKeyframe(byte[] data) - { - int currentIndex = 0; - string objectName = Converter.GetString(data, ref currentIndex); - string channelName = Converter.GetString(data, ref currentIndex); - int channelIndex = Converter.GetInt(data, ref currentIndex); - int frame = Converter.GetInt(data, ref currentIndex); - float value = Converter.GetFloat(data, ref currentIndex); - int interpolation = Converter.GetInt(data, ref currentIndex); - - VRtistMixer.CreateAnimationKey(objectName, channelName, channelIndex, frame, value, interpolation); - } - - public static void BuildRemoveKeyframe(byte[] data) - { - int currentIndex = 0; - string objectName = Converter.GetString(data, ref currentIndex); - string channelName = Converter.GetString(data, ref currentIndex); - int channelIndex = Converter.GetInt(data, ref currentIndex); - int frame = Converter.GetInt(data, ref currentIndex); - - VRtistMixer.RemoveAnimationKey(objectName, channelName, channelIndex, frame); - } - - public static void BuildMoveKeyframe(byte[] data) - { - int currentIndex = 0; - string objectName = Converter.GetString(data, ref currentIndex); - string channelName = Converter.GetString(data, ref currentIndex); - int channelIndex = Converter.GetInt(data, ref currentIndex); - int frame = Converter.GetInt(data, ref currentIndex); - int newFrame = Converter.GetInt(data, ref currentIndex); - - VRtistMixer.MoveAnimationKey(objectName, channelName, channelIndex, frame, newFrame); - } - - public static void BuildClearAnimations(byte[] data) - { - int currentIndex = 0; - string objectName = Converter.GetString(data, ref currentIndex); - // Apply to instances - Node node = SyncData.nodes[objectName]; - foreach (Tuple t in node.instances) - { - VRtistMixer.ClearAnimations(t.Item1); - } - } - - public static void BuildLightAttributes(byte[] data) - { - int currentIndex = 0; - string lightName = Converter.GetString(data, ref currentIndex); - - Node node = SyncData.nodes[lightName]; - VRtistMixer.GetLightInfo(node.prefab, out LightType lightType, out bool castShadows, out float _, out Color _, out float range, out float sharpness, out float outerAngle); - - float power = Converter.GetFloat(data, ref currentIndex); - Color color = Converter.GetColor(data, ref currentIndex); - - VRtistMixer.SetLightInfo(node.prefab, lightType, castShadows, power, color, range, sharpness, outerAngle); - - // Apply to instances - foreach (Tuple t in node.instances) - { - VRtistMixer.SetLightInfo(t.Item1, lightType, castShadows, power, color, range, sharpness, outerAngle); - } - } - - - public static void BuildCamera(Transform root, byte[] data) - { - int currentIndex = 0; - Transform transform = BuildPath(data, ref currentIndex, false); - if (transform == null) - transform = root; - - currentIndex = 0; - string leafName = Converter.GetString(data, ref currentIndex); - int index = leafName.LastIndexOf('/'); - if (index != -1) - { - leafName = leafName.Substring(index + 1, leafName.Length - index - 1); - } - string name = Converter.GetString(data, ref currentIndex); - - GameObject camGameObject; - Node node; - if (!SyncData.nodes.ContainsKey(leafName)) - { - camGameObject = SyncData.CreateInstance(ResourceManager.GetPrefab(PrefabID.Camera), root, leafName, isPrefab: true); - node = SyncData.CreateNode(name, SyncData.nodes[transform.name]); - node.prefab = camGameObject; - } - else // TODO: found a case where a camera was found (don't know when it was created???), but had no Camera child object. - { - node = SyncData.nodes[leafName]; - camGameObject = node.prefab; - } - - float focal = Converter.GetFloat(data, ref currentIndex); - float near = Converter.GetFloat(data, ref currentIndex); - float far = Converter.GetFloat(data, ref currentIndex); - bool dofEnabled = Converter.GetBool(data, ref currentIndex); - float aperture = Converter.GetFloat(data, ref currentIndex); - string colimatorName = Converter.GetString(data, ref currentIndex); - Camera.GateFitMode gateFit = mixerToVRtistGateFitMap[Converter.GetInt(data, ref currentIndex)]; - if (gateFit == Camera.GateFitMode.None) - gateFit = Camera.GateFitMode.Horizontal; - Vector2 sensorSize = Converter.GetVector2(data, ref currentIndex); - - VRtistMixer.SetCameraInfo(camGameObject, focal, near, far, dofEnabled, aperture, colimatorName, gateFit, sensorSize); - } - - public static void BuildLight(Transform root, byte[] data) - { - int currentIndex = 0; - Transform transform = BuildPath(data, ref currentIndex, false); - if (transform == null) - transform = root; - - currentIndex = 0; - string leafName = Converter.GetString(data, ref currentIndex); - int index = leafName.LastIndexOf('/'); - if (index != -1) - { - leafName = leafName.Substring(index + 1, leafName.Length - index - 1); - } - Converter.GetString(data, ref currentIndex); - - LightType lightType = (LightType)Converter.GetInt(data, ref currentIndex); - - GameObject lightGameObject; - Node node; - if (!SyncData.nodes.ContainsKey(leafName)) - { - switch (lightType) - { - case LightType.Directional: - lightGameObject = SyncData.CreateInstance(ResourceManager.GetPrefab(PrefabID.SunLight), root, leafName); - break; - case LightType.Point: - lightGameObject = SyncData.CreateInstance(ResourceManager.GetPrefab(PrefabID.PointLight), root, leafName); - break; - case LightType.Spot: - lightGameObject = SyncData.CreateInstance(ResourceManager.GetPrefab(PrefabID.SpotLight), root, leafName); - break; - default: - return; - } - node = SyncData.CreateNode(leafName, SyncData.nodes[transform.name]); - node.prefab = lightGameObject; - } - else - { - node = SyncData.nodes[leafName]; - lightGameObject = node.prefab; - } - - // Read data - bool castShadows = Converter.GetBool(data, ref currentIndex); - - Color lightColor = Converter.GetColor(data, ref currentIndex); - float power = Converter.GetFloat(data, ref currentIndex); - float spotSize = Converter.GetFloat(data, ref currentIndex); - float spotBlend = Converter.GetFloat(data, ref currentIndex); - - // Set data to all instances - float range = 5f; - float sharpness = (1f - spotBlend) * 100f; - float outerAngle = spotSize * 180f / 3.14f; - VRtistMixer.SetLightInfo(lightGameObject, lightType, castShadows, power, lightColor, range, sharpness, outerAngle); - - foreach (Tuple t in node.instances) - { - VRtistMixer.SetLightInfo(t.Item1, lightType, castShadows, power, lightColor, 5f, sharpness, outerAngle); - } - } - - public static void BuildSky(byte[] data) - { - int currentIndex = 0; - Converter.GetString(data, ref currentIndex); - Color topColor = Converter.GetColor(data, ref currentIndex); - Color middleColor = Converter.GetColor(data, ref currentIndex); - Color bottomColor = Converter.GetColor(data, ref currentIndex); - VRtistMixer.SetSkyColors(topColor, middleColor, bottomColor); - } - - public static NetCommand BuildSendClearAnimations(ClearAnimationInfo info) - { - NetCommand command = new NetCommand(Converter.StringToBytes(info.gObject.name), MessageType.ClearAnimations); - return command; - } - - public static NetCommand BuildSendShotManagerAction(ShotManagerActionInfo info) - { - NetCommand command = null; - List buffers; - byte[] shotName; - byte[] start; - byte[] end; - byte[] camera; - byte[] color; - byte[] enabled; - - byte[] action = Converter.IntToBytes((int)info.action); - byte[] shotIndex = Converter.IntToBytes(info.shotIndex); - - switch (info.action) - { - case ShotManagerAction.AddShot: - { - byte[] nextShotIndex = Converter.IntToBytes(info.shotIndex + 1); - shotName = Converter.StringToBytes(info.shotName); - start = Converter.IntToBytes(info.shotStart); - end = Converter.IntToBytes(info.shotEnd); - if (null == info.camera) - camera = Converter.StringToBytes(""); - else - camera = Converter.StringToBytes(info.camera.name); - color = Converter.ColorToBytes(info.shotColor); - buffers = new List { action, nextShotIndex, shotName, start, end, camera, color }; - command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.ShotManagerAction); - } - break; - case ShotManagerAction.DeleteShot: - buffers = new List { action, shotIndex }; - command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.ShotManagerAction); - break; - case ShotManagerAction.DuplicateShot: - shotName = Converter.StringToBytes(info.shotName); - buffers = new List { action, shotIndex, shotName }; - command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.ShotManagerAction); - break; - case ShotManagerAction.MoveShot: - byte[] offset = Converter.IntToBytes(info.moveOffset); - buffers = new List { action, shotIndex, offset }; - command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.ShotManagerAction); - break; - case ShotManagerAction.UpdateShot: - start = Converter.IntToBytes(info.shotStart); - end = Converter.IntToBytes(info.shotEnd); - if (null == info.camera) - camera = Converter.StringToBytes(""); - else - camera = Converter.StringToBytes(info.camera.name); - color = Converter.ColorToBytes(info.shotColor); - enabled = Converter.IntToBytes(info.shotEnabled); - buffers = new List { action, shotIndex, start, end, camera, color, enabled }; - command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.ShotManagerAction); - break; - } - return command; - } - - public static NetCommand BuildSendBlenderBank(BlenderBankInfo info) - { - NetCommand command = null; - byte[] actionBuffer = Converter.IntToBytes((int)info.action); - - switch (info.action) - { - case BlenderBankAction.ImportRequest: - byte[] nameBuffer = Converter.StringToBytes(info.name); - List buffers = new List { actionBuffer, nameBuffer }; - command = new NetCommand(Converter.ConcatenateBuffers(buffers), MessageType.BlenderBank); - break; - case BlenderBankAction.ListRequest: - command = new NetCommand(actionBuffer, MessageType.BlenderBank); - break; - } - return command; - } - - public static NetCommand BuildSendBlenderSave() - { - return new NetCommand(new byte[0], MessageType.BlenderSave); - } - - public static void ReceiveBlenderBank(byte[] data) - { - int index = 0; - BlenderBankAction action = (BlenderBankAction)Converter.GetInt(data, ref index); - switch (action) - { - case BlenderBankAction.ListResponse: - { - List names = Converter.GetStrings(data, ref index); - List tags = Converter.GetStrings(data, ref index); - List thumbnails = Converter.GetStrings(data, ref index); - GlobalState.blenderBankListEvent.Invoke(names, tags, thumbnails); - } - break; - case BlenderBankAction.ImportResponse: - { - string objectName = Converter.GetString(data, ref index); - string niceName = Converter.GetString(data, ref index); - GlobalState.blenderBankImportObjectEvent.Invoke(objectName, niceName); - } - break; - } - } - - public static NetCommand BuildSendPlayerTransform(MixerUser playerInfo) - { - string json = VRtistMixer.CreateJsonPlayerInfo(playerInfo); - if (null == json) { return null; } - byte[] buffer = Converter.StringToBytes(json); - NetCommand command = new NetCommand(buffer, MessageType.SetClientCustomAttribute); - return command; - } - - public static MeshFilter GetOrCreateMeshFilter(GameObject obj) - { - MeshFilter meshFilter = obj.GetComponent(); - if (meshFilter == null) - meshFilter = obj.AddComponent(); - return meshFilter; - } - - public static MeshRenderer GetOrCreateMeshRenderer(GameObject obj) - { - MeshRenderer meshRenderer = obj.GetComponent(); - if (meshRenderer == null) - meshRenderer = obj.AddComponent(); - return meshRenderer; - } - public static MeshCollider GetOrCreateMeshCollider(GameObject obj) - { - MeshCollider meshCollider = obj.GetComponent(); - if (meshCollider == null) - { - meshCollider = obj.AddComponent(); - //meshCollider.convex = true; - } - return meshCollider; - } - - public static Transform ConnectMesh(Transform transform, Mesh mesh) - { - GameObject gobject = transform.gameObject; - - VRtistMixer.UpdateTag(gobject); - - MeshFilter filter = GetOrCreateMeshFilter(gobject); - string meshName = mesh.name; - - //foreach (MeshFilter filter in meshInstances[meshName]) - { - filter.mesh = mesh; - GameObject obj = filter.gameObject; - MeshRenderer meshRenderer = GetOrCreateMeshRenderer(obj); - - if (meshesMaterials.TryGetValue(meshName, out List materialParameters)) - { - ApplyMaterialParameters(meshRenderer, materialParameters); - } - GetOrCreateMeshCollider(obj); - - if (SyncData.nodes.ContainsKey(obj.name)) - { - foreach (Tuple t in SyncData.nodes[obj.name].instances) - { - GameObject instance = t.Item1; - MeshFilter instanceMeshFilter = GetOrCreateMeshFilter(instance); - instanceMeshFilter.mesh = mesh; - - MeshRenderer instanceMeshRenderer = GetOrCreateMeshRenderer(instance); - if (meshesMaterials.TryGetValue(meshName, out List instanceMaterialParameters)) - { - ApplyMaterialParameters(instanceMeshRenderer, instanceMaterialParameters); - } - - MeshCollider meshCollider = GetOrCreateMeshCollider(instance); - meshCollider.sharedMesh = null; - meshCollider.sharedMesh = mesh; - } - } - } - - MeshCollider collider = gobject.GetComponent(); - if (null != collider) - { - collider.sharedMesh = null; - collider.sharedMesh = mesh; - } - - return transform; - } - - public static Mesh BuildMesh(byte[] data) - { - int currentIndex = 0; - Transform transform = BuildPath(data, ref currentIndex, true); - string meshName = Converter.GetString(data, ref currentIndex); - - int _ = Converter.GetInt(data, ref currentIndex); // baseMeshDataSize - int bakedMeshDataSize = Converter.GetInt(data, ref currentIndex); - if (bakedMeshDataSize == 0) - return null; - - Vector3[] rawVertices = Converter.GetVectors3(data, ref currentIndex); - Vector3[] normals = Converter.GetVectors3(data, ref currentIndex); - Vector2[] uvs = Converter.GetVectors2(data, ref currentIndex); - int[] materialIndices = Converter.GetInts(data, ref currentIndex); - - int rawIndicesCount = (int)BitConverter.ToUInt32(data, currentIndex) * 3; - currentIndex += 4; - int[] rawIndices = new int[rawIndicesCount]; - int size = rawIndicesCount * sizeof(int); - Buffer.BlockCopy(data, currentIndex, rawIndices, 0, size); - currentIndex += size; - - Vector3[] vertices = new Vector3[rawIndicesCount]; - for (int i = 0; i < rawIndicesCount; i++) - { - vertices[i] = rawVertices[rawIndices[i]]; - } - - int materialCount = (int)BitConverter.ToUInt32(data, currentIndex); - currentIndex += 4; - - List meshMaterialParameters = new List(); - if (materialCount == 0) - { - meshMaterialParameters.Add(DefaultMaterial()); - materialCount = 1; - } - else - { - for (int i = 0; i < materialCount; i++) - { - int materialNameSize = (int)BitConverter.ToUInt32(data, currentIndex); - string materialName = System.Text.Encoding.UTF8.GetString(data, currentIndex + 4, materialNameSize); - currentIndex += materialNameSize + 4; - - if (materialsParameters.TryGetValue(materialName, out MaterialParameters materialParameters)) - { - meshMaterialParameters.Add(materialParameters); - } - else - { - meshMaterialParameters.Add(DefaultMaterial()); - } - } - } - - Mesh mesh = new Mesh - { - name = meshName, - vertices = vertices, - normals = normals, - uv = uvs, - indexFormat = UnityEngine.Rendering.IndexFormat.UInt32 - }; - - if (materialCount == 1) // only one submesh - { - int[] indices = new int[rawIndicesCount]; - for (int i = 0; i < rawIndicesCount; i++) - { - indices[i] = i; - } - - mesh.triangles = indices; - } - else - { - List[] subIndicesArray = new List[materialCount]; - for (int i = 0; i < materialCount; i++) - { - subIndicesArray[i] = new List(); - } - - for (int i = 0; i < materialIndices.Length; i++) - { - int materialIndex = materialIndices[i]; - List subIndices = subIndicesArray[materialIndex]; - int index = 3 * i; - subIndices.Add(index); - subIndices.Add(index + 1); - subIndices.Add(index + 2); - } - - mesh.subMeshCount = materialCount; - int matIndex = 0; - for (int i = 0; i < materialCount; i++) - { - List subIndices = subIndicesArray[i]; - if (subIndices.Count == 0) - { - meshMaterialParameters.RemoveAt(matIndex); - } - else - { - mesh.SetTriangles(subIndices.ToArray(), matIndex++); - } - } - - } - - mesh.RecalculateBounds(); - meshes[meshName] = mesh; - meshesMaterials[meshName] = meshMaterialParameters; - - ConnectMesh(transform, mesh); - return mesh; - } - - public static void BuildGreasePencil(byte[] data) - { - int currentIndex = 0; - string greasePencilPath = Converter.GetString(data, ref currentIndex); - string greasePencilName = Converter.GetString(data, ref currentIndex); - string[] path = greasePencilPath.Split('/'); - path[path.Length - 1] = greasePencilName; - Transform prefab = SyncData.GetOrCreatePrefabPath(String.Join("/", path)); - - SyncData.greasePencilsNameToPrefab[greasePencilName] = prefab.name; - } - - - private static bool IsFillEnabled(string materialName) - { - string name = materialName + "_fill"; - return materialsFillEnabled.Contains(name); - } - - private static bool IsStrokeEnabled(string materialName) - { - string name = materialName + "_stroke"; - return materialStrokesEnabled.Contains(name); - } - - public static MaterialParameters BuildGreasePencilMaterial(string materialName, Color color) - { - if (!materialsParameters.TryGetValue(materialName, out MaterialParameters materialParameters)) - { - materialParameters = new MaterialParameters - { - materialType = MaterialID.ObjectOpaqueUnlit, // Check if we have to create an unlit material - name = materialName, - opacity = 1f - }; - materialsParameters[materialName] = materialParameters; - } - - materialParameters.baseColor = color; - return materialParameters; - } - - - public static void BuildGreasePencilMaterial(byte[] data) - { - int currentIndex = 0; - string materialName = Converter.GetString(data, ref currentIndex); - bool strokeEnabled = Converter.GetBool(data, ref currentIndex); - Converter.GetString(data, ref currentIndex); - Converter.GetString(data, ref currentIndex); - Color strokeColor = Converter.GetColor(data, ref currentIndex); - Converter.GetBool(data, ref currentIndex); - bool fillEnabled = Converter.GetBool(data, ref currentIndex); - Converter.GetString(data, ref currentIndex); - Color fillColor = Converter.GetColor(data, ref currentIndex); - - string materialStrokeName = materialName + "_stroke"; - string materialFillName = materialName + "_fill"; - BuildGreasePencilMaterial(materialStrokeName, strokeColor); - BuildGreasePencilMaterial(materialFillName, fillColor); - - // stroke enable - if (strokeEnabled) - { - materialStrokesEnabled.Add(materialStrokeName); - } - else - { - if (materialStrokesEnabled.Contains(materialStrokeName)) - materialStrokesEnabled.Remove(materialStrokeName); - } - - // fill - if (fillEnabled) - { - materialsFillEnabled.Add(materialFillName); - } - else - { - if (materialsFillEnabled.Contains(materialFillName)) - materialsFillEnabled.Remove(materialFillName); - } - } - - public static void BuildStroke(byte[] data, ref int currentIndex, string[] materialNames, int layerIndex, int strokeIndex, ref GPFrame frame) - { - int materialIndex = Converter.GetInt(data, ref currentIndex); - int lineWidth = Converter.GetInt(data, ref currentIndex); - int numPoints = Converter.GetInt(data, ref currentIndex); - float[] points = new float[5 * numPoints]; - - int dataSize = 5 * sizeof(float) * numPoints; - Buffer.BlockCopy(data, currentIndex, points, 0, dataSize); - currentIndex += dataSize; - - float layerOffset = 0.001f * layerIndex; - float strokeOffset = 0.0001f * strokeIndex; - - if ((materialIndex < materialNames.Length) && IsStrokeEnabled(materialNames[materialIndex])) - { - Vector3 offset = new Vector3(0.0f, -(strokeOffset + layerOffset), 0.0f); - GPStroke subMesh = new GPStroke(); - VRtistMixer.CreateStroke(points, numPoints, lineWidth, offset, ref subMesh); - subMesh.materialParameters = materialsParameters[materialNames[materialIndex] + "_stroke"]; - frame.strokes.Add(subMesh); - } - - if ((materialIndex < materialNames.Length) && IsFillEnabled(materialNames[materialIndex])) - { - Vector3 offset = new Vector3(0.0f, -(strokeOffset + layerOffset), 0.0f); - GPStroke subMesh = new GPStroke(); - VRtistMixer.CreateFill(points, numPoints, offset, ref subMesh); - subMesh.materialParameters = materialsParameters[materialNames[materialIndex] + "_fill"]; - frame.strokes.Add(subMesh); - } - } - - public static void BuildFrame(byte[] data, ref int currentIndex, string[] materialNames, int layerIndex, ref GPLayer layer, int frameIndex) - { - int frameNumber = Converter.GetInt(data, ref currentIndex); - if (frameIndex == 0) - frameNumber = 0; - GPFrame frame = new GPFrame(frameNumber); - layer.frames.Add(frame); - - int strokeCount = Converter.GetInt(data, ref currentIndex); - for (int strokeIndex = 0; strokeIndex < strokeCount; strokeIndex++) - { - BuildStroke(data, ref currentIndex, materialNames, layerIndex, strokeIndex, ref frame); - } - } - - - public static void BuildLayer(byte[] data, ref int currentIndex, string[] materialNames, int layerIndex, ref List layers) - { - string layerName = Converter.GetString(data, ref currentIndex); - bool hidden = Converter.GetBool(data, ref currentIndex); - GPLayer layer = new GPLayer(layerName) - { - visible = !hidden - }; - layers.Add(layer); - - int frameCount = Converter.GetInt(data, ref currentIndex); - for (int frameIndex = 0; frameIndex < frameCount; frameIndex++) - { - BuildFrame(data, ref currentIndex, materialNames, layerIndex, ref layer, frameIndex); - } - } - - public static Tuple> BuildGPFrameMesh(List strokes) - { - // Build mesh from sub-meshes - int vertexCount = 0; - foreach (var meshMaterial in strokes) - { - if (null == meshMaterial.vertices) - return null; - vertexCount += meshMaterial.vertices.Length; - } - - Vector3[] vertices = new Vector3[vertexCount]; - int currentVertexIndex = 0; - - foreach (var subMesh in strokes) - { - Array.Copy(subMesh.vertices, 0, vertices, currentVertexIndex, subMesh.vertices.Length); - currentVertexIndex += subMesh.vertices.Length; - } - - Mesh mesh = new Mesh - { - indexFormat = UnityEngine.Rendering.IndexFormat.UInt32, - subMeshCount = strokes.Count, - vertices = vertices - }; - - int currentSubMesh = 0; - List mats = new List(); - - Tuple> result = new Tuple>(mesh, mats); - - int currentIndexIndex = 0; - foreach (var subMesh in strokes) - { - int verticesCount = subMesh.vertices.Length; - int[] triangles = new int[subMesh.triangles.Length]; - for (int i = 0; i < subMesh.triangles.Length; i++) - { - triangles[i] = subMesh.triangles[i] + currentIndexIndex; - } - - mesh.SetTriangles(triangles, currentSubMesh++); - mats.Add(subMesh.materialParameters); - - currentIndexIndex += verticesCount; - } - return result; - } - - static SortedSet GetFrames(List layers) - { - SortedSet frames = new SortedSet(); - foreach (GPLayer layer in layers) - { - foreach (GPFrame frame in layer.frames) - frames.Add(frame.frame); - } - - return frames; - } - - static List GetGPFrames(List layers, int f) - { - List frames = new List(); - foreach (GPLayer layer in layers) - { - if (!layer.visible) - continue; - for (int i = layer.frames.Count - 1; i >= 0; --i) - { - GPFrame gpframe = layer.frames[i]; - if (gpframe.frame <= f) - { - frames.Add(gpframe); - break; - } - } - } - return frames; - } - - static List GetStrokes(List frames) - { - List strokes = new List(); - foreach (GPFrame frame in frames) - { - foreach (GPStroke stroke in frame.strokes) - strokes.Add(stroke); - } - return strokes; - } - - public static void BuildGreasePencilMesh(byte[] data) - { - int currentIndex = 0; - string name = Converter.GetString(data, ref currentIndex); - - int materialCount = Converter.GetInt(data, ref currentIndex); - string[] materialNames = new string[materialCount]; - for (int i = 0; i < materialCount; i++) - { - materialNames[i] = Converter.GetString(data, ref currentIndex); - } - - List layers = new List(); - - int layerCount = Converter.GetInt(data, ref currentIndex); - for (int layerIndex = 0; layerIndex < layerCount; layerIndex++) - { - BuildLayer(data, ref currentIndex, materialNames, layerIndex, ref layers); - } - - SortedSet frames = GetFrames(layers); - - GreasePencilData gpdata = new GreasePencilData(); - greasePencils[name] = gpdata; - - if (frames.Count == 0) - return; - foreach (int frame in frames) - { - List gpframes = GetGPFrames(layers, frame); - List strokes = GetStrokes(gpframes); - - Tuple> meshData = BuildGPFrameMesh(strokes); - if (null == meshData) - continue; - - meshData.Item1.RecalculateBounds(); - gpdata.AddMesh(frame, new Tuple>(meshData.Item1, meshData.Item2)); - } - } - public static void BuildGreasePencilConnection(byte[] data) - { - int currentIndex = 0; - Transform transform = BuildPath(data, ref currentIndex, true); - string greasePencilName = Converter.GetString(data, ref currentIndex); - - GreasePencilData gpdata = greasePencils[greasePencilName]; - - VRtistMixer.BuildGreasePencilConnection(transform.gameObject, gpdata); - } - - public static void BuildGreasePencilTimeOffset(byte[] data) - { - int currentIndex = 0; - string name = Converter.GetString(data, ref currentIndex); - GreasePencilData gpData = greasePencils[name]; - gpData.frameOffset = Converter.GetInt(data, ref currentIndex); - gpData.frameScale = Converter.GetFloat(data, ref currentIndex); - gpData.hasCustomRange = Converter.GetBool(data, ref currentIndex); - gpData.rangeStartFrame = Converter.GetInt(data, ref currentIndex); - gpData.rangeEndFrame = Converter.GetInt(data, ref currentIndex); - - } - - public static NetCommand BuildSendFrameStartEndCommand(int start, int end) - { - byte[] startBuffer = Converter.IntToBytes((int)start); - byte[] endBuffer = Converter.IntToBytes((int)end); - List buffers = new List { startBuffer, endBuffer }; - byte[] buffer = Converter.ConcatenateBuffers(buffers); - return new NetCommand(buffer, MessageType.FrameStartEnd); - } - - private static void VRtistToBlenderAnimation(AnimatableProperty property, out string channelName, out int channelIndex) - { - channelName = ""; - channelIndex = -1; - switch (property) - { - case AnimatableProperty.PositionX: channelName = "location"; channelIndex = 0; break; - case AnimatableProperty.PositionY: channelName = "location"; channelIndex = 1; break; - case AnimatableProperty.PositionZ: channelName = "location"; channelIndex = 2; break; - - case AnimatableProperty.RotationX: channelName = "rotation_euler"; channelIndex = 0; break; - case AnimatableProperty.RotationY: channelName = "rotation_euler"; channelIndex = 1; break; - case AnimatableProperty.RotationZ: channelName = "rotation_euler"; channelIndex = 2; break; - - case AnimatableProperty.ScaleX: channelName = "scale"; channelIndex = 0; break; - case AnimatableProperty.ScaleY: channelName = "scale"; channelIndex = 1; break; - case AnimatableProperty.ScaleZ: channelName = "scale"; channelIndex = 2; break; - - case AnimatableProperty.CameraFocal: channelName = "lens"; channelIndex = -1; break; - - case AnimatableProperty.Power: channelName = "energy"; channelIndex = -1; break; - case AnimatableProperty.ColorR: channelName = "color"; channelIndex = 0; break; - case AnimatableProperty.ColorG: channelName = "color"; channelIndex = 1; break; - case AnimatableProperty.ColorB: channelName = "color"; channelIndex = 2; break; - } - } - - public static NetCommand BuildSendSetKey(SetKeyInfo data) - { - byte[] objectNameBuffer = Converter.StringToBytes(data.objectName); - VRtistToBlenderAnimation(data.property, out string channelName, out int channelIndex); - - byte[] channelNameBuffer = Converter.StringToBytes(channelName); - byte[] channelIndexBuffer = Converter.IntToBytes(channelIndex); - byte[] frameBuffer = Converter.IntToBytes(data.key.frame); - - float value = data.key.value; - if (data.property == AnimatableProperty.RotationX || data.property == AnimatableProperty.RotationY || data.property == AnimatableProperty.RotationZ) - { - value = Mathf.Deg2Rad * value; - } - byte[] valueBuffer = Converter.FloatToBytes(value); - byte[] interpolationBuffer = Converter.IntToBytes((int)data.key.interpolation); - List buffers = new List { objectNameBuffer, channelNameBuffer, channelIndexBuffer, frameBuffer, valueBuffer, interpolationBuffer }; - byte[] buffer = Converter.ConcatenateBuffers(buffers); - return new NetCommand(buffer, MessageType.AddKeyframe); - } - - public static NetCommand BuildSendRemoveKey(SetKeyInfo data) - { - byte[] objectNameBuffer = Converter.StringToBytes(data.objectName); - VRtistToBlenderAnimation(data.property, out string channelName, out int channelIndex); - byte[] channelNameBuffer = Converter.StringToBytes(channelName); - byte[] channelIndexBuffer = Converter.IntToBytes(channelIndex); - byte[] frameBuffer = Converter.IntToBytes(data.key.frame); - List buffers = new List { objectNameBuffer, channelNameBuffer, channelIndexBuffer, frameBuffer }; - byte[] buffer = Converter.ConcatenateBuffers(buffers); - return new NetCommand(buffer, MessageType.RemoveKeyframe); - } - - public static NetCommand BuildSendMoveKey(MoveKeyInfo data) - { - byte[] objectNameBuffer = Converter.StringToBytes(data.objectName); - VRtistToBlenderAnimation(data.property, out string channelName, out int channelIndex); - byte[] channelNameBuffer = Converter.StringToBytes(channelName); - byte[] channelIndexBuffer = Converter.IntToBytes(channelIndex); - byte[] frameBuffer = Converter.IntToBytes(data.frame); - byte[] newFrameBuffer = Converter.IntToBytes(data.newFrame); - List buffers = new List { objectNameBuffer, channelNameBuffer, channelIndexBuffer, frameBuffer, newFrameBuffer }; - byte[] buffer = Converter.ConcatenateBuffers(buffers); - return new NetCommand(buffer, MessageType.MoveKeyframe); - } - - public static NetCommand BuildSendAnimationCurve(CurveInfo data) - { - byte[] objectNameBuffer = Converter.StringToBytes(data.objectName); - VRtistToBlenderAnimation(data.curve.property, out string channelName, out int channelIndex); - byte[] channelNameBuffer = Converter.StringToBytes(channelName); - byte[] channelIndexBuffer = Converter.IntToBytes(channelIndex); - - int count = data.curve.keys.Count; - int[] frames = new int[count]; - for (int i = 0; i < count; ++i) - { - frames[i] = data.curve.keys[i].frame; - } - byte[] framesBuffer = Converter.IntsToBytes(frames); - - float[] values = new float[count]; - float coef = 1f; - if (data.curve.property == AnimatableProperty.RotationX || - data.curve.property == AnimatableProperty.RotationY || - data.curve.property == AnimatableProperty.RotationZ) - coef = Mathf.Deg2Rad; - for (int i = 0; i < count; ++i) - { - values[i] = data.curve.keys[i].value * coef; - } - byte[] valuesBuffer = Converter.FloatsToBytes(values); - - int[] interpolations = new int[count]; - for (int i = 0; i < count; ++i) - { - interpolations[i] = (int)data.curve.keys[i].interpolation; - } - byte[] interpolationsBuffer = Converter.IntsToBytes(interpolations); - - List buffers = new List { objectNameBuffer, channelNameBuffer, channelIndexBuffer, framesBuffer, valuesBuffer, interpolationsBuffer }; - byte[] buffer = Converter.ConcatenateBuffers(buffers); - return new NetCommand(buffer, MessageType.Animation); - } - - public static NetCommand BuildSendQueryAnimationData(string name) - { - return new NetCommand(Converter.StringToBytes(name), MessageType.QueryAnimationData); - } - - public static void BuildFrameStartEnd(byte[] data) - { - int index = 0; - int start = Converter.GetInt(data, ref index); - int end = Converter.GetInt(data, ref index); - VRtistMixer.SetFrameRange(start, end); - } - - public static void BuildCurrentCamera(byte[] data) - { - int index = 0; - string cameraName = Converter.GetString(data, ref index); - GameObject cameraObject = null; - if (cameraName.Length > 0) - { - Node prefabNode = SyncData.nodes[cameraName]; - cameraObject = prefabNode.instances[0].Item1; - } - VRtistMixer.SetActiveCamera(cameraObject); - } - - public static void BuildShotManager(byte[] data) - { - List shots = new List(); - int index = 0; - int shotCount = Converter.GetInt(data, ref index); - for (int i = 0; i < shotCount; ++i) - { - string shotName = Converter.GetString(data, ref index); - string cameraName = Converter.GetString(data, ref index); - int start = Converter.GetInt(data, ref index); - int end = Converter.GetInt(data, ref index); - bool enabled = Converter.GetBool(data, ref index); - - GameObject camera = null; - if (cameraName.Length > 0 && SyncData.nodes.ContainsKey(cameraName)) - camera = SyncData.nodes[cameraName].instances[0].Item1; - - Shot shot = new Shot { name = shotName, camera = camera, start = start, end = end, enabled = enabled }; - shots.Add(shot); - } - VRtistMixer.UpdateShotManager(shots); - } - - public static void BuildShotManagerAction(byte[] data) - { - int index = 0; - ShotManagerAction action = (ShotManagerAction)Converter.GetInt(data, ref index); - int shotIndex = Converter.GetInt(data, ref index); - - switch (action) - { - case ShotManagerAction.AddShot: - { - string shotName = Converter.GetString(data, ref index); - int start = Converter.GetInt(data, ref index); - int end = Converter.GetInt(data, ref index); - string cameraName = Converter.GetString(data, ref index); - Color color = Converter.GetColor(data, ref index); - GameObject cam = null; - if (cameraName.Length > 0) - cam = SyncData.nodes[cameraName].instances[0].Item1; - Shot shot = new Shot { name = shotName, camera = cam, color = color, start = start, end = end }; - VRtistMixer.ShotManagerInsertShot(shot, shotIndex); - } - break; - case ShotManagerAction.DeleteShot: - VRtistMixer.ShotManagerDeleteShot(shotIndex); - break; - case ShotManagerAction.DuplicateShot: - { - Converter.GetString(data, ref index); - VRtistMixer.ShotManagerDuplicateShot(shotIndex); - } - break; - case ShotManagerAction.MoveShot: - { - int offset = Converter.GetInt(data, ref index); - VRtistMixer.ShotManagerMoveShot(shotIndex, offset); - } - break; - case ShotManagerAction.UpdateShot: - { - int start = Converter.GetInt(data, ref index); - int end = Converter.GetInt(data, ref index); - string cameraName = Converter.GetString(data, ref index); - Color color = Converter.GetColor(data, ref index); - int enabled = Converter.GetInt(data, ref index); - VRtistMixer.ShotManagerUpdateShot(shotIndex, start, end, cameraName, color, enabled); - } - break; - } - - } - public static void BuildClientAttribute(byte[] data) - { - int index = 0; - string json = Converter.GetString(data, ref index); - VRtistMixer.UpdateClient(json); - } - - public static void BuildListAllClients(byte[] data) - { - int index = 0; - string json = Converter.GetString(data, ref index); - VRtistMixer.ListAllClients(json); - } - } -} diff --git a/Assets/Scripts/Mixer/MixerUtils.cs.meta b/Assets/Scripts/Mixer/MixerUtils.cs.meta deleted file mode 100644 index 7ddc2bab..00000000 --- a/Assets/Scripts/Mixer/MixerUtils.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 689efe753ff99c240b93531e50cf6d2a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/SyncData.cs b/Assets/Scripts/Mixer/SyncData.cs deleted file mode 100644 index 5cad37db..00000000 --- a/Assets/Scripts/Mixer/SyncData.cs +++ /dev/null @@ -1,1184 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist.Mixer -{ - public class Node - { - public Node parent = null; // parent (hierarchy) of this node - public List children = new List(); // children (hierarchy) of this node - public GameObject prefab; - public List> instances = new List>(); // instances of this node in scene - public CollectionNode collectionInstance = null; // this node is an instance of a collection - public List collections = new List(); // Collections containing this node - public bool visible = true; - public bool tempVisible = true; - public bool containerVisible = true; // combination of Collections containing this node is visible - - public Node() - { - prefab = null; - } - - public Node(GameObject gObject) - { - prefab = gObject; - } - - public void AddChild(Node node) - { - node.parent = this; - children.Add(node); - } - - public void RemoveChild(Node node) - { - children.Remove(node); - node.parent = null; - } - - public void ComputeContainerVisibility() - { - if (collections.Count == 0) - { - containerVisible = true; - return; - } - - containerVisible = false; - foreach (CollectionNode collection in collections) - { - if (collection.IsVisible()) - { - containerVisible = true; - break; - } - } - } - - public void AddCollection(CollectionNode collectionNode) - { - collections.Add(collectionNode); - ComputeContainerVisibility(); - } - - public void RemoveCollection(CollectionNode collectionNode) - { - collections.Remove(collectionNode); - ComputeContainerVisibility(); - } - - public void AddInstance(GameObject obj, string collectionInstanceName = "/") - { - instances.Add(new Tuple(obj, collectionInstanceName)); - VRtistMixer.OnInstanceAdded(obj); - } - - public void RemoveInstance(GameObject obj) - { - foreach (Tuple item in instances) - { - if (item.Item1 == obj) - { - instances.Remove(item); - VRtistMixer.OnInstanceRemoved(obj); - break; - } - } - } - } - - - public class CollectionNode - { - public CollectionNode parent = null; // Parent collection - public List children = new List(); // Children of collection - public List objects = new List(); // Objects in collection - public List prefabInstanceNodes = new List(); // Instances of collection - public string name; - public bool visible; - public bool tempVisible; - public Vector3 offset; - - public bool IsVisible() - { - if (!visible || !tempVisible) - return false; - if (null == parent) - return visible; - return parent.IsVisible(); - } - - public CollectionNode(string collectionName) - { - name = collectionName; - } - - public void AddChild(CollectionNode node) - { - node.parent = this; - children.Add(node); - } - - public void RemoveChild(CollectionNode node) - { - node.parent = null; - children.Remove(node); - } - - public void AddObject(Node node) - { - objects.Add(node); - node.AddCollection(this); - } - - public void RemoveObject(Node node) - { - node.RemoveCollection(this); - objects.Remove(node); - } - - public void AddPrefabInstanceNode(Node obj) - { - prefabInstanceNodes.Add(obj); - } - - public void RemovePrefabInstanceNode(Node obj) - { - prefabInstanceNodes.Remove(obj); - } - } - - - public static class SyncData - { - public static Dictionary instancesToNodes = new Dictionary(); - public static Dictionary nodes = new Dictionary(); - public static Dictionary collectionNodes = new Dictionary(); - public static Dictionary instanceRoot = new Dictionary(); - public static Node prefabNode = new Node(); - public static Node rootNode = new Node(); - - public static string currentSceneName = ""; - public static HashSet sceneCollections = new HashSet(); - - public static Dictionary greasePencilsNameToPrefab = new Dictionary(); - - public static Transform root = null; - public static Transform prefab = null; - - public static void Init(Transform p, Transform r) - { - prefab = p; - root = r; - prefabNode.prefab = prefab.gameObject; - nodes.Add(prefab.name, prefabNode); - - rootNode.prefab = root.gameObject; - nodes.Add(root.name, rootNode); - - instanceRoot["/"] = root; - } - - public static CollectionNode CreateCollectionNode(CollectionNode parent, string name) - { - if (name == "__Trash__") - return null; - - CollectionNode newNode = new CollectionNode(name); - collectionNodes.Add(name, newNode); - if (parent != null) - parent.AddChild(newNode); - return newNode; - } - - public static Node CreateNode(string name, Node parentNode = null) - { - Node newNode = new Node(); - if (nodes.ContainsKey(name)) // secu - nodes.Remove(name); - nodes.Add(name, newNode); - if (null != parentNode) - parentNode.AddChild(newNode); - return newNode; - } - - public static void AddInstanceToNode(GameObject obj, Node node, string collectionInstanceName) - { - node.AddInstance(obj, collectionInstanceName); - instancesToNodes[obj] = node; - } - - public static void RemoveInstanceFromNode(GameObject obj) - { - if (instancesToNodes.ContainsKey(obj)) - { - Node node = instancesToNodes[obj]; - node.RemoveInstance(obj); - instancesToNodes.Remove(obj); - } - } - - public static void FindObjects(ref List objects, Transform t, string name) - { - if (t.name == name) - objects.Add(t); - - for (int i = 0; i < t.childCount; i++) - FindObjects(ref objects, t.GetChild(i), name); - } - - public static Transform FindRecursive(Transform t, string objectName) - { - if (t.name == objectName) - return t; - for (int i = 0; i < t.childCount; i++) - { - Transform res = FindRecursive(t.GetChild(i), objectName); - if (null != res) - return res; - } - return null; - } - - public static void GetRecursiveObjectsOfCollection(CollectionNode collectionNode, ref List nodes) - { - foreach (Node node in collectionNode.objects) - { - nodes.Add(node); - } - - foreach (CollectionNode childCollection in collectionNode.children) - { - GetRecursiveObjectsOfCollection(childCollection, ref nodes); - } - } - - public static void AddCollectionInstance(Transform transform, string collectionName) - { - CollectionNode collectionNode = SyncData.collectionNodes.ContainsKey(collectionName) ? SyncData.collectionNodes[collectionName] : SyncData.CreateCollectionNode(null, collectionName); - Node instanceNode = SyncData.nodes.ContainsKey(transform.name) ? SyncData.nodes[transform.name] : SyncData.CreateNode(transform.name); - - instanceNode.prefab = transform.gameObject; - instanceNode.collectionInstance = collectionNode; - collectionNode.AddPrefabInstanceNode(instanceNode); - } - - public static void RemoveObjectFromCollection(string collectionName, string objectName) - { - if (collectionName == "__Trash__") - { - return; - } - - if (!collectionNodes.ContainsKey(collectionName)) - return; - - CollectionNode collectionNode = collectionNodes[collectionName]; - - foreach (Node prefabInstanceNode in collectionNode.prefabInstanceNodes) - { - foreach (Tuple t in prefabInstanceNode.instances) - { - GameObject obj = t.Item1; - Transform offsetObject = obj.transform.Find(Utils.blenderCollectionInstanceOffset); - if (null == offsetObject) - continue; - RemoveObjectFromScene(offsetObject, objectName, obj.name); - } - } - - collectionNode.RemoveObject(nodes[objectName]); - } - - public static void RemoveObjectFromScene(Transform transform, string objectName, string collectionInstanceName) - { - Transform obj = FindRecursive(transform, objectName); - if (null == obj) - return; - - if (nodes.ContainsKey(objectName)) - { - Node objectNode = nodes[objectName]; - objectNode.instances.Remove(new Tuple(obj.gameObject, collectionInstanceName)); - } - - for (int i = 0; i < obj.childCount; i++) - { - GameObject child = obj.GetChild(i).gameObject; - string childCollectionInstanceName = objectName; - if (nodes.ContainsKey(child.name)) - { - childCollectionInstanceName = collectionInstanceName; - Node childNode = nodes[child.name]; - if (childNode.collectionInstance != null) - { - childCollectionInstanceName = child.name; - } - } - RemoveObjectFromScene(obj, child.name, childCollectionInstanceName); - } - - GameObject.Destroy(obj.gameObject); - } - - public static void AddObjectToCollection(string collectionName, string objectName) - { - if (collectionName == "__Trash__") - { - RemovePrefab(objectName); - return; - } - - if (!collectionNodes.ContainsKey(collectionName)) - return; - CollectionNode collectionNode = collectionNodes[collectionName]; - - if (!nodes.ContainsKey(objectName)) - GetOrCreatePrefabPath(objectName); - - Node objectNode = nodes[objectName]; - collectionNode.AddObject(objectNode); - - foreach (Node prefabInstanceNode in collectionNode.prefabInstanceNodes) - { - foreach (Tuple t in prefabInstanceNode.instances) - { - GameObject obj = t.Item1; - Transform offsetObject = obj.transform.Find(Utils.blenderCollectionInstanceOffset); - if (null == offsetObject) - continue; - - string subCollectionInstanceName = "/" + obj.name; - if (t.Item2.Length > 1) - subCollectionInstanceName = t.Item2 + subCollectionInstanceName; - - AddObjectToDocument(offsetObject, objectNode.prefab.name, subCollectionInstanceName); - } - } - - foreach (Tuple item in objectNode.instances) - { - ApplyVisibility(item.Item1); - } - } - - public static void RemoveCollectionFromCollection(string parentCollectionName, string collectionName) - { - if (collectionNodes.ContainsKey(parentCollectionName)) - { - CollectionNode parentCollectionNode = collectionNodes[parentCollectionName]; - parentCollectionNode.RemoveChild(collectionNodes[collectionName]); - } - } - - public static void AddCollectionToCollection(string parentCollectionName, string collectionName) - { - CollectionNode parentNode = null; - if (collectionNodes.ContainsKey(parentCollectionName)) - { - parentNode = collectionNodes[parentCollectionName]; - } - - if (!collectionNodes.ContainsKey(collectionName)) - { - CreateCollectionNode(parentNode, collectionName); - } - else - { - CollectionNode collectionNode = collectionNodes[collectionName]; - if (null != collectionNode.parent) - collectionNode.parent.RemoveChild(collectionNode); - - if (null != parentNode) - parentNode.AddChild(collectionNode); - } - } - - public static void AddCollection(string collectionName, Vector3 offset, bool visible, bool tempVisible) - { - if (collectionName == "__Trash__") - return; - - CollectionNode collectionNode = collectionNodes.ContainsKey(collectionName) ? collectionNodes[collectionName] : CreateCollectionNode(null, collectionName); - - collectionNode.visible = visible; - collectionNode.tempVisible = tempVisible; - collectionNode.offset = offset; - - List nodes = new List(); - GetRecursiveObjectsOfCollection(collectionNode, ref nodes); - foreach (Node node in nodes) - { - node.ComputeContainerVisibility(); - - foreach (Tuple item in node.instances) - { - ApplyVisibility(item.Item1, node.containerVisible, ""); - } - - } - - // collection instances management - foreach (Node prefabInstanceNode in collectionNode.prefabInstanceNodes) - { - foreach (Tuple item in prefabInstanceNode.instances) - { - ApplyVisibility(item.Item1); - GameObject offsetObject = item.Item1.transform.Find(Utils.blenderCollectionInstanceOffset).gameObject; - offsetObject.transform.localPosition = offset; - } - } - } - - public static void RemoveCollection(string collectionName) - { - if (!collectionNodes.ContainsKey(collectionName)) - return; - - CollectionNode collectionNode = collectionNodes[collectionName]; - foreach (Node node in collectionNode.objects) - { - node.RemoveCollection(collectionNode); - foreach (Tuple item in node.instances) - { - ApplyVisibility(item.Item1); - } - } - - foreach (CollectionNode child in collectionNode.children) - { - child.parent = collectionNode.parent; - } - - collectionNodes.Remove(collectionName); - } - - public static void Delete(string objectName) - { - Node node = nodes[objectName]; - for (int n = node.instances.Count - 1; n >= 0; n--) - { - GameObject gobj = node.instances[n].Item1; - - if (null != node && null != node.collectionInstance) - { - GameObject offset = gobj.transform.Find(Utils.blenderCollectionInstanceOffset).gameObject; - for (int i = offset.transform.childCount - 1; i >= 0; i--) - { - Transform child = offset.transform.GetChild(i); - DeleteCollectionInstance(child.gameObject); - } - - offset.transform.parent = null; - GameObject.Destroy(offset); - - for (int j = 0; j < gobj.transform.childCount; j++) - { - Utils.Reparent(gobj.transform.GetChild(j).parent, gobj.transform.parent); - } - - GameObject.Destroy(node.prefab); - RemoveInstanceFromNode(gobj); - GameObject.Destroy(gobj); - } - else - { - RemoveInstanceFromNode(gobj); - - for (int j = 0; j < gobj.transform.childCount; j++) - Utils.Reparent(gobj.transform.GetChild(j).parent, gobj.transform.parent); - - GameObject.Destroy(gobj); - } - } - } - - public static void Rename(string srcName, string dstName) - { - if (nodes.ContainsKey(srcName)) - { - Node node = nodes[srcName]; - node.prefab.name = dstName; - foreach (Tuple obj in node.instances) - { - obj.Item1.name = dstName; - VRtistMixer.OnObjectRenamed(obj.Item1); - } - nodes[dstName] = node; - nodes.Remove(srcName); - } - } - - public static void DeleteCollectionInstance(GameObject obj) - { - SyncData.RemoveInstanceFromNode(obj); - for (int i = obj.transform.childCount - 1; i >= 0; i--) - { - Transform child = obj.transform.GetChild(i); - DeleteCollectionInstance(child.gameObject); - } - } - - public static void AddCollectionToScene(CollectionNode collectionNode, Transform transform, string collectionInstanceName) - { - foreach (Node collectionObject in collectionNode.objects) - { - AddObjectToDocument(transform, collectionObject.prefab.name, collectionInstanceName); - } - foreach (CollectionNode collectionChild in collectionNode.children) - { - AddCollectionToScene(collectionChild, transform, collectionInstanceName); - } - } - - public static GameObject CreateFullHierarchyPrefab(GameObject original) - { - string rootPath = Utils.GetPath(original.transform.parent); - - GameObject root = null; - foreach (var originalTransform in original.GetComponentsInChildren()) - { - originalTransform.gameObject.name = Utils.CreateUniqueName(originalTransform.gameObject.name); - string path = originalTransform.parent != null ? originalTransform.parent.name + "/" + originalTransform.name : originalTransform.name; - if (rootPath.Length > 0 && path.StartsWith(rootPath)) - { - path = path.Substring(rootPath.Length + 1); - } - Transform prefabTransform = GetOrCreatePrefabPath(path); - prefabTransform.localPosition = originalTransform.localPosition; - prefabTransform.localRotation = originalTransform.localRotation; - prefabTransform.localScale = originalTransform.localScale; - - if (originalTransform.gameObject == original) { root = prefabTransform.gameObject; } - MeshFilter meshFilter = originalTransform.GetComponent(); - if (null != meshFilter && null != meshFilter.sharedMesh) - { - MixerUtils.ConnectMesh(prefabTransform, meshFilter.sharedMesh); - } - - MeshRenderer meshRenderer = originalTransform.GetComponent(); - if (null != meshRenderer && null != meshRenderer.sharedMaterials) - { - MeshRenderer dstMeshRenderer = prefabTransform.GetComponent(); - if (null != dstMeshRenderer) - { - dstMeshRenderer.sharedMaterials = meshRenderer.sharedMaterials; - dstMeshRenderer.material.name = Utils.GetMaterialName(prefabTransform.gameObject); - } - } - } - - return root; - } - - public static GameObject CreateInstance(GameObject gObject, Transform parent, string name = null, bool isPrefab = false) - { - GameObject intermediateParent = new GameObject(); - intermediateParent.transform.parent = parent; - Transform srcParent = gObject.transform.parent; - if (null != srcParent) - { - intermediateParent.transform.localPosition = srcParent.localPosition; - intermediateParent.transform.localRotation = srcParent.localRotation; - intermediateParent.transform.localScale = srcParent.localScale; - } - - string appliedName; - if (null == name) - { - string baseName = Utils.GetBaseName(gObject.name); - appliedName = Utils.CreateUniqueName(baseName); - } - else - { - appliedName = name; - } - intermediateParent.name = appliedName + Utils.blenderHiddenParent; - - GameObject res; - GameObjectBuilder builder = gObject.GetComponent(); - if (builder) - { - res = builder.CreateInstance(gObject, intermediateParent.transform, isPrefab); - } - else - { - // duplicate object or subobject - res = GameObject.Instantiate(gObject, intermediateParent.transform); - } - res.name = appliedName; - - - // Name material too - MeshRenderer meshRenderer = res.GetComponentInChildren(true); - if (null != meshRenderer) - { - meshRenderer.material.name = Utils.GetMaterialName(res); - // TODO: ALSO rename materials after the first one. - } - - return res; - } - - public static GameObject AddObjectToDocument(Transform transform, string objectName, string collectionInstanceName = "/", bool skipParentCheck = false) - { - if (!nodes.ContainsKey(objectName)) - return null; - Node objectNode = nodes[objectName]; - - //////////////////////////////////////////////////////////////// - // WARNING : this should not be tolerated !!!! - // Check if parent of this Object has been instantiated - // If not, add parent to document (instantiate) - //////////////////////////////////////////////////////////////// - if (!skipParentCheck) - { - Node parentNode = objectNode.parent; - if (null != parentNode) - { - bool found = false; - foreach (Tuple item in parentNode.instances) - { - if (item.Item2 == collectionInstanceName) - { - found = true; - break; - } - } - if (!found) - { - transform = AddObjectToDocument(transform, parentNode.prefab.name, collectionInstanceName).transform; - Debug.LogWarning("Adding object to Document but parent object has not been instantiated : " + objectName); - } - } - } - //////////////////////////////////////////////////////////////// - - foreach (Tuple item in objectNode.instances) - { - if (item.Item2 == collectionInstanceName) - return null; // already instantiated - } - - - GameObject instance = SyncData.CreateInstance(objectNode.prefab, transform, objectName); - AddInstanceToNode(instance, objectNode, collectionInstanceName); - - // Reparent to parent - Transform parent = transform; - if (null != objectNode.parent) - { - foreach (Tuple t in objectNode.parent.instances) - { - if (t.Item2 == collectionInstanceName) - { - parent = t.Item1.transform; - break; - } - } - } - Utils.Reparent(instance.transform.parent, parent); - - // Reparent children - List childrenNodes = objectNode.children; - List children = new List(); - foreach (Node childNode in childrenNodes) - { - foreach (Tuple t in childNode.instances) - if (t.Item2 == collectionInstanceName) - children.Add(t.Item1); - } - foreach (GameObject childObject in children) - { - Utils.Reparent(childObject.transform.parent, instance.transform); - } - - if (null != objectNode.collectionInstance) - { - CollectionNode collectionNode = objectNode.collectionInstance; - - GameObject offsetObject = new GameObject(Utils.blenderCollectionInstanceOffset); - offsetObject.transform.parent = instance.transform; - offsetObject.transform.localPosition = -collectionNode.offset; - offsetObject.transform.localRotation = Quaternion.identity; - offsetObject.transform.localScale = Vector3.one; - offsetObject.SetActive(collectionNode.visible & collectionNode.tempVisible & objectNode.visible & objectNode.tempVisible); - - string subCollectionInstanceName = "/" + instance.name; - if (collectionInstanceName.Length > 1) - subCollectionInstanceName = collectionInstanceName + subCollectionInstanceName; - - instanceRoot[subCollectionInstanceName] = offsetObject.transform; - AddCollectionToScene(collectionNode, offsetObject.transform, subCollectionInstanceName); - } - - ApplyVisibility(instance); - - return instance; - } - - public static void SetScene(string sceneName) - { - if (sceneName == currentSceneName) - return; - - currentSceneName = sceneName; - - sceneCollections.Clear(); - instancesToNodes.Clear(); - - List objectToRemove = new List(); - - foreach (KeyValuePair nodePair in nodes) - { - Node node = nodePair.Value; - List> remainingObjects = new List>(); - foreach (Tuple t in node.instances) - { - GameObject obj = t.Item1; - Transform parent = obj.transform; - while (parent && parent != root) - parent = parent.parent; - if (parent != root) - remainingObjects.Add(new Tuple(obj, t.Item2)); - else - objectToRemove.Add(obj); - } - node.instances = remainingObjects; - } - - foreach (GameObject obj in objectToRemove) - { - GameObject.Destroy(obj); - } - } - - - - public static void ApplyReparent(Node parent, Node node) - { - if (null != node.parent) - node.parent.RemoveChild(node); - - // reparent parents - if (null != parent) - { - // get instance names of children - Dictionary children = new Dictionary(); - foreach (Tuple instanceElem in node.instances) - { - children[instanceElem.Item2] = instanceElem.Item1.transform; - } - - parent.AddChild(node); - - // find parents by instance name - foreach (Tuple instanceElem in parent.instances) - { - if (!children.ContainsKey(instanceElem.Item2)) - continue; - Utils.Reparent(children[instanceElem.Item2].parent, instanceElem.Item1.transform); - } - } - else // reparent to null (root) - { - foreach (Tuple instanceElem in node.instances) - { - Transform t = instanceElem.Item1.transform; - string instanceName = instanceElem.Item2; - Utils.Reparent(t.parent, instanceRoot[instanceName]); - } - } - } - - public static GameObject CreateGameObject(string name) - { - GameObject gObjectParent = new GameObject(name + Utils.blenderHiddenParent); - GameObject gObject = new GameObject(name); - gObject.transform.parent = gObjectParent.transform; - return gObject; - } - - public static Transform FindChild(Transform transform, string childName) - { - int count = transform.childCount; - for (int i = 0; i < count; i++) - { - Transform child = transform.GetChild(i); - Transform found = child.Find(childName); - if (null != found) - return found; - } - return null; - } - - public static Transform GetOrCreatePrefabPath(string path) - { - string[] splitted = path.Split('/'); - string parentName = splitted.Length >= 2 ? splitted[splitted.Length - 2] : ""; - - Node parentNode = null; - if (parentName.Length > 0) - { - if (nodes.ContainsKey(parentName)) - { - parentNode = nodes[parentName]; - } - else - { - parentNode = CreateNode(parentName); - GameObject parentObject = CreateGameObject(parentName); - Utils.Reparent(parentObject.transform.parent, prefab); - parentNode.prefab = parentObject; - } - } - - string objectName = splitted[splitted.Length - 1]; - - Transform transform = null; - if (nodes.TryGetValue(objectName, out Node child)) - { - transform = child.prefab.transform; - } - - Node node = null; - if (null == transform) - { - transform = CreateGameObject(objectName).transform; - Utils.Reparent(transform.parent, prefab); - node = CreateNode(objectName, parentNode); - node.prefab = transform.gameObject; - } - - if (null == node) - node = nodes[objectName]; - - if (node.parent != parentNode) - { - ApplyReparent(parentNode, node); - } - - return transform; - } - - public static void ApplyCollectionVisibility(CollectionNode collectionNode, string instanceName = "", bool inheritVisible = true) - { - foreach (Node n in collectionNode.objects) - { - foreach (Tuple item in n.instances) - { - if (item.Item2 == instanceName) - ApplyVisibility(item.Item1, collectionNode.visible && collectionNode.tempVisible && inheritVisible, instanceName); - } - } - - foreach (CollectionNode c in collectionNode.children) - { - ApplyCollectionVisibility(c, instanceName, collectionNode.visible && collectionNode.tempVisible && c.visible && inheritVisible); - } - } - - public static void EnableComponents(GameObject obj, bool enable) - { - Component[] components = obj.GetComponents(); - foreach (Component component in components) - { - Type componentType = component.GetType(); - var prop = componentType.GetProperty("enabled"); - if (null != prop) - { - prop.SetValue(component, enable); - } - } - } - - public static void ApplyVisibility(GameObject obj, bool inheritVisible = true, string instanceName = "") - { - Node node = nodes[obj.name]; - CollectionNode collectionNode = node.collectionInstance; - if (null != collectionNode) - { - instanceName = instanceName + "/" + obj.name; - foreach (Node n in collectionNode.objects) - { - foreach (Tuple item in n.instances) - { - if (item.Item2 == instanceName) - ApplyVisibility(item.Item1, collectionNode.visible && collectionNode.tempVisible && node.visible && node.tempVisible && inheritVisible, item.Item2); - } - } - - ApplyCollectionVisibility(collectionNode, instanceName, collectionNode.visible && collectionNode.tempVisible && node.visible && node.tempVisible && inheritVisible); - obj = obj.transform.Find(Utils.blenderCollectionInstanceOffset).gameObject; - } - - EnableComponents(obj, node.containerVisible & node.visible & node.tempVisible & inheritVisible); - - // Enable/Disable light - VRtistMixer.SetLightEnabled(obj, node.containerVisible & node.visible & node.tempVisible & inheritVisible); - } - - public static bool IsInstanceParentVisible(Transform root, GameObject instance) - { - bool parentIsVisible = true; - Transform parentObject = instance.transform.parent.parent; - while (parentObject && parentIsVisible && parentObject != root) - { - if (parentObject.name == Utils.blenderCollectionInstanceOffset) - parentObject = parentObject.parent; - nodes.TryGetValue(parentObject.name, out Node parentNode); - if (null == parentNode) - break; - if (!parentNode.visible || !parentNode.tempVisible) - { - parentIsVisible = false; - break; - } - parentObject = parentObject.parent.parent; - } - return parentIsVisible; - } - - public static void ApplyVisibilityToInstances(Transform root, Transform transform) - { - if (!nodes.ContainsKey(transform.name)) - return; - - Node node = nodes[transform.name]; - foreach (Tuple t in node.instances) - { - GameObject obj = t.Item1; - ApplyVisibility(obj, IsInstanceParentVisible(root, obj)); - } - } - - - public static void ApplyTransformToInstances(Transform transform) - { - if (!nodes.ContainsKey(transform.name)) - return; - - Node node = nodes[transform.name]; - foreach (Tuple t in node.instances) - { - GameObject obj = t.Item1; - obj.transform.localPosition = transform.localPosition; - obj.transform.localRotation = transform.localRotation; - obj.transform.localScale = transform.localScale; - } - } - - public static GameObject DuplicatePrefab(GameObject srcInstance, string name = null) - { - string srcname = srcInstance.name; - if (!nodes.ContainsKey(srcname)) - { - Debug.LogError("Duplicate Error : nodes does not contain " + srcname); - return null; - } - Node srcNode = nodes[srcname]; - GameObject srcPrefab = srcNode.prefab; - - GameObject prefabClone = SyncData.CreateInstance(srcPrefab, srcPrefab.transform.parent.parent, name); - - Matrix4x4 matrix = root.worldToLocalMatrix * srcInstance.transform.localToWorldMatrix; - Maths.DecomposeMatrix(matrix, out Vector3 position, out Quaternion quaternion, out Vector3 scale); - prefabClone.transform.localPosition = position; - prefabClone.transform.localRotation = quaternion; - prefabClone.transform.localScale = scale; - - Node prefabCloneNode = CreateNode(prefabClone.name, null); - prefabCloneNode.prefab = prefabClone; - - return prefabClone; - } - - public static GameObject Duplicate(GameObject srcInstance, string name = null) - { - GameObject prefabClone = DuplicatePrefab(srcInstance, name); - return AddObjectToDocument(root, prefabClone.name, "/"); - } - - public static void RemovePrefab(string objectName) - { - Node node = nodes[objectName]; - GameObject.Destroy(node.prefab); - if (null != node.parent) - node.parent.RemoveChild(node); - nodes.Remove(objectName); - } - - public static Node CreatePrefabNodeHierarchy(GameObject newPrefab) - { - if (!nodes.TryGetValue(newPrefab.name, out Node node)) - { - node = CreateNode(newPrefab.name); - node.prefab = newPrefab; - if (null == newPrefab.transform.parent || SyncData.prefab != newPrefab.transform.parent.parent) - { - GameObject gObjectParent = new GameObject(newPrefab.name + Utils.blenderHiddenParent); - newPrefab.transform.SetParent(gObjectParent.transform, true); - Utils.Reparent(gObjectParent.transform, prefab); - } - - // loop from end to start because children will be removed from parent during process - for (int i = newPrefab.transform.childCount - 1; i >= 0; i--) - { - Transform child = newPrefab.transform.GetChild(i); - Node childNode = CreatePrefabNodeHierarchy(child.gameObject); - node.AddChild(childNode); - } - } - - foreach (var child in node.children) - { - CreatePrefabNodeHierarchy(child.prefab); - } - - return node; - } - - public static void SendLight(GameObject gObject) - { - LightInfo lightInfo = new LightInfo - { - transform = gObject.transform - }; - MixerClient.Instance.SendEvent(MessageType.Light, lightInfo); - MixerClient.Instance.SendEvent(MessageType.Transform, gObject.transform); - MixerUtils.AddObjectToScene(gObject); - } - - public static void SendCamera(GameObject gObject) - { - CameraInfo cameraInfo = new CameraInfo - { - transform = gObject.transform - }; - MixerClient.Instance.SendEvent(MessageType.Camera, cameraInfo); - MixerClient.Instance.SendEvent(MessageType.Transform, gObject.transform); - MixerUtils.AddObjectToScene(gObject); - } - - public static void SendMesh(GameObject gObject) - { - MeshInfos meshInfos = new MeshInfos - { - meshFilter = gObject.GetComponent(), - meshRenderer = gObject.GetComponent(), - meshTransform = gObject.transform - }; - - foreach (Material mat in meshInfos.meshRenderer.materials) - { - MixerClient.Instance.SendEvent(MessageType.Material, mat); - } - - MixerClient.Instance.SendEvent(MessageType.Mesh, meshInfos); - MixerClient.Instance.SendEvent(MessageType.Transform, gObject.transform); - - MixerUtils.AddObjectToScene(gObject); - } - - public static void SendEmpty(GameObject gObject) - { - MixerClient.Instance.SendEmpty(gObject.transform); - MixerClient.Instance.SendTransform(gObject.transform); - MixerUtils.AddObjectToScene(gObject); - } - - public static GameObject AddFullHierarchyObjectToDocument(GameObject prefab) - { - GameObject instance = AddObjectToDocument(root, prefab.name, collectionInstanceName: "/", skipParentCheck: true); - - if (instance.GetComponent() != null) - { - SendLight(instance); - } - else if (instance.GetComponent() != null) - { - SendCamera(instance); - } - else if (null != instance.GetComponent()) - { - SendEmpty(instance); - } - else if (instance.GetComponent() != null) - { - SendMesh(instance); - } - else - { - // For fbx import - SendEmpty(instance); - } - - Node node = nodes[prefab.name]; - foreach (var child in node.children) - { - AddFullHierarchyObjectToDocument(child.prefab); - } - return instance; - } - - public static GameObject InstantiateFullHierarchyPrefab(GameObject prefab) - { - CreatePrefabNodeHierarchy(prefab); - return AddFullHierarchyObjectToDocument(prefab); - } - - /// - /// Set the transform of the given object (its prefab) and to all of its instances. - /// - /// object name - /// local transform - public static void SetTransform(string objectName, Matrix4x4 matrix) - { - Node node = nodes[objectName]; - if (null == node) - { - Debug.LogError($"Object not in nodes: {objectName}"); - return; - } - node.prefab.transform.localPosition = new Vector3(matrix.GetColumn(3).x, matrix.GetColumn(3).y, matrix.GetColumn(3).z); - node.prefab.transform.localRotation = Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1)); - node.prefab.transform.localScale = new Vector3(matrix.GetColumn(0).magnitude, matrix.GetColumn(1).magnitude, matrix.GetColumn(2).magnitude); - ApplyTransformToInstances(node.prefab.transform); - } - - public static void SetTransform(string objectName, Vector3 position, Quaternion rotation, Vector3 scale) - { - Node node = nodes[objectName]; - node.prefab.transform.localPosition = position; - node.prefab.transform.localRotation = rotation; - node.prefab.transform.localScale = scale; - ApplyTransformToInstances(node.prefab.transform); - } - } -} diff --git a/Assets/Scripts/Mixer/SyncData.cs.meta b/Assets/Scripts/Mixer/SyncData.cs.meta deleted file mode 100644 index 820de153..00000000 --- a/Assets/Scripts/Mixer/SyncData.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cdfa7133cc919b248a776939a6cc67cc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Mixer/VRtistMixer.cs b/Assets/Scripts/Mixer/VRtistMixer.cs deleted file mode 100644 index 6e65e3cc..00000000 --- a/Assets/Scripts/Mixer/VRtistMixer.cs +++ /dev/null @@ -1,662 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -#define VRTIST - -using System; -using System.Collections.Generic; -using System.IO; - -using UnityEngine; - -namespace VRtist.Mixer -{ - public static class VRtistMixer - { - public static void GetNetworkData(ref string hostname, ref string room, ref int port, ref string master, ref string userName, ref Color userColor) - { - hostname = GlobalState.Instance.networkSettings.host; - room = GlobalState.Instance.networkSettings.room; - port = GlobalState.Instance.networkSettings.port; - master = GlobalState.Instance.networkSettings.master; - userName = GlobalState.Instance.networkSettings.userName; - userColor = GlobalState.Instance.networkSettings.userColor; - } - - public static void SetNetworkData(string room, string master, string userName, Color userColor) - { - GlobalState.networkUser = new MixerUser - { - room = room, - masterId = master, - name = userName, - color = userColor - }; - } - - public static string CreateClientNameAndColor() - { - return JsonHelper.CreateJsonClientNameAndColor(GlobalState.networkUser.name, GlobalState.networkUser.color); - } - - public static void SetClientId(string clientId) - { - GlobalState.SetClientId(clientId); - } - - public static string GetMasterId() - { - MixerUser user = (MixerUser)GlobalState.networkUser; - if (null == user) { return ""; } - return user.masterId; - } - - public static void SetMasterId(string id) - { - MixerUser user = (MixerUser)GlobalState.networkUser; - if (null == user) { return; } - user.masterId = id; - } - - public static void OnInstanceAdded(GameObject obj) - { - GlobalState.FireObjectAdded(obj); - } - - public static void OnInstanceRemoved(GameObject obj) - { - Selection.RemoveFromSelection(obj); - GlobalState.FireObjectRemoved(obj); - } - - public static void OnObjectRenamed(GameObject obj) - { - GlobalState.FireObjectRenamed(obj); - } - - public static void UpdateTag(GameObject obj) - { - obj.tag = "PhysicObject"; - } - - public static void SetLightEnabled(GameObject obj, bool enable) - { - LightController lightController = obj.GetComponent(); - if (lightController) - { - lightController.SetLightEnable(enable); - } - } - - public static Texture2D LoadTexture(string filePath, ImageData imageData, bool isLinear) - { - if (!imageData.isEmbedded) - { - string directory = Path.GetDirectoryName(filePath); - string withoutExtension = Path.GetFileNameWithoutExtension(filePath); - string ddsFile = directory + "/" + withoutExtension + ".dds"; - - if (File.Exists(ddsFile)) - { - Texture2D t = TextureUtils.LoadTextureDXT(ddsFile, isLinear); - if (null != t) - { - MixerUtils.textures[filePath] = t; - MixerUtils.texturesFlipY.Add(filePath); - return t; - } - } - - if (File.Exists(filePath)) - { - Texture2D t = TextureUtils.LoadTextureOIIO(filePath, isLinear); - if (null != t) - { - MixerUtils.textures[filePath] = t; - MixerUtils.texturesFlipY.Add(filePath); - return t; - } - } - } - - Texture2D texture = TextureUtils.LoadTextureFromBuffer(imageData.buffer, isLinear); - if (null != texture) - MixerUtils.textures[filePath] = texture; - - return texture; - } - - public static bool IsObjectInUse(GameObject obj) - { - bool recording = GlobalState.Animation.animationState == AnimationState.AnimationRecording; - bool gripped = GlobalState.Instance.selectionGripped; - return ((recording || gripped) && Selection.IsSelected(obj)); - } - - public static void GetCameraInfo(GameObject obj, out float focal, out float near, out float far, out bool dofEnabled, out float aperture, out Transform colimatorr) - { - CameraController cameraController = obj.GetComponent(); - focal = cameraController.focal; - near = cameraController.near; - far = cameraController.far; - aperture = cameraController.aperture; - colimatorr = cameraController.colimator; - dofEnabled = cameraController.EnableDOF; - } - - public static void SetCameraInfo(GameObject obj, float focal, float near, float far, bool dofEnabled, float aperture, string colimatorName, Camera.GateFitMode gateFit, Vector2 sensorSize) - { - bool recording = GlobalState.Animation.animationState == AnimationState.AnimationRecording; - if (recording && Selection.IsSelected(obj)) - return; - CameraController cameraController = obj.GetComponent(); - cameraController.focal = focal; - cameraController.near = near; - cameraController.far = far; - cameraController.aperture = aperture; - cameraController.colimator = colimatorName == "" ? null : SyncData.nodes[colimatorName].prefab.transform; - cameraController.enableDOF = dofEnabled; - cameraController.filmHeight = sensorSize.y; - cameraController.filmWidth = sensorSize.x; - cameraController.gateFit = gateFit; - - Node cameraNode = SyncData.nodes[obj.name]; - foreach (var instanceItem in cameraNode.instances) - { - GameObject instance = instanceItem.Item1; - CameraController instanceCameraController = instance.GetComponent(); - instanceCameraController.focal = focal; - instanceCameraController.near = near; - instanceCameraController.far = far; - instanceCameraController.aperture = aperture; - instanceCameraController.colimator = colimatorName == "" ? null : SyncData.nodes[colimatorName].instances[0].Item1.transform; - instanceCameraController.enableDOF = dofEnabled; - instanceCameraController.filmHeight = sensorSize.y; - instanceCameraController.filmWidth = sensorSize.x; - instanceCameraController.gateFit = gateFit; - } - } - - public static void SetActiveCamera(GameObject cameraObject) - { - if (null == cameraObject) - { - CameraManager.Instance.ActiveCamera = null; - } - else - { - // We only have one instance of any camera in the scene - CameraController controller = cameraObject.GetComponent(); - if (null != controller) { CameraManager.Instance.ActiveCamera = controller.gameObject; } - } - } - - public static void GetLightInfo(GameObject obj, out LightType lightType, out bool castShadows, out float power, out Color color, out float range, out float sharpness, out float outerAngle) - { - LightController lightController = obj.GetComponentInChildren(); - lightType = lightController.Type; - castShadows = lightController.CastShadows; - power = lightController.Power; - color = lightController.Color; - range = lightController.Range; - sharpness = lightController.Sharpness; - outerAngle = lightController.OuterAngle; - } - - public static void SetLightInfo(GameObject obj, LightType lightType, bool castShadows, float power, Color color, float range, float sharpness, float outerAngle) - { - bool recording = GlobalState.Animation.animationState == AnimationState.AnimationRecording; - if (recording && Selection.IsSelected(obj)) - return; - LightController controller = obj.GetComponent(); - controller.Type = lightType; - controller.Power = power; - controller.Color = color; - controller.CastShadows = castShadows; - controller.Range = range; - controller.OuterAngle = outerAngle; - controller.Sharpness = sharpness; - - Node lightNode = SyncData.nodes[obj.name]; - foreach (var instanceItem in lightNode.instances) - { - GameObject instance = instanceItem.Item1; - LightController instanceController = instance.GetComponent(); - instanceController.Type = lightType; - instanceController.Power = power; - instanceController.Color = color; - instanceController.CastShadows = castShadows; - instanceController.Range = range; - instanceController.OuterAngle = outerAngle; - instanceController.Sharpness = sharpness; - } - } - - private static AnimatableProperty BlenderToVRtistAnimationProperty(string channelName, int channelIndex) - { - AnimatableProperty property = AnimatableProperty.Unknown; - - switch (channelName + channelIndex) - { - case "location0": property = AnimatableProperty.PositionX; break; - case "location1": property = AnimatableProperty.PositionY; break; - case "location2": property = AnimatableProperty.PositionZ; break; - - case "rotation_euler0": property = AnimatableProperty.RotationX; break; - case "rotation_euler1": property = AnimatableProperty.RotationY; break; - case "rotation_euler2": property = AnimatableProperty.RotationZ; break; - - case "scale0": property = AnimatableProperty.ScaleX; break; - case "scale1": property = AnimatableProperty.ScaleY; break; - case "scale2": property = AnimatableProperty.ScaleZ; break; - - case "lens-1": property = AnimatableProperty.CameraFocal; break; - - case "energy-1": property = AnimatableProperty.Power; break; - case "color0": property = AnimatableProperty.ColorR; break; - case "color1": property = AnimatableProperty.ColorG; break; - case "color2": property = AnimatableProperty.ColorB; break; - } - return property; - } - public static void CreateAnimationKey(string objectName, string channel, int channelIndex, int frame, float value, int interpolation) - { - AnimatableProperty property = BlenderToVRtistAnimationProperty(channel, channelIndex); - if (property == AnimatableProperty.Unknown) - { - Debug.LogError("Unknown Animation Property " + objectName + " " + channel + " " + channelIndex); - return; - } - - Node node = SyncData.nodes[objectName]; - // Apply to instances - foreach (Tuple t in node.instances) - { - GameObject gobj = t.Item1; - AnimationSet animationSet = GlobalState.Animation.GetOrCreateObjectAnimation(gobj); - Curve curve = animationSet.GetCurve(property); - - if (property == AnimatableProperty.RotationX || property == AnimatableProperty.RotationY || property == AnimatableProperty.RotationZ) - { - value = Mathf.Rad2Deg * value; - } - - curve.AddKey(new AnimationKey(frame, value, (Interpolation)interpolation)); - } - } - - public static void RemoveAnimationKey(string objectName, string channel, int channelIndex, int frame) - { - AnimatableProperty property = BlenderToVRtistAnimationProperty(channel, channelIndex); - if (property == AnimatableProperty.Unknown) - { - Debug.LogError("Unknown Animation Property " + objectName + " " + channel + " " + channelIndex); - return; - } - - Node node = SyncData.nodes[objectName]; - // Apply to instances - foreach (Tuple t in node.instances) - { - GameObject gobj = t.Item1; - AnimationSet animationSet = GlobalState.Animation.GetOrCreateObjectAnimation(gobj); - Curve curve = animationSet.GetCurve(property); - curve.RemoveKey(frame); - } - } - - public static void MoveAnimationKey(string objectName, string channel, int channelIndex, int frame, int newFrame) - { - AnimatableProperty property = BlenderToVRtistAnimationProperty(channel, channelIndex); - if (property == AnimatableProperty.Unknown) - { - Debug.LogError("Unknown Animation Property " + objectName + " " + channel + " " + channelIndex); - return; - } - - Node node = SyncData.nodes[objectName]; - // Apply to instances - foreach (Tuple t in node.instances) - { - GameObject gobj = t.Item1; - AnimationSet animationSet = GlobalState.Animation.GetOrCreateObjectAnimation(gobj); - Curve curve = animationSet.GetCurve(property); - curve.MoveKey(frame, newFrame); - } - } - - public static void ClearAnimations(GameObject obj) - { - GlobalState.Animation.ClearAnimations(obj); - } - - public static void CreateAnimationCurve(string objectName, string channel, int channelIndex, int[] frames, float[] values, int[] interpolations) - { - AnimatableProperty property = BlenderToVRtistAnimationProperty(channel, channelIndex); - - int keyCount = frames.Length; - List keys = new List(); - for (int i = 0; i < keyCount; i++) - { - float value = values[i]; - if (property == AnimatableProperty.RotationX || property == AnimatableProperty.RotationY || property == AnimatableProperty.RotationZ) - { - value = Mathf.Rad2Deg * value; - } - - keys.Add(new AnimationKey(frames[i], value, (Interpolation)interpolations[i])); - } - - - Node node = SyncData.nodes[objectName]; - // Apply to instances - foreach (Tuple t in node.instances) - { - GameObject gobj = t.Item1; - AnimationSet animationSet = GlobalState.Animation.GetOrCreateObjectAnimation(gobj); - animationSet.SetCurve(property, keys); - } - } - - public static void SetSkyColors(Color topColor, Color middleColor, Color bottomColor) - { - SkySettings skySettings = new SkySettings - { - topColor = topColor, - middleColor = middleColor, - bottomColor = bottomColor - }; - GlobalState.Instance.SkySettings = skySettings; - } - - public static string CreateJsonPlayerInfo(MixerUser playerInfo) - { - return JsonHelper.CreateJsonPlayerInfo(playerInfo); - } - - public static void SetFrameRange(int start, int end) - { - GlobalState.Animation.StartFrame = start; - GlobalState.Animation.EndFrame = end; - } - - public static void CreateStroke(float[] points, int numPoints, int lineWidth, Vector3 offset, ref GPStroke subMesh) - { - FreeDraw freeDraw = new FreeDraw(); - for (int i = 0; i < numPoints; i++) - { - Vector3 position = new Vector3(points[i * 5 + 0] + offset.x, points[i * 5 + 1] + offset.y, points[i * 5 + 2] + offset.z); - float ratio = lineWidth * 0.0006f * points[i * 5 + 3]; // pressure - freeDraw.AddRawControlPoint(position, ratio); - } - subMesh.vertices = freeDraw.vertices; - subMesh.triangles = freeDraw.triangles; - } - - public static void CreateFill(float[] points, int numPoints, Vector3 offset, ref GPStroke subMesh) - { - Vector3[] p3D = new Vector3[numPoints]; - for (int i = 0; i < numPoints; i++) - { - p3D[i].x = points[i * 5 + 0]; - p3D[i].y = points[i * 5 + 1]; - p3D[i].z = points[i * 5 + 2]; - } - - Vector3 x = Vector3.right; - Vector3 y = Vector3.up; - Vector3 z = Vector3.forward; - Matrix4x4 mat = Matrix4x4.identity; - if (numPoints >= 3) - { - Vector3 p0 = p3D[0]; - Vector3 p1 = p3D[numPoints / 3]; - Vector3 p2 = p3D[2 * numPoints / 3]; - - x = (p1 - p0).normalized; - y = (p2 - p1).normalized; - if (x != y) - { - z = Vector3.Cross(x, y).normalized; - x = Vector3.Cross(y, z).normalized; - Vector4 pos = new Vector4(p0.x, p0.y, p0.z, 1); - mat = new Matrix4x4(x, y, z, pos); - } - } - Matrix4x4 invMat = mat.inverse; - - Vector3[] p3D2 = new Vector3[numPoints]; - for (int i = 0; i < numPoints; i++) - { - p3D2[i] = invMat.MultiplyPoint(p3D[i]); - } - - - Vector2[] p = new Vector2[numPoints]; - for (int i = 0; i < numPoints; i++) - { - p[i].x = p3D2[i].x; - p[i].y = p3D2[i].y; - } - - Triangulator.Triangulator.Triangulate(p, Triangulator.WindingOrder.CounterClockwise, out Vector2[] outputVertices, out int[] indices); - - Vector3[] positions = new Vector3[outputVertices.Length]; - for (int i = 0; i < outputVertices.Length; i++) - { - positions[i] = mat.MultiplyPoint(new Vector3(outputVertices[i].x, outputVertices[i].y)) + offset; - } - - subMesh.vertices = positions; - subMesh.triangles = indices; - } - - public static void BuildGreasePencilConnection(GameObject gobject, GreasePencilData gpdata) - { - GreasePencilBuilder greasePencilBuilder = gobject.GetComponent(); - if (null == greasePencilBuilder) - greasePencilBuilder = gobject.AddComponent(); - - GreasePencil greasePencil = gobject.GetComponent(); - if (null == greasePencil) - greasePencil = gobject.AddComponent(); - - greasePencil.data = gpdata; - - Node prefab = SyncData.nodes[gobject.name]; - foreach (var item in prefab.instances) - { - GreasePencil greasePencilInstance = item.Item1.GetComponent(); - greasePencilInstance.data = gpdata; - greasePencilInstance.ForceUpdate(); - } - - gobject.tag = "PhysicObject"; - } - - public static void UpdateShotManager(List shots) - { - ShotManager.Instance.Clear(); - foreach (Shot shot in shots) - { - ShotManager.Instance.AddShot(shot); - } - ShotManager.Instance.FireChanged(); - } - - public static void ShotManagerInsertShot(Shot shot, int shotIndex) - { - ShotManager.Instance.InsertShot(shotIndex, shot); - ShotManager.Instance.FireChanged(); - } - - public static void ShotManagerDeleteShot(int shotIndex) - { - ShotManager.Instance.RemoveShot(shotIndex); - ShotManager.Instance.FireChanged(); - } - - public static void ShotManagerDuplicateShot(int shotIndex) - { - ShotManager.Instance.DuplicateShot(shotIndex); - ShotManager.Instance.FireChanged(); - } - - public static void ShotManagerMoveShot(int shotIndex, int offset) - { - ShotManager.Instance.MoveShot(shotIndex, offset); - ShotManager.Instance.FireChanged(); - } - - public static void ShotManagerUpdateShot(int shotIndex, int start, int end, string cameraName, Color color, int enabled) - { - Shot shot = ShotManager.Instance.shots[shotIndex]; - if (start != -1) - shot.start = start; - if (end != -1) - shot.end = end; - if (cameraName.Length > 0) - { - GameObject cam = SyncData.nodes[cameraName].instances[0].Item1; - shot.camera = cam; - } - if (color.r != -1) - { - shot.color = color; - } - if (enabled != -1) - { - shot.enabled = enabled == 1; - } - - ShotManager.Instance.UpdateShot(shotIndex, shot); - ShotManager.Instance.FireChanged(); - } - - public static void UpdateClient(string json) - { - ClientInfo client = JsonHelper.GetClientInfo(json); - - if (client.id.IsValid) - { - // Ignore info on ourself - if (client.id.value == GlobalState.networkUser.id) { return; } - - if (client.room.IsValid) - { - // A client may leave the room - if (client.room.value == "null") - { - GlobalState.RemoveConnectedUser(client.id.value); - return; - } - - // Ignore other room messages - if (client.room.value != GlobalState.networkUser.room) { return; } - - // Add client to the list of connected users in our room - if (!GlobalState.HasConnectedUser(client.id.value)) - { - MixerUser newUser = new MixerUser - { - id = client.id.value - }; - GlobalState.AddConnectedUser(newUser); - } - } - - // Get client connected to our room - if (!GlobalState.HasConnectedUser(client.id.value)) { return; } - MixerUser user = (MixerUser)GlobalState.GetConnectedUser(client.id.value); - - // Retrieve the viewId (one of possible - required to send data) - MixerUser player = (MixerUser)GlobalState.networkUser; - if (client.viewId.IsValid && null == player.viewId) - { - player.viewId = client.viewId.value; - } - - if (client.userName.IsValid) { user.name = client.userName.value; } - if (client.userColor.IsValid) { user.color = client.userColor.value; } - - bool changed = false; - - // Get its eye position - if (client.eye.IsValid) - { - user.position = client.eye.value; - changed = true; - } - - // Get its target look at - if (client.target.IsValid) - { - user.target = client.target.value; - changed = true; - } - - if (changed) { GlobalState.UpdateConnectedUser(user); } - } - } - - public static void ListAllClients(string json) - { - List clients = JsonHelper.GetClientsInfo(json); - foreach (ClientInfo client in clients) - { - // Invalid client - if (!client.id.IsValid) { continue; } - - // Ignore ourself - if (client.id.value == GlobalState.networkUser.id) { continue; } - - if (client.room.IsValid) - { - // Only consider clients in our room - if (client.room.value != GlobalState.networkUser.room) { continue; } - - // Retrieve the viewId (one of possible - required to send data) - MixerUser player = (MixerUser)GlobalState.networkUser; - if (client.viewId.IsValid && null == player.viewId) - { - player.viewId = client.viewId.value; - } - - // Add client to the list of connected users in our room - if (!GlobalState.HasConnectedUser(client.id.value)) - { - MixerUser newUser = new MixerUser - { - id = client.id.value - }; - if (client.userName.IsValid) { newUser.name = client.userName.value; } - if (client.userColor.IsValid) { newUser.color = client.userColor.value; } - if (client.eye.IsValid) { newUser.position = client.eye.value; } - if (client.target.IsValid) { newUser.target = client.target.value; } - GlobalState.AddConnectedUser(newUser); - } - } - } - } - } -} diff --git a/Assets/Scripts/Mixer/VRtistMixer.cs.meta b/Assets/Scripts/Mixer/VRtistMixer.cs.meta deleted file mode 100644 index 6daab72f..00000000 --- a/Assets/Scripts/Mixer/VRtistMixer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1f6a4c09c29fdb2428d42b6de92bab2b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Serialization.meta b/Assets/Scripts/Serialization.meta deleted file mode 100644 index 94263bca..00000000 --- a/Assets/Scripts/Serialization.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 04cc7f4048af23249b3e7c43930c2337 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Serialization/Converter.cs b/Assets/Scripts/Serialization/Converter.cs deleted file mode 100644 index 8bfc4f39..00000000 --- a/Assets/Scripts/Serialization/Converter.cs +++ /dev/null @@ -1,460 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist.Serialization -{ - public static class Converter - { - // Converts string array to byte buffer - public static byte[] StringsToBytes(string[] values, bool storeSize = true) - { - int size = sizeof(int); - for (int i = 0; i < values.Length; i++) - { - byte[] utf8 = System.Text.Encoding.UTF8.GetBytes(values[i]); - size += sizeof(int) + utf8.Length; - } - - - byte[] bytes = new byte[size]; - int index = 0; - if (storeSize) - { - Buffer.BlockCopy(BitConverter.GetBytes(values.Length), 0, bytes, 0, sizeof(int)); - index += sizeof(int); - } - for (int i = 0; i < values.Length; i++) - { - string value = values[i]; - byte[] utf8 = System.Text.Encoding.UTF8.GetBytes(value); - Buffer.BlockCopy(BitConverter.GetBytes(utf8.Length), 0, bytes, index, sizeof(int)); - Buffer.BlockCopy(utf8, 0, bytes, index + sizeof(int), value.Length); - index += sizeof(int) + value.Length; - } - return bytes; - } - - // Converts string to byte buffer - public static byte[] StringToBytes(string value) - { - if (null == value) - { - return IntToBytes(0); - } - - byte[] utf8 = System.Text.Encoding.UTF8.GetBytes(value); - byte[] bytes = new byte[sizeof(int) + utf8.Length]; - Buffer.BlockCopy(BitConverter.GetBytes(utf8.Length), 0, bytes, 0, sizeof(int)); - Buffer.BlockCopy(utf8, 0, bytes, sizeof(int), utf8.Length); - return bytes; - } - - public static string ConvertToString(byte[] data) - { - return System.Text.Encoding.UTF8.GetString(data, 0, data.Length); - } - - public static string GetString(byte[] data, ref int bufferIndex) - { - int strLength = GetInt(data, ref bufferIndex); - if (strLength == 0) { return ""; } - - string str = System.Text.Encoding.UTF8.GetString(data, bufferIndex, strLength); - bufferIndex = bufferIndex + strLength; - return str; - } - - public static List GetStrings(byte[] data, ref int index) - { - int count = (int)BitConverter.ToUInt32(data, index); - index += 4; - List strings = new List(); - for (int i = 0; i < count; ++i) - { - strings.Add(GetString(data, ref index)); - } - return strings; - } - - // Converts triangle indice array to byte buffer - public static byte[] TriangleIndicesToBytes(int[] vectors) - { - byte[] bytes = new byte[sizeof(int) * vectors.Length + sizeof(int)]; - Buffer.BlockCopy(BitConverter.GetBytes(vectors.Length / 3), 0, bytes, 0, sizeof(int)); - int index = sizeof(int); - for (int i = 0; i < vectors.Length; i++) - { - Buffer.BlockCopy(BitConverter.GetBytes(vectors[i]), 0, bytes, index, sizeof(int)); - index += sizeof(int); - } - return bytes; - } - - // Converts byte buffer to Color - public static Color GetColor(byte[] data, ref int currentIndex) - { - float[] buffer = new float[4]; - int size = 4 * sizeof(float); - Buffer.BlockCopy(data, currentIndex, buffer, 0, size); - currentIndex += size; - return new Color(buffer[0], buffer[1], buffer[2], buffer[3]).gamma; - } - - // Converts Color to byte buffer - public static byte[] ColorToBytes(Color color) - { - byte[] bytes = new byte[4 * sizeof(float)]; - - Color linearColor = color.linear; - - Buffer.BlockCopy(BitConverter.GetBytes(linearColor.r), 0, bytes, 0, sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(linearColor.g), 0, bytes, sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(linearColor.b), 0, bytes, 2 * sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(linearColor.a), 0, bytes, 3 * sizeof(float), sizeof(float)); - return bytes; - } - - // Convert byte buffer to Vector3 - public static Vector3 GetVector3(byte[] data, ref int currentIndex) - { - float[] buffer = new float[3]; - int size = 3 * sizeof(float); - Buffer.BlockCopy(data, currentIndex, buffer, 0, size); - currentIndex += size; - return new Vector3(buffer[0], buffer[1], buffer[2]); - } - - // Convert Vector3 to byte buffer - public static byte[] Vector3ToBytes(Vector3 vector) - { - byte[] bytes = new byte[3 * sizeof(float)]; - - Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, bytes, 0, sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, bytes, sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.z), 0, bytes, 2 * sizeof(float), sizeof(float)); - return bytes; - } - - // Converts Vector3 array to byte buffer - public static byte[] Vectors3ToBytes(Vector3[] vectors) - { - byte[] bytes = new byte[3 * sizeof(float) * vectors.Length + sizeof(int)]; - Buffer.BlockCopy(BitConverter.GetBytes(vectors.Length), 0, bytes, 0, sizeof(int)); - int index = sizeof(int); - for (int i = 0; i < vectors.Length; i++) - { - Vector3 vector = vectors[i]; - Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, bytes, index + 0, sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, bytes, index + sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.z), 0, bytes, index + 2 * sizeof(float), sizeof(float)); - index += 3 * sizeof(float); - } - return bytes; - } - - // Convert byte buffer to Vector3 - public static Vector3[] GetVectors3(byte[] data, ref int currentIndex) - { - int count = GetInt(data, ref currentIndex); - int size = count * sizeof(float) * 3; - Vector3[] vectors = new Vector3[count]; - float[] float3Values = new float[count * 3]; - Buffer.BlockCopy(data, currentIndex, float3Values, 0, size); - int idx = 0; - for (int i = 0; i < count; i++) - { - vectors[i].x = float3Values[idx++]; - vectors[i].y = float3Values[idx++]; - vectors[i].z = float3Values[idx++]; - } - currentIndex += size; - return vectors; - } - - // Convert byte buffer to Vector4 - public static Vector4 GetVector4(byte[] data, ref int currentIndex) - { - float[] buffer = new float[4]; - int size = 4 * sizeof(float); - Buffer.BlockCopy(data, currentIndex, buffer, 0, size); - currentIndex += size; - return new Vector4(buffer[0], buffer[1], buffer[2], buffer[3]); - } - - public static Vector4[] GetVectors4(byte[] data, ref int currentIndex) - { - int count = GetInt(data, ref currentIndex); - int size = count * sizeof(float) * 4; - Vector4[] vectors = new Vector4[count]; - float[] float4Values = new float[count * 4]; - Buffer.BlockCopy(data, currentIndex, float4Values, 0, size); - int idx = 0; - for (int i = 0; i < count; i++) - { - vectors[i].x = float4Values[idx++]; - vectors[i].y = float4Values[idx++]; - vectors[i].z = float4Values[idx++]; - vectors[i].w = float4Values[idx++]; - } - currentIndex += size; - return vectors; - } - - // Convert Vector4 to byte buffer - public static byte[] Vector4ToBytes(Vector4 vector) - { - byte[] bytes = new byte[4 * sizeof(float)]; - - Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, bytes, 0 * sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, bytes, 1 * sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.z), 0, bytes, 2 * sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.w), 0, bytes, 3 * sizeof(float), sizeof(float)); - return bytes; - } - - // Convert byte buffer to Vector2 - public static Vector2 GetVector2(byte[] data, ref int currentIndex) - { - float[] buffer = new float[2]; - int size = 2 * sizeof(float); - Buffer.BlockCopy(data, currentIndex, buffer, 0, size); - currentIndex += size; - return new Vector2(buffer[0], buffer[1]); - } - - public static Vector2[] GetVectors2(byte[] data, ref int currentIndex) - { - int count = GetInt(data, ref currentIndex); - int size = count * sizeof(float) * 2; - Vector2[] vectors = new Vector2[count]; - float[] float2Values = new float[count * 2]; - Buffer.BlockCopy(data, currentIndex, float2Values, 0, size); - int idx = 0; - for (int i = 0; i < count; i++) - { - vectors[i].x = float2Values[idx++]; - vectors[i].y = float2Values[idx++]; - } - currentIndex += size; - return vectors; - } - - // Convert Vector2 to byte buffer - public static byte[] Vector2ToBytes(Vector2 vector) - { - byte[] bytes = new byte[2 * sizeof(float)]; - - Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, bytes, 0, sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, bytes, sizeof(float), sizeof(float)); - return bytes; - } - - // Convert Vector2 array to byte buffer - public static byte[] Vectors2ToBytes(Vector2[] vectors) - { - byte[] bytes = new byte[2 * sizeof(float) * vectors.Length + sizeof(int)]; - Buffer.BlockCopy(BitConverter.GetBytes(vectors.Length), 0, bytes, 0, sizeof(int)); - int index = sizeof(int); - for (int i = 0; i < vectors.Length; i++) - { - Vector2 vector = vectors[i]; - Buffer.BlockCopy(BitConverter.GetBytes(vector.x), 0, bytes, index + 0, sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(vector.y), 0, bytes, index + sizeof(float), sizeof(float)); - index += 2 * sizeof(float); - } - return bytes; - } - - // Convert byte buffer to Matrix4x4 - public static Matrix4x4 GetMatrix(byte[] data, ref int index) - { - float[] matrixBuffer = new float[16]; - - int size = 4 * 4 * sizeof(float); - Buffer.BlockCopy(data, index, matrixBuffer, 0, size); - Matrix4x4 m = new Matrix4x4(new Vector4(matrixBuffer[0], matrixBuffer[1], matrixBuffer[2], matrixBuffer[3]), - new Vector4(matrixBuffer[4], matrixBuffer[5], matrixBuffer[6], matrixBuffer[7]), - new Vector4(matrixBuffer[8], matrixBuffer[9], matrixBuffer[10], matrixBuffer[11]), - new Vector4(matrixBuffer[12], matrixBuffer[13], matrixBuffer[14], matrixBuffer[15]) - ); - index += size; - return m; - } - - // Convert Matrix4x4 to byte buffer - public static byte[] MatrixToBytes(Matrix4x4 matrix) - { - byte[] column0Buffer = Vector4ToBytes(matrix.GetColumn(0)); - byte[] column1Buffer = Vector4ToBytes(matrix.GetColumn(1)); - byte[] column2Buffer = Vector4ToBytes(matrix.GetColumn(2)); - byte[] column3Buffer = Vector4ToBytes(matrix.GetColumn(3)); - List buffers = new List { column0Buffer, column1Buffer, column2Buffer, column3Buffer }; - return ConcatenateBuffers(buffers); - } - - // Convert byte buffer to Quaternion - public static Quaternion GetQuaternion(byte[] data, ref int currentIndex) - { - float[] buffer = new float[4]; - int size = 4 * sizeof(float); - Buffer.BlockCopy(data, currentIndex, buffer, 0, size); - currentIndex += size; - return new Quaternion(buffer[0], buffer[1], buffer[2], buffer[3]); - } - - // Convert Quaternion to byte buffer - public static byte[] QuaternionToBytes(Quaternion quaternion) - { - byte[] bytes = new byte[4 * sizeof(float)]; - - Buffer.BlockCopy(BitConverter.GetBytes(quaternion.x), 0, bytes, 0, sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(quaternion.y), 0, bytes, 1 * sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(quaternion.z), 0, bytes, 2 * sizeof(float), sizeof(float)); - Buffer.BlockCopy(BitConverter.GetBytes(quaternion.w), 0, bytes, 3 * sizeof(float), sizeof(float)); - return bytes; - } - - // convert byte buffer to bool - public static bool GetBool(byte[] data, ref int currentIndex) - { - int[] buffer = new int[1]; - Buffer.BlockCopy(data, currentIndex, buffer, 0, sizeof(int)); - currentIndex += sizeof(int); - return buffer[0] == 1; - } - - // convert bool to byte buffer - public static byte[] BoolToBytes(bool value) - { - byte[] bytes = new byte[sizeof(int)]; - int v = value ? 1 : 0; - Buffer.BlockCopy(BitConverter.GetBytes(v), 0, bytes, 0, sizeof(int)); - return bytes; - } - - // convert byte buffer to int - public static int GetInt(byte[] data, ref int currentIndex) - { - int[] buffer = new int[1]; - Buffer.BlockCopy(data, currentIndex, buffer, 0, sizeof(int)); - currentIndex += sizeof(int); - return buffer[0]; - } - - // convert byte buffer to ints array - public static int[] GetInts(byte[] data, ref int currentIndex) - { - int count = GetInt(data, ref currentIndex); - int[] buffer = new int[count]; - Buffer.BlockCopy(data, currentIndex, buffer, 0, count * sizeof(int)); - currentIndex += count * sizeof(int); - return buffer; - } - - // convert int to byte buffer - public static byte[] IntToBytes(int value) - { - byte[] bytes = new byte[sizeof(int)]; - Buffer.BlockCopy(BitConverter.GetBytes(value), 0, bytes, 0, sizeof(int)); - return bytes; - } - - public static byte[] IntsToBytes(int[] values) - { - byte[] bytes = new byte[sizeof(int) * values.Length + sizeof(int)]; - Buffer.BlockCopy(BitConverter.GetBytes(values.Length), 0, bytes, 0, sizeof(int)); - int index = sizeof(int); - for (int i = 0; i < values.Length; i++) - { - Buffer.BlockCopy(BitConverter.GetBytes(values[i]), 0, bytes, index, sizeof(int)); - index += sizeof(int); - } - return bytes; - } - - // convert byte buffer to float - public static float GetFloat(byte[] data, ref int currentIndex) - { - float[] buffer = new float[1]; - Buffer.BlockCopy(data, currentIndex, buffer, 0, sizeof(float)); - currentIndex += sizeof(float); - return buffer[0]; - } - - // convert byte buffer to floats array - public static float[] GetFloats(byte[] data, ref int currentIndex) - { - int count = (int)BitConverter.ToUInt32(data, currentIndex); - currentIndex += sizeof(int); - float[] buffer = new float[count]; - Buffer.BlockCopy(data, currentIndex, buffer, 0, count * sizeof(float)); - currentIndex += count * sizeof(float); - return buffer; - } - - // convert float to byte buffer - public static byte[] FloatToBytes(float value) - { - byte[] bytes = new byte[sizeof(float)]; - Buffer.BlockCopy(BitConverter.GetBytes(value), 0, bytes, 0, sizeof(float)); - return bytes; - } - - public static byte[] FloatsToBytes(float[] values) - { - byte[] bytes = new byte[sizeof(float) * values.Length + sizeof(int)]; - Buffer.BlockCopy(BitConverter.GetBytes(values.Length), 0, bytes, 0, sizeof(int)); - int index = sizeof(int); - for (int i = 0; i < values.Length; i++) - { - Buffer.BlockCopy(BitConverter.GetBytes(values[i]), 0, bytes, index, sizeof(float)); - index += sizeof(float); - } - return bytes; - } - - // concatenate byte buffers - public static byte[] ConcatenateBuffers(List buffers) - { - int totalLength = 0; - foreach (byte[] buffer in buffers) - { - totalLength += buffer.Length; - } - byte[] resultBuffer = new byte[totalLength]; - int index = 0; - foreach (byte[] buffer in buffers) - { - int size = buffer.Length; - Buffer.BlockCopy(buffer, 0, resultBuffer, index, size); - index += size; - } - return resultBuffer; - } - } -} diff --git a/Assets/Scripts/Serialization/Converter.cs.meta b/Assets/Scripts/Serialization/Converter.cs.meta deleted file mode 100644 index 89f9d265..00000000 --- a/Assets/Scripts/Serialization/Converter.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: fe1b68c02de8e3e4f9bc1175112265ba -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Serialization/SaveData.cs b/Assets/Scripts/Serialization/SaveData.cs deleted file mode 100644 index a41dcf95..00000000 --- a/Assets/Scripts/Serialization/SaveData.cs +++ /dev/null @@ -1,1102 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist.Serialization -{ - public interface IBlob - { - byte[] ToBytes(); - void FromBytes(byte[] bytes, ref int index); - } - - public class MaterialData : IBlob - { - string name; - string path; // relative path - - bool unlit; - - public bool useColorMap; - public Color baseColor; - public string colorMapPath; - - public bool useNormalMap; - public string normalMapPath; - - public bool useMetallicMap; - public float metallic; - public string metallicMapPath; - - public bool useRoughnessMap; - public float roughness; - public string roughnessMapPath; - - public bool useEmissiveMap; - public Color emissive; - public string emissiveMapPath; - - public bool useAoMap; - public string aoMapPath; - - public bool useOpacityMap; - public float opacity; - public string opacityMapPath; - - public Vector4 uvOffset; - public Vector4 uvScale; - - public MaterialData() { } - - public MaterialData(MaterialInfo materialInfo) - { - string shaderName = materialInfo.material.shader.name; - if (shaderName != "VRtist/ObjectOpaque" && - shaderName != "VRtist/ObjectTransparent" && - shaderName != "VRtist/ObjectOpaqueUnlit" && - shaderName != "VRtist/ObjectTransparentUnlit") - { - Debug.LogWarning($"Unsupported material {shaderName}. Expected VRtist/Object*."); - return; - } - - name = materialInfo.material.name; - path = materialInfo.relativePath; - - unlit = shaderName.Contains("Unlit"); - - useColorMap = materialInfo.material.GetInt("_UseColorMap") == 1f; - baseColor = materialInfo.material.GetColor("_BaseColor"); - if (useColorMap) { colorMapPath = materialInfo.relativePath + "color.tex"; } - - useNormalMap = materialInfo.material.GetInt("_UseNormalMap") == 1f; - if (useNormalMap) { normalMapPath = materialInfo.relativePath + "normal.tex"; } - - useMetallicMap = materialInfo.material.GetInt("_UseMetallicMap") == 1f; - metallic = materialInfo.material.GetFloat("_Metallic"); - if (useMetallicMap) { metallicMapPath = materialInfo.relativePath + "metallic.tex"; } - - useRoughnessMap = materialInfo.material.GetInt("_UseRoughnessMap") == 1f; - roughness = materialInfo.material.GetFloat("_Roughness"); - if (useRoughnessMap) { roughnessMapPath = materialInfo.relativePath + "roughness.tex"; } - - useEmissiveMap = materialInfo.material.GetInt("_UseEmissiveMap") == 1f; - emissive = materialInfo.material.GetColor("_Emissive"); - if (useEmissiveMap) { metallicMapPath = materialInfo.relativePath + "emissive.tex"; } - - useAoMap = materialInfo.material.GetInt("_UseAoMap") == 1f; - if (useAoMap) { aoMapPath = materialInfo.relativePath + "ao.tex"; } - - useOpacityMap = materialInfo.material.GetInt("_UseOpacityMap") == 1f; - opacity = materialInfo.material.GetFloat("_Opacity"); - if (useOpacityMap) { opacityMapPath = materialInfo.relativePath + "opacity.tex"; } - - uvOffset = materialInfo.material.GetVector("_UvOffset"); - uvScale = materialInfo.material.GetVector("_UvScale"); - } - - public Material CreateMaterial(string rootPath) - { - Material material; - if (!unlit) - { - material = new Material( - opacity == 1f && !useOpacityMap ? - ResourceManager.GetMaterial(MaterialID.ObjectOpaque) : - ResourceManager.GetMaterial(MaterialID.ObjectTransparent)); - } - else - { - material = new Material( - opacity == 1f && !useOpacityMap ? - ResourceManager.GetMaterial(MaterialID.ObjectOpaqueUnlit) : - ResourceManager.GetMaterial(MaterialID.ObjectTransparentUnlit)); - } - - string fullPath = rootPath + path; - - const string instanceString = " (Instance)"; - while (name.EndsWith(instanceString)) - name = name.Substring(0, name.Length - instanceString.Length); - material.name = name; - material.SetFloat("_UseColorMap", useColorMap ? 1f : 0f); - material.SetColor("_BaseColor", baseColor); - if (useColorMap) - { - Texture2D texture = TextureUtils.LoadRawTexture(fullPath + "color.tex", false); - if (null != texture) { material.SetTexture("_ColorMap", texture); } - } - - material.SetFloat("_UseNormalMap", useNormalMap ? 1f : 0f); - if (useNormalMap) - { - Texture2D texture = TextureUtils.LoadRawTexture(fullPath + "normal.tex", true); - if (null != texture) { material.SetTexture("_NormalMap", texture); } - } - - material.SetFloat("_UseMetallicMap", useMetallicMap ? 1f : 0f); - material.SetFloat("_Metallic", metallic); - if (useMetallicMap) - { - Texture2D texture = TextureUtils.LoadRawTexture(fullPath + "metallic.tex", true); - if (null != texture) { material.SetTexture("_MetallicMap", texture); } - } - - material.SetFloat("_UseRoughnessMap", useRoughnessMap ? 1f : 0f); - material.SetFloat("_Roughness", roughness); - if (useRoughnessMap) - { - Texture2D texture = TextureUtils.LoadRawTexture(fullPath + "roughness.tex", true); - if (null != texture) { material.SetTexture("_RoughnessMap", texture); } - } - - material.SetFloat("_UseEmissiveMap", useEmissiveMap ? 1f : 0f); - material.SetColor("_Emissive", emissive); - if (useEmissiveMap) - { - Texture2D texture = TextureUtils.LoadRawTexture(fullPath + "emissive.tex", true); - if (null != texture) { material.SetTexture("_EmissiveMap", texture); } - } - - material.SetFloat("_UseAoMap", useAoMap ? 1f : 0f); - if (useAoMap) - { - Texture2D texture = TextureUtils.LoadRawTexture(fullPath + "ao.tex", true); - if (null != texture) { material.SetTexture("_AoMap", texture); } - } - - material.SetFloat("_UseOpacityMap", useOpacityMap ? 1f : 0f); - material.SetFloat("_Opacity", opacity); - if (useOpacityMap) - { - Texture2D texture = TextureUtils.LoadRawTexture(fullPath + "opacity.tex", true); - if (null != texture) { material.SetTexture("_OpacityMap", texture); } - } - - material.SetVector("_UvOffset", uvOffset); - material.SetVector("_UvScale", uvScale); - - return material; - } - - public void FromBytes(byte[] bytes, ref int index) - { - name = Converter.GetString(bytes, ref index); - path = Converter.GetString(bytes, ref index); - - unlit = Converter.GetBool(bytes, ref index); - - useColorMap = Converter.GetBool(bytes, ref index); - baseColor = Converter.GetColor(bytes, ref index); - colorMapPath = Converter.GetString(bytes, ref index); - - useNormalMap = Converter.GetBool(bytes, ref index); - normalMapPath = Converter.GetString(bytes, ref index); - - useMetallicMap = Converter.GetBool(bytes, ref index); - metallic = Converter.GetFloat(bytes, ref index); - metallicMapPath = Converter.GetString(bytes, ref index); - - useRoughnessMap = Converter.GetBool(bytes, ref index); - roughness = Converter.GetFloat(bytes, ref index); - roughnessMapPath = Converter.GetString(bytes, ref index); - - useEmissiveMap = Converter.GetBool(bytes, ref index); - emissive = Converter.GetColor(bytes, ref index); - emissiveMapPath = Converter.GetString(bytes, ref index); - - useAoMap = Converter.GetBool(bytes, ref index); - aoMapPath = Converter.GetString(bytes, ref index); - - useOpacityMap = Converter.GetBool(bytes, ref index); - opacity = Converter.GetFloat(bytes, ref index); - opacityMapPath = Converter.GetString(bytes, ref index); - - uvOffset = Converter.GetVector4(bytes, ref index); - uvScale = Converter.GetVector4(bytes, ref index); - } - - public byte[] ToBytes() - { - byte[] nameBuffer = Converter.StringToBytes(name); - byte[] pathBuffer = Converter.StringToBytes(path); - - byte[] unlitBuffer = Converter.BoolToBytes(unlit); - - byte[] useColorMapBuffer = Converter.BoolToBytes(useColorMap); - byte[] baseColorBuffer = Converter.ColorToBytes(baseColor); - byte[] colorMapPathBuffer = Converter.StringToBytes(colorMapPath); - - byte[] useNormalMapBuffer = Converter.BoolToBytes(useNormalMap); - byte[] normalMapPathBuffer = Converter.StringToBytes(normalMapPath); - - byte[] useMetallicMapBuffer = Converter.BoolToBytes(useMetallicMap); - byte[] metallicBuffer = Converter.FloatToBytes(metallic); - byte[] metallicMapPathBuffer = Converter.StringToBytes(metallicMapPath); - - byte[] useRoughnessMapBuffer = Converter.BoolToBytes(useRoughnessMap); - byte[] roughnessBuffer = Converter.FloatToBytes(roughness); - byte[] roughnessMapPathBuffer = Converter.StringToBytes(roughnessMapPath); - - byte[] useEmissiveMapBuffer = Converter.BoolToBytes(useEmissiveMap); - byte[] emissiveBuffer = Converter.ColorToBytes(emissive); - byte[] emissiveMapPathBuffer = Converter.StringToBytes(emissiveMapPath); - - byte[] useAoMapBuffer = Converter.BoolToBytes(useAoMap); - byte[] aoMapPathBuffer = Converter.StringToBytes(aoMapPath); - - byte[] useOpacityMapBuffer = Converter.BoolToBytes(useOpacityMap); - byte[] opacityBuffer = Converter.FloatToBytes(opacity); - byte[] opacityMapPathBuffer = Converter.StringToBytes(opacityMapPath); - - byte[] uvOffsetBuffer = Converter.Vector4ToBytes(uvOffset); - byte[] uvScaleBuffer = Converter.Vector4ToBytes(uvScale); - - byte[] bytes = Converter.ConcatenateBuffers(new List - { - nameBuffer, - pathBuffer, - - unlitBuffer, - - useColorMapBuffer, - baseColorBuffer, - colorMapPathBuffer, - - useNormalMapBuffer, - normalMapPathBuffer, - - useMetallicMapBuffer, - metallicBuffer, - metallicMapPathBuffer, - - useRoughnessMapBuffer, - roughnessBuffer, - roughnessMapPathBuffer, - - useEmissiveMapBuffer, - emissiveBuffer, - emissiveMapPathBuffer, - - useAoMapBuffer, - aoMapPathBuffer, - - useOpacityMapBuffer, - opacityBuffer, - opacityMapPathBuffer, - - uvOffsetBuffer, - uvScaleBuffer - }); - return bytes; - } - } - - - public class SubMesh : IBlob - { - public MeshTopology topology; - public int[] indices; - - public SubMesh() { } - - public void FromBytes(byte[] bytes, ref int index) - { - topology = (MeshTopology)Converter.GetInt(bytes, ref index); - indices = Converter.GetInts(bytes, ref index); - } - - public byte[] ToBytes() - { - byte[] topologyBuffer = Converter.IntToBytes((int)topology); - byte[] indicesBuffer = Converter.IntsToBytes(indices); - - byte[] bytes = Converter.ConcatenateBuffers(new List - { - topologyBuffer, - indicesBuffer - }); - return bytes; - } - } - - - public class MeshData : IBlob - { - public MeshData() { } - - public MeshData(Serialization.MeshInfo meshInfo) - { - name = meshInfo.mesh.name; - vertices = meshInfo.mesh.vertices; - normals = meshInfo.mesh.normals; - uvs = meshInfo.mesh.uv; - subMeshes = new SubMesh[meshInfo.mesh.subMeshCount]; - for (int i = 0; i < meshInfo.mesh.subMeshCount; ++i) - { - subMeshes[i] = new SubMesh - { - topology = meshInfo.mesh.GetSubMesh(i).topology, - indices = meshInfo.mesh.GetIndices(i) - }; - } - } - - private string name; - private Vector3[] vertices; - private Vector3[] normals; - private Vector2[] uvs; - private SubMesh[] subMeshes; - - public Mesh CreateMesh() - { - Mesh mesh = new Mesh - { - name = name, - vertices = vertices, - normals = normals, - uv = uvs, - indexFormat = UnityEngine.Rendering.IndexFormat.UInt32, - subMeshCount = subMeshes.Length - }; - for (int i = 0; i < subMeshes.Length; ++i) - { - mesh.SetIndices(subMeshes[i].indices, subMeshes[i].topology, i); - } - mesh.RecalculateBounds(); - return mesh; - } - - public void FromBytes(byte[] bytes, ref int index) - { - name = Converter.GetString(bytes, ref index); - vertices = Converter.GetVectors3(bytes, ref index); - normals = Converter.GetVectors3(bytes, ref index); - uvs = Converter.GetVectors2(bytes, ref index); - - int subMeshesCount = Converter.GetInt(bytes, ref index); - subMeshes = new SubMesh[subMeshesCount]; - for (int i = 0; i < subMeshesCount; i++) - { - subMeshes[i] = new SubMesh(); - subMeshes[i].FromBytes(bytes, ref index); - } - } - - public byte[] ToBytes() - { - byte[] nameBuffer = Converter.StringToBytes(name); - byte[] verticesBuffer = Converter.Vectors3ToBytes(vertices); - byte[] normalsBuffer = Converter.Vectors3ToBytes(normals); - byte[] uvsBuffer = Converter.Vectors2ToBytes(uvs); - - int subMeshesCount = subMeshes.Length; - byte[] subMeshesCountBuffer = Converter.IntToBytes(subMeshesCount); - List subMeshesBufferList = new List(); - for (int i = 0; i < subMeshesCount; i++) - { - subMeshesBufferList.Add(subMeshes[i].ToBytes()); - } - byte[] subMeshesBuffer = Converter.ConcatenateBuffers(subMeshesBufferList); - - byte[] bytes = Converter.ConcatenateBuffers(new List { - nameBuffer, - verticesBuffer, - normalsBuffer, - uvsBuffer, - subMeshesCountBuffer, - subMeshesBuffer - }); - return bytes; - } - } - - - public class ObjectData : IBlob - { - public string name; - public string parentPath; - public string path; // relative path - public string tag; - - public bool visible; - - // Transform - public Vector3 position; - public Quaternion rotation; - public Vector3 scale; - - // Mesh - public string meshPath; - public bool isImported; - - // Materials - public List materialsData = new List(); - - // Parameters - public bool lockPosition; - public bool lockRotation; - public bool lockScale; - - public virtual void FromBytes(byte[] bytes, ref int index) - { - name = Converter.GetString(bytes, ref index); - parentPath = Converter.GetString(bytes, ref index); - path = Converter.GetString(bytes, ref index); - tag = Converter.GetString(bytes, ref index); - - visible = Converter.GetBool(bytes, ref index); - - position = Converter.GetVector3(bytes, ref index); - rotation = Converter.GetQuaternion(bytes, ref index); - scale = Converter.GetVector3(bytes, ref index); - - meshPath = Converter.GetString(bytes, ref index); - isImported = Converter.GetBool(bytes, ref index); - - int materialCount = Converter.GetInt(bytes, ref index); - for (int i = 0; i < materialCount; i++) - { - MaterialData matData = new MaterialData(); - matData.FromBytes(bytes, ref index); - materialsData.Add(matData); - } - - lockPosition = Converter.GetBool(bytes, ref index); - lockRotation = Converter.GetBool(bytes, ref index); - lockScale = Converter.GetBool(bytes, ref index); - } - - public virtual byte[] ToBytes() - { - byte[] nameBuffer = Converter.StringToBytes(name); - byte[] parentBuffer = Converter.StringToBytes(parentPath); - byte[] pathBuffer = Converter.StringToBytes(path); - byte[] tagBuffer = Converter.StringToBytes(tag); - - byte[] visibleBuffer = Converter.BoolToBytes(visible); - - byte[] positionBuffer = Converter.Vector3ToBytes(position); - byte[] rotationBuffer = Converter.QuaternionToBytes(rotation); - byte[] scaleBuffer = Converter.Vector3ToBytes(scale); - - byte[] meshPathBuffer = Converter.StringToBytes(meshPath); - byte[] isImportedBuffer = Converter.BoolToBytes(isImported); - - byte[] materialCountBuffer = Converter.IntToBytes(materialsData.Count); - List matBuffers = new List(); - foreach (MaterialData matData in materialsData) - { - matBuffers.Add(matData.ToBytes()); - } - byte[] materialsBuffer = Converter.ConcatenateBuffers(matBuffers); - - byte[] lockPositionBuffer = Converter.BoolToBytes(lockPosition); - byte[] lockRotationBuffer = Converter.BoolToBytes(lockRotation); - byte[] lockScaleBuffer = Converter.BoolToBytes(lockScale); - - byte[] bytes = Converter.ConcatenateBuffers(new List { - nameBuffer, - parentBuffer, - pathBuffer, - tagBuffer, - - visibleBuffer, - - positionBuffer, - rotationBuffer, - scaleBuffer, - - meshPathBuffer, - isImportedBuffer, - - materialCountBuffer, - materialsBuffer, - - lockPositionBuffer, - lockRotationBuffer, - lockScaleBuffer - }); - return bytes; - } - } - - public class LightData : ObjectData - { - public LightType lightType; - public float intensity; - public float minIntensity; - public float maxIntensity; - public Color color; - public bool castShadows; - public float near; - public float range; - public float minRange; - public float maxRange; - public float outerAngle; - public float sharpness; - - public override void FromBytes(byte[] buffer, ref int index) - { - base.FromBytes(buffer, ref index); - lightType = (LightType)Converter.GetInt(buffer, ref index); - intensity = Converter.GetFloat(buffer, ref index); - minIntensity = Converter.GetFloat(buffer, ref index); - maxIntensity = Converter.GetFloat(buffer, ref index); - color = Converter.GetColor(buffer, ref index); - castShadows = Converter.GetBool(buffer, ref index); - near = Converter.GetFloat(buffer, ref index); - range = Converter.GetFloat(buffer, ref index); - minRange = Converter.GetFloat(buffer, ref index); - maxRange = Converter.GetFloat(buffer, ref index); - outerAngle = Converter.GetFloat(buffer, ref index); - sharpness = Converter.GetFloat(buffer, ref index); - } - - public override byte[] ToBytes() - { - byte[] baseBuffer = base.ToBytes(); - byte[] lightTypeBuffer = Converter.IntToBytes((int)lightType); - byte[] intensityBuffer = Converter.FloatToBytes(intensity); - byte[] minIntensityBuffer = Converter.FloatToBytes(minIntensity); - byte[] maxIntensityBuffer = Converter.FloatToBytes(maxIntensity); - byte[] colorBuffer = Converter.ColorToBytes(color); - byte[] castShadowsBuffer = Converter.BoolToBytes(castShadows); - byte[] nearBuffer = Converter.FloatToBytes(near); - byte[] rangeBuffer = Converter.FloatToBytes(range); - byte[] minRangeBuffer = Converter.FloatToBytes(minRange); - byte[] maxRangeBuffer = Converter.FloatToBytes(maxRange); - byte[] outerAngleBuffer = Converter.FloatToBytes(outerAngle); - byte[] sharpnessBuffer = Converter.FloatToBytes(sharpness); - - return Converter.ConcatenateBuffers(new List() - { - baseBuffer, - lightTypeBuffer, - intensityBuffer, - minIntensityBuffer, - maxIntensityBuffer, - colorBuffer, - castShadowsBuffer, - nearBuffer, - rangeBuffer, - minRangeBuffer, - maxRangeBuffer, - outerAngleBuffer, - sharpnessBuffer} - ); - } - - } - public class CameraData : ObjectData - { - public float focal; - public float focus; - public float aperture; - public bool enableDOF; - public float near; - public float far; - public float filmHeight; - public float filmWidth; - public int gateFit; - - public override void FromBytes(byte[] buffer, ref int index) - { - base.FromBytes(buffer, ref index); - focal = Converter.GetFloat(buffer, ref index); - focus = Converter.GetFloat(buffer, ref index); - aperture = Converter.GetFloat(buffer, ref index); - enableDOF = Converter.GetBool(buffer, ref index); - near = Converter.GetFloat(buffer, ref index); - far = Converter.GetFloat(buffer, ref index); - filmHeight = Converter.GetFloat(buffer, ref index); - - if (SceneData.fileVersion >= 1) - { - filmWidth = Converter.GetFloat(buffer, ref index); - gateFit = Converter.GetInt(buffer, ref index); - } - else - { - filmWidth = 36f; - gateFit = 3; // Fill - } - } - - public override byte[] ToBytes() - { - byte[] baseBuffer = base.ToBytes(); - byte[] focalBuffer = Converter.FloatToBytes(focal); - byte[] focusBuffer = Converter.FloatToBytes(focus); - byte[] apertureBuffer = Converter.FloatToBytes(aperture); - byte[] enableDOFBuffer = Converter.BoolToBytes(enableDOF); - byte[] nearBuffer = Converter.FloatToBytes(near); - byte[] farBuffer = Converter.FloatToBytes(far); - byte[] filmHeightBuffer = Converter.FloatToBytes(filmHeight); - byte[] filmWidthBuffer = Converter.FloatToBytes(filmWidth); - byte[] gateFitBuffer = Converter.IntToBytes(gateFit); - - return Converter.ConcatenateBuffers(new List() - { - baseBuffer, - focalBuffer, - focusBuffer, - apertureBuffer, - enableDOFBuffer, - nearBuffer, - farBuffer, - filmHeightBuffer, - filmWidthBuffer, - gateFitBuffer - }); - } - } - - public class ShotData : IBlob - { - public string name; - public int start; - public int end; - public string cameraName; - public bool enabled; - - public void FromBytes(byte[] buffer, ref int index) - { - name = Converter.GetString(buffer, ref index); - start = Converter.GetInt(buffer, ref index); - end = Converter.GetInt(buffer, ref index); - cameraName = Converter.GetString(buffer, ref index); - enabled = Converter.GetBool(buffer, ref index); - } - - public byte[] ToBytes() - { - byte[] nameBuffer = Converter.StringToBytes(name); - byte[] startBuffer = Converter.IntToBytes(start); - byte[] endBuffer = Converter.IntToBytes(end); - byte[] cameraNameBuffer = Converter.StringToBytes(cameraName); - byte[] enabledBuffer = Converter.BoolToBytes(enabled); - - return Converter.ConcatenateBuffers(new List() - { - nameBuffer, - startBuffer, - endBuffer, - cameraNameBuffer, - enabledBuffer - }); - } - } - - - public class KeyframeData : IBlob - { - public int frame; - public float value; - public Interpolation interpolation; - - public byte[] ToBytes() - { - byte[] frameBuffer = Converter.IntToBytes(frame); - byte[] valueBuffer = Converter.FloatToBytes(value); - byte[] interpolationBuffer = Converter.IntToBytes((int)interpolation); - return Converter.ConcatenateBuffers(new List { - frameBuffer, - valueBuffer, - interpolationBuffer - }); - } - - public void FromBytes(byte[] buffer, ref int index) - { - frame = Converter.GetInt(buffer, ref index); - value = Converter.GetFloat(buffer, ref index); - interpolation = (Interpolation)Converter.GetInt(buffer, ref index); - } - } - - - public class CurveData : IBlob - { - public AnimatableProperty property; - public List keyframes = new List(); - - public byte[] ToBytes() - { - byte[] propertyBuffer = Converter.IntToBytes((int)property); - byte[] keyCountBuffer = Converter.IntToBytes(keyframes.Count); - List keysBufferList = new List(); - foreach (KeyframeData keyframe in keyframes) - { - keysBufferList.Add(keyframe.ToBytes()); - } - byte[] keyframesBuffer = Converter.ConcatenateBuffers(keysBufferList); - byte[] bytes = Converter.ConcatenateBuffers(new List - { - propertyBuffer, - keyCountBuffer, - keyframesBuffer - }); - return bytes; - } - - public void FromBytes(byte[] buffer, ref int index) - { - property = (AnimatableProperty)Converter.GetInt(buffer, ref index); - int count = Converter.GetInt(buffer, ref index); - for (int i = 0; i < count; ++i) - { - KeyframeData keyframe = new KeyframeData(); - keyframe.FromBytes(buffer, ref index); - keyframes.Add(keyframe); - } - } - } - - - public class AnimationData : IBlob - { - public string objectPath; - public List curves = new List(); - - public byte[] ToBytes() - { - byte[] nameBuffer = Converter.StringToBytes(objectPath); - byte[] curveCountBuffer = Converter.IntToBytes(curves.Count); - List curvesBufferList = new List(); - foreach (CurveData curve in curves) - { - curvesBufferList.Add(curve.ToBytes()); - } - byte[] curvesBuffer = Converter.ConcatenateBuffers(curvesBufferList); - byte[] bytes = Converter.ConcatenateBuffers(new List - { - nameBuffer, - curveCountBuffer, - curvesBuffer - }); - return bytes; - } - - public void FromBytes(byte[] buffer, ref int index) - { - objectPath = Converter.GetString(buffer, ref index); - int curvesCount = Converter.GetInt(buffer, ref index); - for (int i = 0; i < curvesCount; ++i) - { - CurveData curveData = new CurveData(); - curveData.FromBytes(buffer, ref index); - curves.Add(curveData); - } - } - } - - - public class ConstraintData : IBlob - { - public string source; - public string target; - public ConstraintType type; - - public byte[] ToBytes() - { - byte[] sourceBuffer = Converter.StringToBytes(source); - byte[] targetBuffer = Converter.StringToBytes(target); - byte[] typeBuffer = Converter.IntToBytes((int)type); - byte[] bytes = Converter.ConcatenateBuffers(new List - { - sourceBuffer, - targetBuffer, - typeBuffer - }); - return bytes; - } - - public void FromBytes(byte[] buffer, ref int index) - { - source = Converter.GetString(buffer, ref index); - target = Converter.GetString(buffer, ref index); - type = (ConstraintType)Converter.GetInt(buffer, ref index); - } - } - - - public class PlayerData : IBlob - { - public Vector3 position; - public Quaternion rotation; - public float scale; - - public byte[] ToBytes() - { - byte[] positionBuffer = Converter.Vector3ToBytes(position); - byte[] rotationBuffer = Converter.QuaternionToBytes(rotation); - byte[] scaleBuffer = Converter.FloatToBytes(scale); - byte[] bytes = Converter.ConcatenateBuffers(new List - { - positionBuffer, - rotationBuffer, - scaleBuffer - }); - return bytes; - } - - public void FromBytes(byte[] buffer, ref int index) - { - position = Converter.GetVector3(buffer, ref index); - rotation = Converter.GetQuaternion(buffer, ref index); - scale = Converter.GetFloat(buffer, ref index); - } - } - - // Version 1: - // - add: CameraData.filmWidth - // - add: CameraData.gateFit - public class SceneData : IBlob - { - private static SceneData current; - public static SceneData Current - { - get - { - if (null == current) { current = new SceneData(); } - return current; - } - } - - public List objects = new List(); - public List lights = new List(); - public List cameras = new List(); - - public List shots = new List(); - public List animations = new List(); - - private readonly byte[] headerBuffer = new byte[6] { (byte)'V', (byte)'R', (byte)'t', (byte)'i', (byte)'s', (byte)'t' }; - public static int version = 1; - public static int fileVersion; - - public float fps; - public int startFrame; - public int endFrame; - public int currentFrame; - - public List constraints = new List(); - - public SkySettings skyData; - - public PlayerData playerData; - - public void Clear() - { - objects.Clear(); - lights.Clear(); - cameras.Clear(); - shots.Clear(); - } - - public void FromBytes(byte[] buffer, ref int index) - { - for (int i = 0; i < 6; i++) - { - if (buffer[i] != headerBuffer[i]) - { - throw new Exception("Invalid VRtist file Header"); - } - } - index += 6; - - fileVersion = Converter.GetInt(buffer, ref index); - if (fileVersion > version) - { - throw new Exception("File version mismatch, please update VRtist"); - } - - - int objectsCount = Converter.GetInt(buffer, ref index); - for (int i = 0; i < objectsCount; i++) - { - ObjectData data = new ObjectData(); - data.FromBytes(buffer, ref index); - objects.Add(data); - } - - int lightsCount = Converter.GetInt(buffer, ref index); - for (int i = 0; i < lightsCount; i++) - { - LightData data = new LightData(); - data.FromBytes(buffer, ref index); - lights.Add(data); - } - - int camerasCount = Converter.GetInt(buffer, ref index); - for (int i = 0; i < camerasCount; i++) - { - CameraData data = new CameraData(); - data.FromBytes(buffer, ref index); - cameras.Add(data); - } - - skyData = new SkySettings - { - topColor = Converter.GetColor(buffer, ref index), - middleColor = Converter.GetColor(buffer, ref index), - bottomColor = Converter.GetColor(buffer, ref index) - }; - - int animationsCount = Converter.GetInt(buffer, ref index); - for (int i = 0; i < animationsCount; i++) - { - AnimationData data = new AnimationData(); - data.FromBytes(buffer, ref index); - animations.Add(data); - } - - fps = Converter.GetFloat(buffer, ref index); - startFrame = Converter.GetInt(buffer, ref index); - endFrame = Converter.GetInt(buffer, ref index); - currentFrame = Converter.GetInt(buffer, ref index); - - int constraintsCount = Converter.GetInt(buffer, ref index); - for (int i = 0; i < constraintsCount; i++) - { - ConstraintData data = new ConstraintData(); - data.FromBytes(buffer, ref index); - constraints.Add(data); - } - - int shotsCount = Converter.GetInt(buffer, ref index); - for (int i = 0; i < shotsCount; i++) - { - ShotData data = new ShotData(); - data.FromBytes(buffer, ref index); - shots.Add(data); - } - - playerData = new PlayerData(); - playerData.FromBytes(buffer, ref index); - } - - public byte[] ToBytes() - { - byte[] versionBuffer = Converter.IntToBytes(version); - - byte[] objectsCountBuffer = Converter.IntToBytes(objects.Count); - List objectsBufferList = new List(); - foreach (ObjectData data in objects) - { - objectsBufferList.Add(data.ToBytes()); - } - byte[] objectsBuffer = Converter.ConcatenateBuffers(objectsBufferList); - - byte[] lightsCountBuffer = Converter.IntToBytes(lights.Count); - List lightsBufferList = new List(); - foreach (LightData data in lights) - { - lightsBufferList.Add(data.ToBytes()); - } - byte[] lightsBuffer = Converter.ConcatenateBuffers(lightsBufferList); - - byte[] camerasCountBuffer = Converter.IntToBytes(cameras.Count); - List camerasBufferList = new List(); - foreach (CameraData data in cameras) - { - camerasBufferList.Add(data.ToBytes()); - } - byte[] camerasBuffer = Converter.ConcatenateBuffers(camerasBufferList); - - byte[] skyTopColorBuffer = Converter.ColorToBytes(skyData.topColor); - byte[] skyMiddleColorBuffer = Converter.ColorToBytes(skyData.middleColor); - byte[] skyBottomColorBuffer = Converter.ColorToBytes(skyData.bottomColor); - - byte[] animationsCountBuffer = Converter.IntToBytes(animations.Count); - List animationsBufferList = new List(); - foreach (AnimationData data in animations) - { - animationsBufferList.Add(data.ToBytes()); - } - byte[] animationsBuffer = Converter.ConcatenateBuffers(animationsBufferList); - - byte[] fpsBuffer = Converter.FloatToBytes(fps); - byte[] startFrameBuffer = Converter.IntToBytes(startFrame); - byte[] endFrameBuffer = Converter.IntToBytes(endFrame); - byte[] currentFrameBuffer = Converter.IntToBytes(currentFrame); - - byte[] constraintsCountBuffer = Converter.IntToBytes(constraints.Count); - List constraintsBufferList = new List(); - foreach (ConstraintData data in constraints) - { - constraintsBufferList.Add(data.ToBytes()); - } - byte[] constraintsBuffer = Converter.ConcatenateBuffers(constraintsBufferList); - - byte[] shotsCountBuffer = Converter.IntToBytes(shots.Count); - List shotsBufferList = new List(); - foreach (ShotData data in shots) - { - shotsBufferList.Add(data.ToBytes()); - } - byte[] shotsBuffer = Converter.ConcatenateBuffers(shotsBufferList); - - byte[] playerBuffer = playerData.ToBytes(); - - byte[] bytes = Converter.ConcatenateBuffers(new List { - headerBuffer, - versionBuffer, - - objectsCountBuffer, - objectsBuffer, - - lightsCountBuffer, - lightsBuffer, - - camerasCountBuffer, - camerasBuffer, - - skyTopColorBuffer, - skyMiddleColorBuffer, - skyBottomColorBuffer, - - animationsCountBuffer, - animationsBuffer, - fpsBuffer, - startFrameBuffer, - endFrameBuffer, - currentFrameBuffer, - - constraintsCountBuffer, - constraintsBuffer, - - shotsCountBuffer, - shotsBuffer, - - playerBuffer - }); - return bytes; - } - } -} - diff --git a/Assets/Scripts/Serialization/SaveData.cs.meta b/Assets/Scripts/Serialization/SaveData.cs.meta deleted file mode 100644 index 8bfc5142..00000000 --- a/Assets/Scripts/Serialization/SaveData.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 77b64fe5acd216b468e09d5b28fe4d90 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Serialization/SaveManager.cs b/Assets/Scripts/Serialization/SaveManager.cs deleted file mode 100644 index 64e3b511..00000000 --- a/Assets/Scripts/Serialization/SaveManager.cs +++ /dev/null @@ -1,1013 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; - -using UnityEngine; - -namespace VRtist.Serialization -{ - public class MeshInfo - { - public string relativePath; - public string absolutePath; - public Mesh mesh; - } - - - public class MaterialInfo - { - public string relativePath; - public string absolutePath; - public Material material; - } - - - /// - /// Save current scene. - /// Warning: this class has to be a monobehaviour in order to iterate transforms of the scene. - /// - public class SaveManager : MonoBehaviour - { - public Camera screenshotCamera; - public RenderTexture cubeMapRT; - public RenderTexture equiRectRT; - - private Transform cameraRig; - private Transform rootTransform; - - private string defaultSaveFolder; - private string saveFolder; - private string currentProjectName; - - private readonly Dictionary meshes = new Dictionary(); // meshes to save in separated files - private readonly Dictionary materials = new Dictionary(); // all materials - - private readonly Dictionary loadedMeshes = new Dictionary(); - private readonly List loadedCameras = new List(); - - private readonly string DEFAULT_PROJECT_NAME = "newProject"; - - #region Singleton - // ---------------------------------------------------------------------------------------- - // Singleton - // ---------------------------------------------------------------------------------------- - - private static SaveManager instance; - public static SaveManager Instance - { - get - { - return instance; - } - } - - private void Awake() - { - if (null == instance) - { - instance = this; - } - - defaultSaveFolder = saveFolder = Application.persistentDataPath + "/saves/"; - cameraRig = Utils.FindRootGameObject("Camera Rig").transform; - rootTransform = Utils.FindWorld().transform.Find("RightHanded"); - } - #endregion - - #region Path Management - // ---------------------------------------------------------------------------------------- - // Path Management - // ---------------------------------------------------------------------------------------- - - private string ReplaceInvalidChars(string filename) - { - return string.Join("_", filename.Split(Path.GetInvalidFileNameChars())); - } - - public string NormalizeProjectName(string name) - { - return ReplaceInvalidChars(name); - } - - private string GetScenePath(string projectName) - { - return saveFolder + projectName + "/scene.vrtist"; - } - - private void GetMeshPath(string projectName, string meshName, out string absolutePath, out string relativePath) - { - relativePath = ReplaceInvalidChars(meshName) + ".mesh"; - absolutePath = saveFolder + projectName + "/" + ReplaceInvalidChars(meshName) + ".mesh"; - } - - private string GetScreenshotPath(string projectName) - { - return saveFolder + projectName + "/thumbnail.png"; - } - - private void GetMaterialPath(string projectName, string materialName, out string absolutePath, out string relativePath) - { - relativePath = ReplaceInvalidChars(materialName) + "/"; - absolutePath = saveFolder + projectName + "/" + ReplaceInvalidChars(materialName) + "/"; - } - - private string GetSaveFolderPath(string projectName) - { - return saveFolder + projectName + "/"; - } - - public List GetProjectThumbnailPaths() - { - List paths = new List(); - - if (!Directory.Exists(saveFolder)) { return paths; } - - foreach (string directory in Directory.GetDirectories(saveFolder)) - { - string thumbnail = Path.Combine(directory, "thumbnail.png"); - if (File.Exists(thumbnail)) - { - paths.Add(thumbnail); - } - } - return paths; - } - - public string GetNextValidProjectName() - { - string name = DEFAULT_PROJECT_NAME; - - if (!Directory.Exists(saveFolder)) { return name; } - - int number = 1; - foreach (string directory in Directory.GetDirectories(saveFolder, $"{DEFAULT_PROJECT_NAME}*")) - { - string dirname = Path.GetFileName(directory); - if (name == dirname) - { - name = $"{DEFAULT_PROJECT_NAME}_{number,0:D3}"; - ++number; - } - } - - return name; - } - #endregion - - #region Save - // ---------------------------------------------------------------------------------------- - // Save - // ---------------------------------------------------------------------------------------- - - System.Diagnostics.Stopwatch stopwatch; - System.Diagnostics.Stopwatch totalStopwatch; - - private void LogElapsedTime(string what, System.Diagnostics.Stopwatch timer) - { - TimeSpan ts = timer.Elapsed; - string elapsedTime = String.Format("{0:00}m {1:00}s {2:00}ms", ts.Minutes, ts.Seconds, ts.Milliseconds / 10); - Debug.Log($"{what}: {elapsedTime}"); - } - - public void Save(string projectName) - { - totalStopwatch = new System.Diagnostics.Stopwatch(); - totalStopwatch.Start(); - - // Pre save - stopwatch = System.Diagnostics.Stopwatch.StartNew(); - - GlobalState.Instance.messageBox.ShowMessage("Saving scene, please wait..."); - - currentProjectName = projectName; - meshes.Clear(); - materials.Clear(); - SceneData.Current.Clear(); - - stopwatch.Stop(); - LogElapsedTime("Pre Save", stopwatch); - - // Scene traversal - stopwatch = System.Diagnostics.Stopwatch.StartNew(); - TraverseScene(rootTransform, ""); - stopwatch.Stop(); - LogElapsedTime($"Scene Traversal ({SceneData.Current.objects.Count} objects)", stopwatch); - - // Retrieve shot manager data - SetShotManagerData(); - - // Retrieve animation data - SetAnimationsData(); - - // Set constraints data - SetConstraintsData(); - - // Retrieve skybox - SceneData.Current.skyData = GlobalState.Instance.SkySettings; - - // Set player data - SetPlayerData(); - - // Save scene on disk - SaveScene(); - SaveMeshes(); - SaveMaterials(); - StartCoroutine(SaveScreenshot()); - - totalStopwatch.Stop(); - LogElapsedTime("Total Time", totalStopwatch); - - SceneManager.sceneSavedEvent.Invoke(); - CommandManager.SetSceneDirty(false); - GlobalState.Instance.messageBox.SetVisible(false); - } - - private void TraverseScene(Transform root, string parentPath) - { - foreach (Transform currentTransform in root) - { - if (currentTransform == SceneManager.BoundingBox) - continue; - - string path = parentPath; - path += "/" + currentTransform.name; - - - // Depending on its type (which controller we can find on it) create data objects to be serialized - LightController lightController = currentTransform.GetComponent(); - if (null != lightController) - { - LightData lightData = new LightData(); - SetCommonData(currentTransform, parentPath, path, lightController, lightData); - SetLightData(lightController, lightData); - SceneData.Current.lights.Add(lightData); - continue; - } - - CameraController cameraController = currentTransform.GetComponent(); - if (null != cameraController) - { - CameraData cameraData = new CameraData(); - SetCommonData(currentTransform, parentPath, path, cameraController, cameraData); - SetCameraData(cameraController, cameraData); - SceneData.Current.cameras.Add(cameraData); - continue; - } - - ColimatorController colimatorController = currentTransform.GetComponent(); - if (null != colimatorController) - { - // Nothing to do here, ignore the object - continue; - } - - // Do this one at the end, because other controllers inherits from ParametersController - ParametersController controller = currentTransform.GetComponent(); - ObjectData data = new ObjectData(); - SetCommonData(currentTransform, parentPath, path, controller, data); - try - { - SetObjectData(currentTransform, controller, data); - SceneData.Current.objects.Add(data); - } - catch (Exception e) - { - Debug.Log("Failed to set object data: " + e.Message); - } - - // Serialize children - if (!data.isImported) - { - TraverseScene(currentTransform, path); - } - } - } - - private void SaveScene() - { - stopwatch = System.Diagnostics.Stopwatch.StartNew(); - SerializationManager.Save(GetScenePath(currentProjectName), SceneData.Current, deleteFolder: true); - stopwatch.Stop(); - LogElapsedTime($"Write Scene", stopwatch); - } - - private void SaveMeshes() - { - System.Diagnostics.Stopwatch timer = System.Diagnostics.Stopwatch.StartNew(); - foreach (var meshInfo in meshes.Values) - { - SerializationManager.Save(meshInfo.absolutePath, new MeshData(meshInfo)); - } - timer.Stop(); - LogElapsedTime($"Write Meshes ({meshes.Count})", timer); - } - - private void SaveMaterials() - { - System.Diagnostics.Stopwatch timer = System.Diagnostics.Stopwatch.StartNew(); - foreach (MaterialInfo materialInfo in materials.Values) - { - SaveMaterial(materialInfo); - } - timer.Stop(); - LogElapsedTime($"Write Materials ({meshes.Count})", timer); - } - - private IEnumerator SaveScreenshot() - { - yield return new WaitForEndOfFrame(); - screenshotCamera.gameObject.SetActive(true); - - // -- FIX ------------------------------ - // FIRST Render to RenderTarget is black. Do a fake render before the real render. - RenderTexture fixRT = new RenderTexture(16, 16, 24); - screenshotCamera.targetTexture = fixRT; - screenshotCamera.Render(); - // -- ENDFIX ---------------------------- - - screenshotCamera.RenderToCubemap(cubeMapRT); - cubeMapRT.ConvertToEquirect(equiRectRT); - Texture2D texture = new Texture2D(equiRectRT.width, equiRectRT.height); - RenderTexture previousActiveRT = RenderTexture.active; - RenderTexture.active = equiRectRT; - texture.ReadPixels(new Rect(0, 0, equiRectRT.width, equiRectRT.height), 0, 0); - texture.Apply(); - RenderTexture.active = previousActiveRT; - Utils.SavePNG(texture, GetScreenshotPath(currentProjectName)); - screenshotCamera.gameObject.SetActive(false); - } - - private void SaveMaterial(MaterialInfo materialInfo) - { - string shaderName = materialInfo.material.shader.name; - if (shaderName != "VRtist/ObjectOpaque" && - shaderName != "VRtist/ObjectTransparent" && - shaderName != "VRtist/ObjectOpaqueUnlit" && - shaderName != "VRtist/ObjectTransparentUnlit") - { - Debug.LogWarning($"Unsupported material {shaderName}. Expected VRtist/Object*."); - return; - } - - SaveTexture("_ColorMap", "_UseColorMap", "color", materialInfo); - SaveTexture("_NormalMap", "_UseNormalMap", "normal", materialInfo); - SaveTexture("_MetallicMap", "_UseMetallicMap", "metallic", materialInfo); - SaveTexture("_RoughnessMap", "_UseRoughnessMap", "roughness", materialInfo); - SaveTexture("_EmissiveMap", "_UseEmissiveMap", "emissive", materialInfo); - SaveTexture("_AoMap", "_UseAoMap", "ao", materialInfo); - SaveTexture("_OpacityMap", "_UseOpacityMap", "opacity", materialInfo); - } - - private void SaveTexture(string textureName, string boolName, string baseName, MaterialInfo materialInfo) - { - if (materialInfo.material.GetInt(boolName) == 1) - { - string path = materialInfo.absolutePath + baseName + ".tex"; - Texture2D texture = (Texture2D)materialInfo.material.GetTexture(textureName); - TextureUtils.WriteRawTexture(path, texture); - } - } - - private void SetPlayerData() - { - SceneData.Current.playerData = new PlayerData - { - position = cameraRig.localPosition, - rotation = cameraRig.localRotation, - scale = GlobalState.WorldScale - }; - } - - private void SetShotManagerData() - { - foreach (Shot shot in ShotManager.Instance.shots) - { - ShotData shotData = new ShotData - { - name = shot.name, - start = shot.start, - end = shot.end, - enabled = shot.enabled - }; - - shotData.cameraName = ""; - if (null != shot.camera) - Utils.GetTransformRelativePathTo(shot.camera.transform, rootTransform, out shotData.cameraName); - - SceneData.Current.shots.Add(shotData); - } - } - - private void SetAnimationsData() - { - SceneData.Current.fps = AnimationEngine.Instance.fps; - SceneData.Current.startFrame = AnimationEngine.Instance.StartFrame; - SceneData.Current.endFrame = AnimationEngine.Instance.EndFrame; - SceneData.Current.currentFrame = AnimationEngine.Instance.CurrentFrame; - - foreach (AnimationSet animSet in AnimationEngine.Instance.GetAllAnimations().Values) - { - AnimationData animData = new AnimationData(); - Utils.GetTransformRelativePathTo(animSet.transform, rootTransform, out animData.objectPath); - foreach (Curve curve in animSet.curves.Values) - { - CurveData curveData = new CurveData - { - property = curve.property - }; - foreach (AnimationKey key in curve.keys) - { - KeyframeData keyData = new KeyframeData - { - frame = key.frame, - value = key.value, - interpolation = key.interpolation - }; - curveData.keyframes.Add(keyData); - } - animData.curves.Add(curveData); - } - SceneData.Current.animations.Add(animData); - } - } - - private void SetConstraintsData() - { - foreach (Constraint constraint in ConstraintManager.GetAllConstraints()) - { - ConstraintData constraintData = new ConstraintData - { - type = constraint.constraintType - }; - Utils.GetTransformRelativePathTo(constraint.gobject.transform, rootTransform, out constraintData.source); - Utils.GetTransformRelativePathTo(constraint.target.transform, rootTransform, out constraintData.target); - SceneData.Current.constraints.Add(constraintData); - } - } - - private void SetObjectData(Transform trans, ParametersController controller, ObjectData data) - { - // Mesh for non-imported objects - if (null == controller || !controller.isImported) - { - MeshRenderer meshRenderer = trans.GetComponent(); - MeshFilter meshFilter = trans.GetComponent(); - if (null != meshFilter && null != meshRenderer) - { - // Materials - foreach (Material material in meshRenderer.materials) - { - string materialId = trans.name + "_" + material.name; - GetMaterialPath(currentProjectName, materialId, out string materialAbsolutePath, out string materialRelativePath); - MaterialInfo materialInfo = new MaterialInfo { relativePath = materialRelativePath, absolutePath = materialAbsolutePath, material = material }; - if (!materials.ContainsKey(materialId)) - materials.Add(materialId, materialInfo); - data.materialsData.Add(new MaterialData(materialInfo)); - } - - // Mesh - GetMeshPath(currentProjectName, meshFilter.sharedMesh.name, out string meshAbsolutePath, out string meshRelativePath); - meshes[meshRelativePath] = new MeshInfo { relativePath = meshRelativePath, absolutePath = meshAbsolutePath, mesh = meshFilter.sharedMesh }; - data.meshPath = meshRelativePath; - } - data.isImported = false; - } - else if (null != controller && controller.isImported) - { - data.meshPath = controller.importPath; - data.isImported = true; - } - } - - private void SetCommonData(Transform trans, string parentPath, string path, ParametersController controller, ObjectData data) - { - data.name = trans.name; - data.parentPath = parentPath == "" ? "" : parentPath.Substring(1); - data.path = path.Substring(1); - data.tag = trans.gameObject.tag; - - data.visible = true; - MeshRenderer mesh = trans.GetComponent(); - if (null != mesh && !mesh.enabled) - data.visible = false; - if (trans.gameObject.activeSelf == false) - data.visible = false; - - // Transform - data.position = trans.localPosition; - data.rotation = trans.localRotation; - data.scale = trans.localScale; - - if (null != controller) - { - data.lockPosition = controller.lockPosition; - data.lockRotation = controller.lockRotation; - data.lockScale = controller.lockScale; - } - } - - private void SetLightData(LightController controller, LightData data) - { - data.lightType = controller.Type; - data.intensity = controller.Intensity; - data.minIntensity = controller.minIntensity; - data.maxIntensity = controller.maxIntensity; - data.color = controller.Color; - data.castShadows = controller.CastShadows; - data.near = controller.ShadowNearPlane; - data.range = controller.Range; - data.minRange = controller.minRange; - data.maxRange = controller.maxRange; - data.outerAngle = controller.OuterAngle; - data.sharpness = controller.Sharpness; - } - - private void SetCameraData(CameraController controller, CameraData data) - { - data.focal = controller.focal; - data.focus = controller.focus; - data.aperture = controller.aperture; - data.enableDOF = controller.enableDOF; - data.near = controller.near; - data.far = controller.far; - data.filmHeight = controller.filmHeight; - } - #endregion - - #region Load - // ---------------------------------------------------------------------------------------- - // Load - // ---------------------------------------------------------------------------------------- - - public void Load(string projectName, string saveFolderOverride = null) - { - if (null != saveFolderOverride) - saveFolder = saveFolderOverride; - - - loadedMeshes.Clear(); - loadedCameras.Clear(); - - bool gizmoVisible = GlobalState.Settings.DisplayGizmos; - bool errorLoading = false; - - try - { - GlobalState.Instance.messageBox.ShowMessage("Loading scene, please wait..."); - GlobalState.SetDisplayGizmos(true); - - currentProjectName = projectName; - GlobalState.Settings.ProjectName = projectName; - - // Clear current scene - SceneManager.ClearScene(); - - // ensure VRtist scene - VRtistScene scene = new VRtistScene(); - SceneManager.SetSceneImpl(scene); - GlobalState.SetClientId(null); - - // Load data from file - string path = GetScenePath(projectName); - SceneData sceneData = new SceneData(); - SerializationManager.Load(path, sceneData); - - // Position user - LoadPlayerData(sceneData.playerData); - - // Sky - GlobalState.Instance.SkySettings = sceneData.skyData; - - // Objects - foreach (ObjectData data in sceneData.objects) - { - LoadObject(data); - } - - // Lights - foreach (LightData data in sceneData.lights) - { - LoadLight(data); - } - - // Cameras - foreach (CameraData data in sceneData.cameras) - { - LoadCamera(data); - } - - // Load animations & constraints - AnimationEngine.Instance.fps = sceneData.fps; - AnimationEngine.Instance.StartFrame = sceneData.startFrame; - AnimationEngine.Instance.EndFrame = sceneData.endFrame; - - foreach (AnimationData data in sceneData.animations) - { - LoadAnimation(data); - } - - foreach (ConstraintData data in sceneData.constraints) - { - LoadConstraint(data); - } - - // Load shot manager - foreach (ShotData data in sceneData.shots) - { - LoadShot(data); - } - ShotManager.Instance.FireChanged(); - - AnimationEngine.Instance.CurrentFrame = sceneData.currentFrame; - - // Load camera snapshots - StartCoroutine(LoadCameraSnapshots()); - } - catch (Exception) - { - GlobalState.Instance.messageBox.ShowMessage("Error loading file", 5f); - errorLoading = true; - } - finally - { - saveFolder = defaultSaveFolder; - if (!gizmoVisible) - GlobalState.SetDisplayGizmos(false); - if (!errorLoading) - { - GlobalState.Instance.messageBox.SetVisible(false); - SceneManager.sceneLoadedEvent.Invoke(); - } - } - } - - private void LoadPlayerData(PlayerData data) - { - cameraRig.localPosition = data.position; - cameraRig.localRotation = data.rotation; - GlobalState.WorldScale = data.scale; - cameraRig.localScale = Vector3.one * (1f / data.scale); - Camera.main.nearClipPlane = 0.1f * cameraRig.localScale.x; - Camera.main.farClipPlane = 1000f * cameraRig.localScale.x; - } - - private void LoadCommonData(GameObject gobject, ObjectData data) - { - if (null != data.tag && data.tag.Length > 0) - { - gobject.tag = data.tag; - } - - gobject.transform.localPosition = data.position; - gobject.transform.localRotation = data.rotation; - gobject.transform.localScale = data.scale; - gobject.name = data.name; - - if (data.lockPosition || data.lockRotation || data.lockScale) - { - ParametersController controller = gobject.GetComponent(); - if (null == controller) - controller = gobject.AddComponent(); - controller.lockPosition = data.lockPosition; - controller.lockRotation = data.lockRotation; - controller.lockScale = data.lockScale; - } - } - - private Material[] LoadMaterials(ObjectData data) - { - Material[] materials = new Material[data.materialsData.Count]; - for (int i = 0; i < data.materialsData.Count; ++i) - { - materials[i] = data.materialsData[i].CreateMaterial(GetSaveFolderPath(currentProjectName)); - } - return materials; - } - - private void LoadObject(ObjectData data) - { - GameObject gobject; - string absoluteMeshPath; - Transform importedParent = null; - - // Check for import - if (data.isImported) - { - try - { - importedParent = new GameObject("__VRtist_tmp_load__").transform; - absoluteMeshPath = data.meshPath; - // Don't use async import since we may reference the game object for animations or constraints - // and the object must be loaded before we do so - GlobalState.GeometryImporter.ImportObject(absoluteMeshPath, importedParent, true); - if (importedParent.childCount == 0) - return; - gobject = importedParent.GetChild(0).gameObject; - } - catch (System.Exception e) - { - Debug.LogError("Failed to load external object: " + e.Message); - return; - } - } - else - { - absoluteMeshPath = GetSaveFolderPath(currentProjectName) + data.meshPath; - gobject = new GameObject(data.name); - } - - LoadCommonData(gobject, data); - gobject.name = data.name; - - // Mesh - if (null != data.meshPath && data.meshPath.Length > 0) - { - if (!data.isImported) - { - if (!loadedMeshes.TryGetValue(absoluteMeshPath, out Mesh mesh)) - { - MeshData meshData = new MeshData(); - SerializationManager.Load(absoluteMeshPath, meshData); - mesh = meshData.CreateMesh(); - loadedMeshes.Add(absoluteMeshPath, mesh); - } - gobject.AddComponent().sharedMesh = mesh; - gobject.AddComponent().materials = LoadMaterials(data); - gobject.AddComponent(); - } - - if (!data.visible) - { - foreach (Component component in gobject.GetComponents()) - { - Type componentType = component.GetType(); - var prop = componentType.GetProperty("enabled"); - if (null != prop) - { - prop.SetValue(component, data.visible); - } - } - } - - } - - SceneManager.AddObject(gobject); - - if (data.parentPath.Length > 0) - SceneManager.SetObjectParent(gobject, rootTransform.Find(data.parentPath).gameObject); - - if (data.isImported) - { - ParametersController controller = gobject.AddComponent(); - controller.isImported = true; - controller.importPath = data.meshPath; - - if (null != importedParent) - Destroy(importedParent.gameObject); - } - } - - private void LoadLight(LightData data) - { - GameObject lightPrefab = null; - - switch (data.lightType) - { - case LightType.Directional: - lightPrefab = ResourceManager.GetPrefab(PrefabID.SunLight); - break; - case LightType.Spot: - lightPrefab = ResourceManager.GetPrefab(PrefabID.SpotLight); - break; - case LightType.Point: - lightPrefab = ResourceManager.GetPrefab(PrefabID.PointLight); - break; - } - - if (lightPrefab) - { - GameObject newPrefab = SceneManager.InstantiateUnityPrefab(lightPrefab); - GameObject newObject = SceneManager.AddObject(newPrefab); - - if (data.parentPath.Length > 0) - SceneManager.SetObjectParent(newObject, rootTransform.Find(data.parentPath).gameObject); - - LoadCommonData(newObject, data); - - LightController controller = newObject.GetComponent(); - controller.Intensity = data.intensity; - controller.minIntensity = data.minIntensity; - controller.maxIntensity = data.maxIntensity; - controller.Color = data.color; - controller.CastShadows = data.castShadows; - controller.ShadowNearPlane = data.near; - controller.Range = data.range; - controller.minRange = data.minRange; - controller.maxRange = data.maxRange; - controller.OuterAngle = data.outerAngle; - controller.Sharpness = data.sharpness; - } - } - - private void LoadCamera(CameraData data) - { - GameObject cameraPrefab = ResourceManager.GetPrefab(PrefabID.Camera); - - GameObject newPrefab = SceneManager.InstantiateUnityPrefab(cameraPrefab); - GameObject newObject = SceneManager.AddObject(newPrefab); - - if (data.parentPath.Length > 0) - SceneManager.SetObjectParent(newObject, rootTransform.Find(data.parentPath).gameObject); - - LoadCommonData(newObject, data); - - CameraController controller = newObject.GetComponent(); - controller.enableDOF = data.enableDOF; - if (controller.enableDOF) - controller.CreateColimator(); - controller.focal = data.focal; - controller.Focus = data.focus; - controller.aperture = data.aperture; - controller.near = data.near; - controller.far = data.far; - controller.filmHeight = data.filmHeight; - controller.filmWidth = data.filmWidth; - controller.gateFit = (Camera.GateFitMode)data.gateFit; - - loadedCameras.Add(controller); - } - - private IEnumerator LoadCameraSnapshots() - { - foreach (CameraController controller in loadedCameras) - { - yield return null; // wait next frame - CameraManager.Instance.ActiveCamera = controller.gameObject; - yield return new WaitForEndOfFrame(); - controller.SetVirtualCamera(null); - } - CameraManager.Instance.ActiveCamera = null; - } - - private void LoadAnimation(AnimationData data) - { - Transform animTransform = rootTransform.Find(data.objectPath); - if (null == animTransform) - { - Debug.LogWarning($"Object name not found for animation: {data.objectPath}"); - return; - } - GameObject gobject = animTransform.gameObject; - - // Create animation - AnimationSet animSet = new AnimationSet(gobject); - foreach (CurveData curve in data.curves) - { - List keys = new List(); - foreach (KeyframeData keyData in curve.keyframes) - { - keys.Add(new AnimationKey(keyData.frame, keyData.value, keyData.interpolation)); - } - - animSet.SetCurve(curve.property, keys); - } - SceneManager.SetObjectAnimations(gobject, animSet); - } - - private void LoadConstraint(ConstraintData data) - { - Transform sourceTransform = rootTransform.Find(data.source); - if (null == sourceTransform) - { - Debug.LogWarning($"Object name not found for animation: {data.source}"); - return; - } - Transform targetTransform = rootTransform.Find(data.target); - if (null == targetTransform) - { - Debug.LogWarning($"Object name not found for animation: {data.target}"); - return; - } - - // Create constraint - ConstraintManager.AddConstraint(sourceTransform.gameObject, targetTransform.gameObject, data.type); - } - - private void LoadShot(ShotData data) - { - GameObject cam = null; - if (data.cameraName.Length > 0) - { - Transform cameraTransform = rootTransform.Find(data.cameraName); - if (null == cameraTransform) - { - Debug.LogWarning($"Object name not found for camera: {data.cameraName}"); - return; - } - cam = cameraTransform.gameObject; - } - - ShotManager.Instance.AddShot(new Shot - { - name = data.name, - start = data.start, - end = data.end, - enabled = data.enabled, - camera = cam - }); - } - #endregion - - #region Delete - // ---------------------------------------------------------------------------------------- - // Delete - // ---------------------------------------------------------------------------------------- - - public void Delete(string projectName) - { - string path = saveFolder + projectName; - if (!Directory.Exists(path)) { return; } - - try - { - Directory.Delete(path, true); - } - catch (Exception e) - { - Debug.LogError("Failed to delete project " + projectName + ": " + e.Message); - } - } - #endregion - - #region Duplicate - // ---------------------------------------------------------------------------------------- - // Load - // ---------------------------------------------------------------------------------------- - - public void Duplicate(string projectName, string newName) - { - string srcPath = saveFolder + projectName; - if (!Directory.Exists(srcPath)) - { - Debug.LogError($"Failed to duplicate project {projectName}: project doesn't exist."); - return; - } - - string dstPath = saveFolder + newName; - if (Directory.Exists(dstPath)) - { - Debug.LogError($"Failed to duplicate project {projectName} as {newName}: a project already exists."); - return; - } - - DirectoryCopy(srcPath, dstPath); - } - - private void DirectoryCopy(string srcPath, string dstPath) - { - DirectoryInfo directory = new DirectoryInfo(srcPath); - Directory.CreateDirectory(dstPath); - - // Get the files in the directory and copy them to the new location. - FileInfo[] files = directory.GetFiles(); - foreach (FileInfo file in files) - { - string tempPath = Path.Combine(dstPath, file.Name); - file.CopyTo(tempPath, false); - } - - // Copy subdirs - DirectoryInfo[] subdirs = directory.GetDirectories(); - foreach (DirectoryInfo subdir in subdirs) - { - string tempPath = Path.Combine(dstPath, subdir.Name); - DirectoryCopy(subdir.FullName, tempPath); - } - } - #endregion - } -} diff --git a/Assets/Scripts/Serialization/SaveManager.cs.meta b/Assets/Scripts/Serialization/SaveManager.cs.meta deleted file mode 100644 index e817dfe1..00000000 --- a/Assets/Scripts/Serialization/SaveManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 20337b7d4b33c124fbca640d25197d1d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Serialization/SerializationManager.cs b/Assets/Scripts/Serialization/SerializationManager.cs deleted file mode 100644 index 5b35f902..00000000 --- a/Assets/Scripts/Serialization/SerializationManager.cs +++ /dev/null @@ -1,60 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.IO; - -using UnityEngine; - -namespace VRtist.Serialization -{ - public static class SerializationManager - { - public static void Save(string path, IBlob data, bool deleteFolder = false) - { - DirectoryInfo folder = Directory.GetParent(path); - if (!folder.Exists) - { - folder.Create(); - } - else if (deleteFolder) - { - folder.Delete(true); - folder.Create(); - } - - File.WriteAllBytes(path, data.ToBytes()); - } - - public static void Load(string path, IBlob data) - { - if (!File.Exists(path)) - { - Debug.LogWarning($"Cannot load {path}: no such file."); - return; - } - - int index = 0; - data.FromBytes(File.ReadAllBytes(path), ref index); - } - } -} diff --git a/Assets/Scripts/Serialization/SerializationManager.cs.meta b/Assets/Scripts/Serialization/SerializationManager.cs.meta deleted file mode 100644 index 0357df4a..00000000 --- a/Assets/Scripts/Serialization/SerializationManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4abe7d4730531d54d90583268ab61626 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Settings.meta b/Assets/Scripts/Settings.meta deleted file mode 100644 index 64e1288c..00000000 --- a/Assets/Scripts/Settings.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 5e9dd6ac6bd4c5041a41439882c2d05c -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Settings/ColorVar.cs b/Assets/Scripts/Settings/ColorVar.cs deleted file mode 100644 index e4f88430..00000000 --- a/Assets/Scripts/Settings/ColorVar.cs +++ /dev/null @@ -1,34 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - [System.Serializable] - public class ColorVar - { - public bool isHdr = false; - public Color value; - } -} diff --git a/Assets/Scripts/Settings/ColorVar.cs.meta b/Assets/Scripts/Settings/ColorVar.cs.meta deleted file mode 100644 index 91b9d85e..00000000 --- a/Assets/Scripts/Settings/ColorVar.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cb2a633262a30e14285e3ce88cedcd00 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Settings/NavigationOptions.cs b/Assets/Scripts/Settings/NavigationOptions.cs deleted file mode 100644 index c2cad906..00000000 --- a/Assets/Scripts/Settings/NavigationOptions.cs +++ /dev/null @@ -1,62 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using UnityEngine; - -namespace VRtist -{ - [CreateAssetMenu(menuName = "VRtist/NavigationOptions")] - public class NavigationOptions : ScriptableObject - { - [Header("Drone Navigation")] - public float flightSpeed = 5f; - public float flightRotationSpeed = 5f; - public float flightDamping = 5f; - - [Header("Fps Navigation")] - [Range(0.01f, 10.0f)] public float fpsSpeed = 5f; // TODO: sliders should be in %, but the Options value should be the real one. No added factor (0.03 -> 0.15) in NavigationMode_FPS. - public float fpsRotationSpeed = 5f; // TODO: sliders should be in %, but the Options value should be the real one. No added factor (0.3 -> 1.5) in NavigationMode_FPS. - public float fpsDamping = 0f; - public float fpsGravity = 9.8f; - - [Header("Orbit Navigation")] - public float orbitScaleSpeed = 0.02f; // 0-1 slider en pct - public float orbitMoveSpeed = 0.05f; // 0-1 slider *100 - [Tooltip("Speed in degrees/s")] public float orbitRotationalSpeed = 3.0f; // 0-10 - - [Header("Teleport Navigation")] - public bool lockHeight = false; - - [Header("Fly Navigation")] - [Tooltip("Speed in m/s")] public float flySpeed = 0.2f; - - [NonSerialized] - public NavigationMode currentNavigationMode = null; - - public bool CanUseControls(NavigationMode.UsedControls controls) - { - return (currentNavigationMode == null) ? true : !currentNavigationMode.usedControls.HasFlag(controls); - } - } -} diff --git a/Assets/Scripts/Settings/NavigationOptions.cs.meta b/Assets/Scripts/Settings/NavigationOptions.cs.meta deleted file mode 100644 index a07ad2ea..00000000 --- a/Assets/Scripts/Settings/NavigationOptions.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 55efab4590f366045bb5f598d83820fd -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Settings/NetworkSettings.cs b/Assets/Scripts/Settings/NetworkSettings.cs deleted file mode 100644 index c9d2b2de..00000000 --- a/Assets/Scripts/Settings/NetworkSettings.cs +++ /dev/null @@ -1,70 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.IO; - -using UnityEngine; - -namespace VRtist -{ - [CreateAssetMenu(fileName = "NetworkSettings", menuName = "VRtist/NetworkSettings")] - public class NetworkSettings : ScriptableObject - { - public string host = "127.0.0.1"; - public int port = 12800; - public string room = "Local"; - public string master; - public string userName; - public Color userColor; - - private string GetJsonFilename() - { - return Application.persistentDataPath + "/VRtistNetworkSettings.json"; - } - - public void Load() - { - LoadJson(GetJsonFilename()); - } - - public void Save() - { - SaveToJson(GetJsonFilename()); - } - - public void SaveToJson(string filename) - { - string json = JsonUtility.ToJson(this, true); - File.WriteAllText(filename, json); - } - - public void LoadJson(string filename) - { - if (File.Exists(filename)) - { - string json = File.ReadAllText(filename); - JsonUtility.FromJsonOverwrite(json, this); - } - } - } -} diff --git a/Assets/Scripts/Settings/NetworkSettings.cs.meta b/Assets/Scripts/Settings/NetworkSettings.cs.meta deleted file mode 100644 index 4cbdb1ca..00000000 --- a/Assets/Scripts/Settings/NetworkSettings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b274cfb87d9c4c7439d5c5427dcaa4ce -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Settings/Settings.cs b/Assets/Scripts/Settings/Settings.cs deleted file mode 100644 index 32b3f37d..00000000 --- a/Assets/Scripts/Settings/Settings.cs +++ /dev/null @@ -1,313 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using System.IO; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - [CreateAssetMenu(menuName = "VRtist/Settings")] - public class Settings : ScriptableObject - { - public int version = 1; - public bool displayGizmos = true; - public bool DisplayGizmos - { - get { return displayGizmos; } - set { displayGizmos = value; onSettingsChanged.Invoke(); } - } - - public bool displayLocators = true; - public bool DisplayLocators - { - get { return displayLocators; } - set { displayLocators = value; onSettingsChanged.Invoke(); } - } - public bool displayWorldGrid = true; - - public bool DisplayWorldGrid - { - get { return displayWorldGrid; } - set { displayWorldGrid = value; onSettingsChanged.Invoke(); } - } - public bool displayAvatars = true; - public bool DisplayAvatars - { - get { return displayAvatars; } - set { displayAvatars = value; onSettingsChanged.Invoke(); } - } - public bool displayFPS = false; - public bool DisplayFPS - { - get { return displayFPS; } - set { displayFPS = value; onSettingsChanged.Invoke(); } - } - - public bool display3DCurves = true; - public bool Display3DCurves - { - get { return display3DCurves; } - set { display3DCurves = value; onSettingsChanged.Invoke(); } - } - public float masterVolume = 0f; - public float ambientVolume = -35f; - public float uiVolume = 0f; - public bool rightHanded = true; - public bool forcePaletteOpen = false; - - public Vector3 palettePosition; - public Quaternion paletteRotation; - public bool pinnedPalette = false; - - public Vector3 dopeSheetPosition = new Vector3(0.3f, 1.4f, 0.7f); - public Quaternion dopeSheetRotation = Quaternion.Euler(7, 52, 0); - public bool dopeSheetVisible = false; - public bool DopeSheetVisible - { - get { return dopeSheetVisible; } - set { dopeSheetVisible = value; onSettingsChanged.Invoke(); } - } - - public Vector3 shotManagerPosition = new Vector3(0.3f, 1.2f, 0.7f); - public Quaternion shotManagerRotation = Quaternion.Euler(64, 50, 0); - public bool shotManagerVisible = false; - public bool ShotManagerVisible - { - get { return shotManagerVisible; } - set { shotManagerVisible = value; onSettingsChanged.Invoke(); } - } - - public Vector3 cameraPreviewPosition = new Vector3(0.3f, 1.5f, 0.6f); - public Quaternion cameraPreviewRotation = Quaternion.Euler(-4, 49, 0); - public bool cameraPreviewVisible = false; - public bool CameraPreviewVisible - { - get { return cameraPreviewVisible; } - set { cameraPreviewVisible = value; onSettingsChanged.Invoke(); } - } - - public Vector3 cameraFeedbackDirection = Vector3.forward; - public float cameraFeedbackScaleValue = 1f; - public float cameraFeedbackMaxScaleValue = 1.7f; - public float cameraFeedbackMinScaleValue = 0.4f; - - public bool cameraFeedbackVisible = false; - public bool CameraFeedbackVisible - { - get { return cameraFeedbackVisible; } - set { cameraFeedbackVisible = value; onSettingsChanged.Invoke(); } - } - - public float cameraDamping = 50f; - - public bool consoleVisible = false; - public Vector3 consolePosition = new Vector3(-0.2f, 1.0f, 0.5f); - public Quaternion consoleRotation = Quaternion.Euler(54, 6, 0); - public bool ConsoleVisible - { - get { return consoleVisible; } - set { consoleVisible = value; onSettingsChanged.Invoke(); } - } - - public SkySettings sky = new SkySettings - { - topColor = new Color(212f / 255f, 212f / 255f, 212f / 255f), - middleColor = new Color(195f / 255f, 195f / 255f, 195f / 255f), - bottomColor = new Color(113f / 255f, 113f / 255f, 113f / 255f) - }; - public List skies = new List() { - new SkySettings - { - topColor = new Color(212f / 255f, 212f / 255f, 212f / 255f), - middleColor = new Color(195f / 255f, 195f / 255f, 195f / 255f), - bottomColor = new Color(113f / 255f, 113f / 255f, 113f / 255f) - } - }; - - public bool castShadows = false; - - public CameraManager.Resolution videoOutputResolution = new CameraManager.Resolution - { - width = CameraManager.resolution1080p.width, - height = CameraManager.resolution1080p.height - }; - public string videoOutputDirectory = Environment.GetFolderPath(Environment.SpecialFolder.MyVideos) + "/VRtist"; - public string snapshotsDirectory = Environment.GetFolderPath(Environment.SpecialFolder.MyPictures) + "/VRtist"; - - [Range(1.0f, 100.0f)] - public float scaleSpeed = 50f; - - [Range(1f, 100f)] - public float raySliderDrag = 97.0f; - public float RaySliderDrag { get { return 1.0f - (raySliderDrag / 100.0f); } } - - [Range(1f, 100f)] - public float rayHueDrag = 85.0f; - public float RayHueDrag { get { return 1.0f - (rayHueDrag / 100.0f); } } - - public AnimationCurve focalCurve; - - public Interpolation interpolation = Interpolation.Linear; - - public string assetBankDirectory = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + "/VRtist"; - public string lobbyScenePath = null; - - private string projectName = "myScene"; - public string ProjectName - { - get { return projectName; } - set { projectName = value; onSettingsChanged.Invoke(); } - } - - public static UnityEvent onSettingsChanged = new UnityEvent(); - public void Reset() - { - displayGizmos = true; - displayLocators = true; - displayWorldGrid = true; - displayFPS = false; - masterVolume = 0f; - ambientVolume = -35f; - uiVolume = 0f; - rightHanded = true; - forcePaletteOpen = false; - pinnedPalette = false; - palettePosition = new Vector3(-0.02f, 0.05f, -0.05f); - paletteRotation = Quaternion.Euler(30f, 0, 0); - cameraDamping = 50f; - castShadows = false; - scaleSpeed = 50f; - raySliderDrag = 95.0f; - - dopeSheetVisible = false; - dopeSheetPosition = new Vector3(0.3f, 1.4f, 0.7f); - dopeSheetRotation = Quaternion.Euler(7, 52, 0); - - shotManagerVisible = false; - shotManagerPosition = new Vector3(0.3f, 1.2f, 0.7f); - shotManagerRotation = Quaternion.Euler(64, 50, 0); - - cameraPreviewVisible = false; - cameraPreviewPosition = new Vector3(0.3f, 1.5f, 0.6f); - cameraPreviewRotation = Quaternion.Euler(-4, 49, 0); - - cameraFeedbackDirection = Vector3.forward; - cameraFeedbackScaleValue = 1f; - cameraFeedbackVisible = false; - - consoleVisible = false; - consolePosition = new Vector3(-0.2f, 1.0f, 0.5f); - consoleRotation = Quaternion.Euler(54, 6, 0); - - interpolation = Interpolation.Linear; - - sky = new SkySettings - { - topColor = new Color(212f / 255f, 212f / 255f, 212f / 255f), - middleColor = new Color(195f / 255f, 195f / 255f, 195f / 255f), - bottomColor = new Color(113f / 255f, 113f / 255f, 113f / 255f) - }; - skies = new List() { - new SkySettings - { - topColor = new Color(212f / 255f, 212f / 255f, 212f / 255f), - middleColor = new Color(195f / 255f, 195f / 255f, 195f / 255f), - bottomColor = new Color(113f / 255f, 113f / 255f, 113f / 255f) - } - }; - - videoOutputResolution = CameraManager.resolution1080p; - videoOutputDirectory = Environment.GetFolderPath(Environment.SpecialFolder.MyVideos) + "/VRtist"; - snapshotsDirectory = Environment.GetFolderPath(Environment.SpecialFolder.MyPictures) + "/VRtist"; - - assetBankDirectory = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + "/VRtist"; - projectName = "myScene"; - } - - public void SaveWindowPosition(Transform window) - { - if (window.name == "PaletteHandle") - { - palettePosition = window.localPosition; - paletteRotation = window.localRotation; - } - if (window.name == "DopesheetHandle") - { - dopeSheetPosition = window.localPosition; - dopeSheetRotation = window.localRotation; - } - if (window.name == "ShotManagerHandle") - { - shotManagerPosition = window.localPosition; - shotManagerRotation = window.localRotation; - } - if (window.name == "CameraPreviewHandle") - { - cameraPreviewPosition = window.localPosition; - cameraPreviewRotation = window.localRotation; - } - if (window.name == "ConsoleHandle") - { - consolePosition = window.localPosition; - consoleRotation = window.localRotation; - } - } - - public void LoadWindowPosition(Transform window) - { - } - - private string GetJsonFilename() - { - return Application.persistentDataPath + "/VRtist.json"; - } - - public void Load() - { - LoadJson(GetJsonFilename()); - } - - public void Save() - { - SaveToJson(GetJsonFilename()); - } - public void SaveToJson(string filename) - { - string json = JsonUtility.ToJson(this, true); - File.WriteAllText(filename, json); - } - - public void LoadJson(string filename) - { - if (File.Exists(filename)) - { - string json = File.ReadAllText(filename); - JsonUtility.FromJsonOverwrite(json, this); - } - } - } -} diff --git a/Assets/Scripts/Settings/Settings.cs.meta b/Assets/Scripts/Settings/Settings.cs.meta deleted file mode 100644 index 05ffc638..00000000 --- a/Assets/Scripts/Settings/Settings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 03fe118757d66444ebad0de7b99af05f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Settings/UIOptions.cs b/Assets/Scripts/Settings/UIOptions.cs deleted file mode 100644 index e12e423d..00000000 --- a/Assets/Scripts/Settings/UIOptions.cs +++ /dev/null @@ -1,146 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.IO; -using UnityEngine; - -namespace VRtist -{ - [CreateAssetMenu(menuName = "VRtist/UIOptions")] - public class UIOptions : ScriptableObject - { - [SpaceHeader("Common Colors", 6, 0.3f, 0.3f, 0.3f)] - public ColorVar foregroundColor = new ColorVar { value = new Color(0.9f, 0.9f, 0.9f, 1.0f) }; - public ColorVar backgroundColor = new ColorVar { value = new Color(0.1742f, 0.5336f, 0.723f, 1.0f) }; - public ColorVar pushedColor = new ColorVar { value = new Color(0.0f, 0.65f, 1.0f, 1.0f) }; - public ColorVar checkedColor = new ColorVar { value = new Color(0.0f, 0.85f, 1.0f, 1.0f) }; - public ColorVar disabledColor = new ColorVar { value = new Color(0.5873f, 0.6170f, 0.6320f) }; - public ColorVar selectedColor = new ColorVar { value = new Color(0.0f, 0.65f, 1.0f, 1.0f) }; - public ColorVar hoveredColor = new ColorVar { value = new Color(0.4f, 0.4f, 0.4f, 1.0f) }; - - [SpaceHeader("Specific Class Colors", 6, 0.3f, 0.3f, 0.3f)] - public ColorVar sliderRailColor = new ColorVar { value = new Color(0.1f, 0.1f, 0.1f, 1.0f) }; - public ColorVar sliderKnobColor = new ColorVar { value = new Color(0.9f, 0.9f, 0.9f, 1.0f) }; - public ColorVar rangeRailColor = new ColorVar { value = new Color(0.1f, 0.1f, 0.1f, 1.0f) }; - public ColorVar rangeKnobCenterColor = new ColorVar { value = new Color(0.9f, 0.9f, 0.9f, 1.0f) }; - public ColorVar rangeKnobEndColor = new ColorVar { value = new Color(0.8f, 0.8f, 0.9f, 1.0f) }; - public ColorVar panelColor = new ColorVar { value = new Color(.7f, .7f, .7f) }; - public ColorVar panelHoverColor = new ColorVar { value = new Color(0.4f, 0.4f, 0.4f, 1.0f) }; - public ColorVar grabberBaseColor = new ColorVar { value = new Color(0.9f, 0.9f, 0.9f, 1.0f) }; - public ColorVar grabberHoverColor = new ColorVar { value = new Color(0.1742f, 0.5336f, 0.723f, 1.0f) }; - public ColorVar invisibleColor = new ColorVar { value = new Color(0.0f, 0.0f, 0.0f, 0.0f) }; - - [SpaceHeader("Specific Widget Colors", 6, 0.3f, 0.3f, 0.3f)] - public ColorVar attenuatedTextColor = new ColorVar { value = new Color(.7f,.7f,.7f) }; - public ColorVar sectionTextColor = new ColorVar { value = new Color(.0f, .4739f, 1.0f) }; - public ColorVar closeWindowButtonColor = new ColorVar { value = new Color(.7f, .7f, .7f) }; - public ColorVar pinWindowButtonColor = new ColorVar { value = new Color(.7f, .7f, .7f) }; - public ColorVar exitButtonColor = new ColorVar { value = new Color(.7f, .1f, .1f) }; - public ColorVar focusColor = new ColorVar { value = new Color(.7f, .7f, .7f) }; - public ColorVar errorColor = new ColorVar() { value = new Color(1.0f, 0.0f, 0.0f, 1.0f) }; - [Space(30)] - public ColorVar sceneHoverColor = new ColorVar() { isHdr = true, value = new Color(2.0f, 0.8f, 0.0f, 1.0f) }; // hdr yellow - - // ReadOnly Properties - - public static Color ForegroundColor { get { return Instance.foregroundColor.value; } } - public static Color BackgroundColor { get { return Instance.backgroundColor.value; } } - public static Color PushedColor { get { return Instance.pushedColor.value; } } - public static Color CheckedColor { get { return Instance.checkedColor.value; } } - public static Color DisabledColor { get { return Instance.disabledColor.value; } } - public static Color SelectedColor { get { return Instance.selectedColor.value; } } - public static Color HoveredColor { get { return Instance.hoveredColor.value; } } - public static Color SliderRailColor { get { return Instance.sliderRailColor.value; } } - public static Color SliderKnobColor { get { return Instance.sliderKnobColor.value; } } - public static Color RangeRailColor { get { return Instance.rangeRailColor.value; } } - public static Color RangeKnobCenterColor { get { return Instance.rangeKnobCenterColor.value; } } - public static Color RangeKnobEndColor { get { return Instance.rangeKnobEndColor.value; } } - public static Color AttenuatedTextColor { get { return Instance.attenuatedTextColor.value; } } - public static Color SectionTextColor { get { return Instance.sectionTextColor.value; } } - public static Color PanelColor { get { return Instance.panelColor.value; } } - public static Color PanelHoverColor { get { return Instance.panelHoverColor.value; } } - public static Color CloseWindowButtonColor { get { return Instance.closeWindowButtonColor.value; } } - public static Color PinWindowButtonColor { get { return Instance.pinWindowButtonColor.value; } } - public static Color ExitButtonColor { get { return Instance.exitButtonColor.value; } } - public static Color FocusColor { get { return Instance.focusColor.value; } } - public static Color GrabberBaseColor { get { return Instance.grabberBaseColor.value; } } - public static Color GrabberHoverColor { get { return Instance.grabberHoverColor.value; } } - public static Color InvisibleColor { get { return Instance.invisibleColor.value; } } - public static Color SceneHoverColor { get { return Instance.sceneHoverColor.value; } } - public static Color ErrorColor { get { return Instance.errorColor.value; } } - - - public static ColorVar ForegroundColorVar { get { return Instance.foregroundColor; } } - public static ColorVar BackgroundColorVar { get { return Instance.backgroundColor; } } - public static ColorVar PushedColorVar { get { return Instance.pushedColor; } } - public static ColorVar CheckedColorVar { get { return Instance.checkedColor; } } - public static ColorVar DisabledColorVar { get { return Instance.disabledColor; } } - public static ColorVar SelectedColorVar { get { return Instance.selectedColor; } } - public static ColorVar HoveredColorVar { get { return Instance.hoveredColor; } } - public static ColorVar SliderRailColorVar { get { return Instance.sliderRailColor; } } - public static ColorVar SliderKnobColorVar { get { return Instance.sliderKnobColor; } } - public static ColorVar RangeRailColorVar { get { return Instance.rangeRailColor; } } - public static ColorVar RangeKnobCenterColorVar { get { return Instance.rangeKnobCenterColor; } } - public static ColorVar RangeKnobEndColorVar { get { return Instance.rangeKnobEndColor; } } - public static ColorVar AttenuatedTextColorVar { get { return Instance.attenuatedTextColor; } } - public static ColorVar SectionTextColorVar { get { return Instance.sectionTextColor; } } - public static ColorVar PanelColorVar { get { return Instance.panelColor; } } - public static ColorVar PanelHoverColorVar { get { return Instance.panelHoverColor; } } - public static ColorVar CloseWindowButtonColorVar { get { return Instance.closeWindowButtonColor; } } - public static ColorVar PinWindowButtonColorVar { get { return Instance.pinWindowButtonColor; } } - public static ColorVar ExitButtonColorVar { get { return Instance.exitButtonColor; } } - public static ColorVar FocusColorVar { get { return Instance.focusColor; } } - public static ColorVar GrabberBaseColorVar { get { return Instance.grabberBaseColor; } } - public static ColorVar GrabberHoverColorVar { get { return Instance.grabberHoverColor; } } - public static ColorVar InvisibleColorVar { get { return Instance.invisibleColor; } } - public static ColorVar SceneHoverColorVar { get { return Instance.sceneHoverColor; } } - public static ColorVar ErrorColorVar { get { return Instance.errorColor; } } - - private static UIOptions instance = null; - public static UIOptions Instance - { - get - { - if (instance == null || instance.name != "DefaultUIOptions") - { - instance = Resources.Load("Settings/UI/DefaultUIOptions"); - } - return instance; - } - } - - public void SavePreferences() - { - - } - - public void LoadPreferences() - { - // Load user preference from JSON - instance = CreateInstance(); - string json = File.ReadAllText("user_prefs_ui.json"); // TODO: find where Unity stores user created files. - JsonUtility.FromJsonOverwrite(json, Instance); - // + reloadui - } - } -} diff --git a/Assets/Scripts/Settings/UIOptions.cs.meta b/Assets/Scripts/Settings/UIOptions.cs.meta deleted file mode 100644 index 47af6827..00000000 --- a/Assets/Scripts/Settings/UIOptions.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 70e5e426308c185499b7f997449352a2 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools.meta b/Assets/Scripts/Tools.meta deleted file mode 100644 index 642fa64d..00000000 --- a/Assets/Scripts/Tools.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9c9bd0d5a365fc4458ca978b225d8352 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/AssetBank.cs b/Assets/Scripts/Tools/AssetBank.cs deleted file mode 100644 index c81204b8..00000000 --- a/Assets/Scripts/Tools/AssetBank.cs +++ /dev/null @@ -1,442 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using System.Threading.Tasks; - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class AssetBankItem : ListItemContent - { - public int uid; // uid - public string assetName; // item name or filename - public HashSet tags = new HashSet(); // list of tags for filtering - public GameObject prefab; // original object (loaded from disk or Unity.Resources) - public GameObject thumbnail; // may be an image or 3D thumbnail - public bool builtin = false; - public Func> importFunction = null; - public bool skipInstantiation = false; - public bool imported = false; - - public UIDynamicListItem uiItem; - - public void AddTags(string path) - { - path = path.Replace("\\", "/"); - foreach (var tag in path.Split(new char[] { '/', '-', '_', ' ' })) - { - tags.Add(tag.ToLower()); - } - } - } - - public class AssetBank : SelectorBase - { - private const string ASSET_BANK_NAME = "__VRtist_Asset_Bank__"; - - [Header("Parameters")] - private bool useDefaultInstantiationScale = false; - - private readonly Dictionary items = new Dictionary(); // uid -> asset bank item - private readonly HashSet tags = new HashSet(); - private GameObject bank; // contains all prefabs from the asset bank - private int selectedItem = -1; - private bool loadingAsset = false; - - private UIDynamicList uiList; - private UILabel filterLabel; - - void Start() - { - Init(); - - uiList = panel.GetComponentInChildren(); - uiList.focusItemOnAdd = false; - - filterLabel = panel.Find("ListPanel/FilterLabel").GetComponent(); - - // Create our storage for loaded objects - bank = new GameObject(ASSET_BANK_NAME); - bank.SetActive(false); - - // Add our predifined objects - AddBuiltinAssets(); - - // Add user defined objects - StartCoroutine(ScanDirectory(GlobalState.Settings.assetBankDirectory, () => - { - SceneManager.ListImportableObjects(); - })); - } - - public void OnEditFilter() - { - ToolsUIManager.Instance.OpenKeyboard(OnValidateFilter, panel, uiList.GetFilter()); - } - - private void OnValidateFilter(string value) - { - filterLabel.Text = value; - uiList.OnFilterList(value); - } - - public void OnClearFilter() - { - filterLabel.Text = ""; - uiList.OnFilterList(null); - } - - public void ScanAssetBank() - { - // Remove all user assets - foreach (var item in items.Values) - { - if (!item.builtin) - { - if (item.prefab) { Destroy(item.prefab); } - if (item.thumbnail) { Destroy(item.thumbnail); } - items.Remove(item.uid); - } - } - - // Scan user directory - StartCoroutine(ScanDirectory(GlobalState.Settings.assetBankDirectory, () => uiList.OnFirstPage())); - - // Rebuild tags list - tags.Clear(); - foreach (var item in items.Values) - { - foreach (var tag in item.tags) - { - tags.Add(tag); - } - } - } - - private void AddBuiltinAssets() - { - AddBuiltinAsset("Empty", "Axis Locator", "Prefabs/UI/Axis Locator Item", "Prefabs/Primitives/Axis_locator"); - - // TODO? parse them from Resources folder at editor time then create a db of those resources (scriptableObject) - // available at runtime to finally parse that db - AddBuiltinAsset("Primitive", "Cube", "Prefabs/UI/PRIMITIVES/UI_cube", "Prefabs/Primitives/PRIMITIVES/cube"); - AddBuiltinAsset("Primitive", "Sphere", "Prefabs/UI/PRIMITIVES/UI_sphere", "Prefabs/Primitives/PRIMITIVES/sphere"); - AddBuiltinAsset("Primitive", "Cylinder", "Prefabs/UI/PRIMITIVES/UI_cylinder", "Prefabs/Primitives/PRIMITIVES/cylinder"); - AddBuiltinAsset("Primitive", "Cone", "Prefabs/UI/PRIMITIVES/UI_cone", "Prefabs/Primitives/PRIMITIVES/cone"); - AddBuiltinAsset("Primitive", "Torus", "Prefabs/UI/PRIMITIVES/UI_torus", "Prefabs/Primitives/PRIMITIVES/torus"); - AddBuiltinAsset("Primitive", "Plane", "Prefabs/UI/PRIMITIVES/UI_plane", "Prefabs/Primitives/PRIMITIVES/plane"); - AddBuiltinAsset("Primitive", "Prism", "Prefabs/UI/PRIMITIVES/UI_prism", "Prefabs/Primitives/PRIMITIVES/prism"); - AddBuiltinAsset("Primitive", "Pente", "Prefabs/UI/PRIMITIVES/UI_slope_963", "Prefabs/Primitives/PRIMITIVES/slope_963"); - AddBuiltinAsset("Primitive", "Window", "Prefabs/UI/PRIMITIVES/UI_window", "Prefabs/Primitives/PRIMITIVES/window"); - AddBuiltinAsset("Primitive", "Arch", "Prefabs/UI/PRIMITIVES/UI_arch_quarter", "Prefabs/Primitives/PRIMITIVES/arch_quarter"); - AddBuiltinAsset("Primitive", "Stairs", "Prefabs/UI/PRIMITIVES/UI_stairs", "Prefabs/Primitives/PRIMITIVES/stairs"); - AddBuiltinAsset("Primitive", "Circle Stairs", "Prefabs/UI/PRIMITIVES/UI_circle_square_stairs", "Prefabs/Primitives/PRIMITIVES/circle_square_stairs"); - - AddBuiltinAsset("Vegetation", "Aloe Vera", "Prefabs/UI/VEGETATION/UI_aloevera", "Prefabs/Primitives/VEGETATION/aloevera"); - AddBuiltinAsset("Vegetation", "Big Tree", "Prefabs/UI/VEGETATION/UI_big_tree", "Prefabs/Primitives/VEGETATION/big_tree"); - AddBuiltinAsset("Vegetation", "Small Tree", "Prefabs/UI/VEGETATION/UI_small_tree", "Prefabs/Primitives/VEGETATION/small_tree"); - AddBuiltinAsset("Vegetation", "Big Big Tree", "Prefabs/UI/VEGETATION/UI_big_big_tree", "Prefabs/Primitives/VEGETATION/big_big_tree"); - AddBuiltinAsset("Vegetation", "Banana Tree Hard", "Prefabs/UI/VEGETATION/UI_banana_tree_hard", "Prefabs/Primitives/VEGETATION/banana_tree_hard"); - AddBuiltinAsset("Vegetation", "Coconut Tree Hard", "Prefabs/UI/VEGETATION/UI_coconut_tree_hard", "Prefabs/Primitives/VEGETATION/coconut_tree_hard"); - AddBuiltinAsset("Vegetation", "Green Grass", "Prefabs/UI/VEGETATION/UI_green_grass", "Prefabs/Primitives/VEGETATION/green_grass"); - AddBuiltinAsset("Vegetation", "Yellow Grass", "Prefabs/UI/VEGETATION/UI_yellow_grass", "Prefabs/Primitives/VEGETATION/yellow_grass"); - AddBuiltinAsset("Vegetation", "Mushroom Amanita", "Prefabs/UI/VEGETATION/UI_mushroom_amanita", "Prefabs/Primitives/VEGETATION/mushroom_amanita"); - AddBuiltinAsset("Vegetation", "Mushroom Morel", "Prefabs/UI/VEGETATION/UI_mushroom_morel", "Prefabs/Primitives/VEGETATION/mushroom_morel"); - AddBuiltinAsset("Vegetation", "Wood A", "Prefabs/UI/VEGETATION/UI_wood_A", "Prefabs/Primitives/VEGETATION/wood_A"); - AddBuiltinAsset("Vegetation", "Wood B", "Prefabs/UI/VEGETATION/UI_wood_B", "Prefabs/Primitives/VEGETATION/wood_B"); - AddBuiltinAsset("Vegetation", "Wood C", "Prefabs/UI/VEGETATION/UI_wood_C", "Prefabs/Primitives/VEGETATION/wood_C"); - AddBuiltinAsset("Vegetation", "Log Wood", "Prefabs/UI/VEGETATION/UI_log_wood", "Prefabs/Primitives/VEGETATION/log_wood"); - - AddBuiltinAsset("Rock", "Rock A", "Prefabs/UI/ROCKS/UI_rocks_round_A", "Prefabs/Primitives/ROCKS/rocks_round_A"); - AddBuiltinAsset("Rock", "Rock B", "Prefabs/UI/ROCKS/UI_rocks_round_B", "Prefabs/Primitives/ROCKS/rocks_round_B"); - AddBuiltinAsset("Rock", "Rock C", "Prefabs/UI/ROCKS/UI_rocks_round_C", "Prefabs/Primitives/ROCKS/rocks_round_C"); - AddBuiltinAsset("Rock", "Rock D", "Prefabs/UI/ROCKS/UI_rocks_round_D", "Prefabs/Primitives/ROCKS/rocks_round_D"); - AddBuiltinAsset("Rock", "Rock E", "Prefabs/UI/ROCKS/UI_rocks_round_E", "Prefabs/Primitives/ROCKS/rocks_round_E"); - AddBuiltinAsset("Rock", "Rock F", "Prefabs/UI/ROCKS/UI_rocks_sharp_F", "Prefabs/Primitives/ROCKS/rocks_sharp_F"); - AddBuiltinAsset("Rock", "Rock G", "Prefabs/UI/ROCKS/UI_rocks_sharp_G", "Prefabs/Primitives/ROCKS/rocks_sharp_G"); - AddBuiltinAsset("Rock", "Rock J", "Prefabs/UI/ROCKS/UI_rocks_round_J", "Prefabs/Primitives/ROCKS/rocks_round_J"); - AddBuiltinAsset("Rock", "Rock K", "Prefabs/UI/ROCKS/UI_rocks_round_K", "Prefabs/Primitives/ROCKS/rocks_round_K"); - AddBuiltinAsset("Rock", "Asteroid", "Prefabs/UI/ROCKS/UI_asteroid", "Prefabs/Primitives/ROCKS/asteroid"); - - AddBuiltinAsset("Furniture", "Small Crate", "Prefabs/UI/FURNITURE/UI_small_crate", "Prefabs/Primitives/FURNITURE/small_crate"); - AddBuiltinAsset("Furniture", "Big Crate", "Prefabs/UI/FURNITURE/UI_big_crate", "Prefabs/Primitives/FURNITURE/big_crate"); - AddBuiltinAsset("Furniture", "Cactus pot", "Prefabs/UI/FURNITURE/UI_cactus_pot", "Prefabs/Primitives/FURNITURE/cactus_pot"); - AddBuiltinAsset("Furniture", "Stepladder", "Prefabs/UI/FURNITURE/UI_stepladder", "Prefabs/Primitives/FURNITURE/stepladder"); - AddBuiltinAsset("Furniture", "Armchair", "Prefabs/UI/FURNITURE/UI_armchair", "Prefabs/Primitives/FURNITURE/armchair"); - AddBuiltinAsset("Furniture", "Fishing Chair", "Prefabs/UI/FURNITURE/UI_fishing_chair", "Prefabs/Primitives/FURNITURE/fishing_chair"); - AddBuiltinAsset("Furniture", "Fridge", "Prefabs/UI/FURNITURE/UI_fridge", "Prefabs/Primitives/FURNITURE/fridge"); - AddBuiltinAsset("Furniture", "TV", "Prefabs/UI/FURNITURE/UI_tv", "Prefabs/Primitives/FURNITURE/tv"); - - AddBuiltinAsset("Prop", "Barrel", "Prefabs/UI/JUNK/UI_barrel", "Prefabs/Primitives/JUNK/barrel"); - AddBuiltinAsset("Prop", "Barricade", "Prefabs/UI/JUNK/UI_barricade", "Prefabs/Primitives/JUNK/barricade"); - AddBuiltinAsset("Prop", "Bench", "Prefabs/UI/JUNK/UI_bench", "Prefabs/Primitives/JUNK/bench"); - AddBuiltinAsset("Prop", "Bottle", "Prefabs/UI/JUNK/UI_bottle", "Prefabs/Primitives/JUNK/bottle"); - AddBuiltinAsset("Prop", "Bucket", "Prefabs/UI/JUNK/UI_bucket", "Prefabs/Primitives/JUNK/bucket"); - AddBuiltinAsset("Prop", "Dumpster", "Prefabs/UI/JUNK/UI_dumpster", "Prefabs/Primitives/JUNK/dumpster"); - AddBuiltinAsset("Prop", "Fence 1", "Prefabs/UI/JUNK/UI_fence_1", "Prefabs/Primitives/JUNK/fence_1"); - AddBuiltinAsset("Prop", "Fence 2", "Prefabs/UI/JUNK/UI_fence_2", "Prefabs/Primitives/JUNK/fence_2"); - AddBuiltinAsset("Prop", "Hydrant", "Prefabs/UI/JUNK/UI_hydrant", "Prefabs/Primitives/JUNK/hydrant"); - AddBuiltinAsset("Prop", "Metalsheet", "Prefabs/UI/JUNK/UI_metalsheet", "Prefabs/Primitives/JUNK/metalsheet"); - AddBuiltinAsset("Prop", "Paint", "Prefabs/UI/JUNK/UI_paint", "Prefabs/Primitives/JUNK/paint"); - AddBuiltinAsset("Prop", "Plank", "Prefabs/UI/JUNK/UI_plank", "Prefabs/Primitives/JUNK/plank"); - AddBuiltinAsset("Prop", "Tire", "Prefabs/UI/JUNK/UI_tire", "Prefabs/Primitives/JUNK/tire"); - AddBuiltinAsset("Prop", "Tole", "Prefabs/UI/JUNK/UI_tole", "Prefabs/Primitives/JUNK/tole"); - AddBuiltinAsset("Prop", "Trunk Army", "Prefabs/UI/JUNK/UI_trunk_army", "Prefabs/Primitives/JUNK/trunk_army"); - AddBuiltinAsset("Prop", "Warn Cone", "Prefabs/UI/JUNK/UI_warn_cone", "Prefabs/Primitives/JUNK/warn_cone"); - - AddBuiltinAsset("Vehicle", "Car", "Prefabs/UI/JUNK/UI_car", "Prefabs/Primitives/JUNK/car"); - } - - private IEnumerator ScanDirectory(string path, Action onEndScan = null) - { - if (Directory.Exists(path)) - { - string[] directories = Directory.GetDirectories(path); - foreach (var directory in directories) - { - StartCoroutine(ScanDirectory(directory)); - } - - string[] filenames = Directory.GetFiles(path, "*.fbx"); - foreach (var filename in filenames) - { - AddFileAsset(filename); - yield return null; - } - } - - onEndScan?.Invoke(); - } - - private void AddBuiltinAsset(string tags, string name, string uiPath, string prefabPath) - { - GameObject prefab = Resources.Load(prefabPath); - - GameObject thumbnail = UIGrabber.Create3DThumbnail(Instantiate(Resources.Load(uiPath)), OnUIObjectEnter, OnUIObjectExit); - AssetBankItem item = AddAsset(name, thumbnail, prefab, tags); - item.builtin = true; - } - - private void AddFileAsset(string filename) - { - string name = Path.GetFileNameWithoutExtension(filename).Replace('_', ' '); - GameObject thumbnail = UIGrabber.CreateTextThumbnail(name, OnUIObjectEnter, OnUIObjectExit); - string tags = filename.Substring(GlobalState.Settings.assetBankDirectory.Length); - tags = tags.Substring(0, tags.LastIndexOf('.')); // remove file extension - AddAsset(filename, thumbnail, null, tags, importFunction: ImportObjectAsync); - } - - public AssetBankItem AddAsset(string name, GameObject thumbnail, GameObject prefab, string tags, Func> importFunction = null, bool skipInstantiation = false) - { - UIGrabber uiGrabber = thumbnail.GetComponent(); - if (null == uiGrabber) - { - Debug.LogError("Thumbnail game object must have a UIGrabber component. Use the UIGrabber.CreateXXXThumbnail helper functions to create such a thumbnail"); - return null; - } - int uid = thumbnail.GetHashCode(); - GameObject root = new GameObject("AssetBankItem") - { - layer = LayerMask.NameToLayer("CameraHidden") - }; - AssetBankItem item = root.AddComponent(); - item.uid = uid; - item.assetName = name; - item.gameObject.name = name; - item.thumbnail = thumbnail; - item.prefab = prefab; - item.thumbnail.transform.parent = root.transform; - item.thumbnail.transform.localPosition += new Vector3(0, 0, -0.001f); - item.builtin = false; - item.importFunction = importFunction; - item.skipInstantiation = skipInstantiation; - item.AddTags(tags); - foreach (var tag in item.tags) - { - this.tags.Add(tag); - } - item.uiItem = uiList.AddItem(item.transform); - items.Add(uid, item); - return item; - } - - public override void OnUIObjectEnter(int uid) - { - if (!loadingAsset) - { - selectedItem = uid; - } - } - - public override void OnUIObjectExit(int uid) - { - if (!loadingAsset) - { - selectedItem = -1; - } - } - - public void OnUseDefaultScale(bool value) - { - useDefaultInstantiationScale = value; - } - - public async Task OnInstantiateUIObject() - { - if (loadingAsset) { return; } - if (selectedItem == -1) { return; } - if (!items.TryGetValue(selectedItem, out AssetBankItem item)) { return; } - if (!item.thumbnail.GetComponent().isValid) { return; } - - // If the original doesn't exist, load it - if (null == item.prefab) - { - loadingAsset = true; - GlobalState.Instance.messageBox.ShowMessage("Loading asset, please wait..."); - Selection.ClearSelection(); - item.prefab = await item.importFunction(item); - NameObjectMeshes(item.prefab); - item.imported = true; - - // For blender assets, we don't want to instantiate objects, we will receive them - if (!item.skipInstantiation) - { - AddObject(item.prefab); - } - else - { - item.prefab = null; - } - GlobalState.Instance.messageBox.SetVisible(false); - loadingAsset = false; - } - else - { - if (!item.skipInstantiation) - { - GameObject instance = SceneManager.InstantiateObject(item.prefab); - AddObject(instance); - } - } - selectedItem = -1; - } - - private Task ImportObjectAsync(AssetBankItem item) - { - return GlobalState.GeometryImporter.ImportObjectAsync(item.assetName, bank.transform); - } - - private void NameObjectMeshes(GameObject gobject) - { - foreach (Transform child in gobject.transform) - { - MeshFilter meshFilter = child.GetComponent(); - if (null != meshFilter) - { - Mesh mesh = meshFilter.mesh; - if (null != mesh) - { - mesh.name = child.name; - } - } - } - } - - private void AddObject(GameObject gobject) - { - if (!items.TryGetValue(selectedItem, out AssetBankItem item)) - { - Debug.LogWarning($"Item {gobject.name} not found in Asset Bank (id: {selectedItem})"); - return; - } - - // Get the position of the mouthpiece into matrix - Matrix4x4 matrix = SceneManager.RightHanded.worldToLocalMatrix * mouthpiece.localToWorldMatrix; - Maths.DecomposeMatrix(matrix, out Vector3 t, out _, out _); - Vector3 scale = Vector3.one; - - CommandGroup group = new CommandGroup("Instantiate Bank Object"); - try - { - // Add the object to scene - ClearSelection(); - CommandAddGameObject command = new CommandAddGameObject(gobject); - command.Submit(); - GameObject newObject = command.newObject; - if (item.imported) - { - ParametersController controller = newObject.GetComponent(); - if (null == controller) - { - controller = newObject.AddComponent(); - controller.isImported = true; - controller.importPath = item.assetName; - } - } - - // Set the object size to 20cm in the user space - Bounds bounds = new Bounds(); - foreach (var subMeshFilter in newObject.GetComponentsInChildren()) - { - if (!useDefaultInstantiationScale) - { - bounds.Encapsulate(subMeshFilter.mesh.bounds); - } - } - if (bounds.size.magnitude > 0) - scale *= (0.2f / bounds.size.magnitude) / GlobalState.WorldScale; // 0.2: 20cm - - AddToSelection(newObject); - SceneManager.SetObjectMatrix(newObject, Matrix4x4.TRS(t, Quaternion.identity, scale)); - Selection.HoveredObject = newObject; - } - finally - { - group.Submit(); - } - } - - protected override void DoUpdateGui() - { - bool gripped = false; - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.gripButton, async () => - { - await OnInstantiateUIObject(); - - // Since OnInstantiateUIObject may take some time, check we are still gripped - gripped = VRInput.GetValue(VRInput.primaryController, CommonUsages.gripButton); - if (gripped) { OnStartGrip(); } - }, () => - { - // Only end grip if we were effectively gripped - if (gripped) { OnEndGrip(); } - }); - } - } -} diff --git a/Assets/Scripts/Tools/AssetBank.cs.meta b/Assets/Scripts/Tools/AssetBank.cs.meta deleted file mode 100644 index 36ee913a..00000000 --- a/Assets/Scripts/Tools/AssetBank.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9c383342f364c404e834c2cd0c529a73 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/CameraFeedback.cs b/Assets/Scripts/Tools/CameraFeedback.cs deleted file mode 100644 index a736db46..00000000 --- a/Assets/Scripts/Tools/CameraFeedback.cs +++ /dev/null @@ -1,57 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Assertions; - -namespace VRtist -{ - public class CameraFeedback : MonoBehaviour - { - public Transform vrCamera; - public Transform rig; - private GameObject cameraPlane; - - private void Start() - { - Assert.IsTrue(transform.GetChild(0).name == "CameraFeedbackPlane"); - cameraPlane = transform.GetChild(0).gameObject; - cameraPlane.GetComponent().material.SetTexture("_UnlitColorMap", CameraManager.Instance.EmptyTexture); - CameraManager.Instance.RegisterScreen(cameraPlane.GetComponent().material); - UpdateTransform(); - } - - public void UpdateTransform() - { - Camera cam = CameraManager.Instance.GetActiveCameraComponent(); - float aspect = cam == null ? 16f / 9f : cam.aspect; - float far = Camera.main.farClipPlane * GlobalState.WorldScale * 0.7f; - float fov = Camera.main.fieldOfView; - float scale = far * Mathf.Tan(Mathf.Deg2Rad * fov * 0.5f) * 0.5f * GlobalState.Settings.cameraFeedbackScaleValue; - Vector3 direction = GlobalState.Settings.cameraFeedbackDirection; - transform.localPosition = direction.normalized * far; - transform.localRotation = Quaternion.LookRotation(-direction) * Quaternion.Euler(0, 180, 0); - transform.localScale = new Vector3(scale * aspect, scale, scale); - } - } -} diff --git a/Assets/Scripts/Tools/CameraFeedback.cs.meta b/Assets/Scripts/Tools/CameraFeedback.cs.meta deleted file mode 100644 index 7a6afb30..00000000 --- a/Assets/Scripts/Tools/CameraFeedback.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a34cdd8910a9e414b827e7d7c4b50584 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/CameraTool.cs b/Assets/Scripts/Tools/CameraTool.cs deleted file mode 100644 index 52026f56..00000000 --- a/Assets/Scripts/Tools/CameraTool.cs +++ /dev/null @@ -1,706 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class CameraTool : SelectorBase - { - public Transform rig; - public Transform cameraContainer; - public Material screenShotMaterial; - public Transform backgroundFeedback; - public Transform dopesheetHandle = null; - public Transform shotManagerHandle = null; - public Transform cameraPreviewHandle = null; - public Transform paletteHandle = null; - public TextMeshProUGUI tm; - public float zoomSpeed = 1f; - public RenderTexture renderTexture = null; - - private GameObject UIObject = null; - private Transform focalSlider = null; - private Transform focusSlider = null; - private Transform apertureSlider = null; - - private UICheckbox enableDepthOfFieldCheckbox = null; - private bool enableDepthOfField = false; - - private UICheckbox showCameraFeedbackCheckbox = null; - private UICheckbox feedbackPositionningCheckbox = null; - private bool feedbackPositioning = false; - private readonly float cameraFeedbackScaleFactor = 1.05f; - - private UICheckbox showDopesheetCheckbox = null; - private UICheckbox showShotManagerCheckbox = null; - private UICheckbox showCameraPreviewCheckbox = null; - private CameraPreviewWindow cameraPreviewWindow; - - public static bool showCameraFrustum = false; - private UICheckbox showCameraFrustumCheckbox = null; - - public float deadZone = 0.8f; - public UIDynamicList cameraList; - private GameObject cameraItemPrefab; - - private readonly List selectedCameraControllers = new List(); - - protected override void OnEnable() - { - base.OnEnable(); - InitUIPanel(); - OnSelectionChanged(null, null); - } - - protected override void OnDisable() - { - base.OnDisable(); - foreach (CameraController cameraController in selectedCameraControllers) - { - cameraController.parameterChanged.RemoveListener(OnCameraParameterChanged); - } - selectedCameraControllers.Clear(); - feedbackPositioning = false; - } - - protected override void OnSettingsChanged() - { - InitUIPanel(); - } - - protected override void Awake() - { - base.Awake(); - - if (!panel) - { - Debug.LogWarning("You forgot to give the Camera Panel to the Camera Tool."); - } - else - { - focalSlider = panel.Find("Focal"); - focusSlider = panel.Find("Focus"); - apertureSlider = panel.Find("Aperture"); - enableDepthOfFieldCheckbox = panel.Find("EnableDepthOfField").gameObject.GetComponent(); - showCameraFeedbackCheckbox = panel.Find("ShowFeedback").gameObject.GetComponent(); - feedbackPositionningCheckbox = panel.Find("Feedback").gameObject.GetComponent(); - showDopesheetCheckbox = panel.Find("ShowDopesheet").gameObject.GetComponent(); - showShotManagerCheckbox = panel.Find("ShowShotManager").gameObject.GetComponent(); - showCameraPreviewCheckbox = panel.Find("ShowCameraPreview").gameObject.GetComponent(); - showCameraFrustumCheckbox = panel.Find("ShowFrustum").gameObject.GetComponent(); - } - - if (!dopesheetHandle) - { - Debug.LogWarning("You forgot to give the Dopesheet to the Camera Tool."); - } - else - { - //dopesheet = dopesheetHandle.GetComponentInChildren(); - dopesheetHandle.localScale = Vector3.zero; // si tous les tools ont une ref sur la dopesheet, qui la cache au demarrage? ToolsUIManager? - dopesheetHandle.position = Vector3.zero; - } - - if (!shotManagerHandle) - { - Debug.LogWarning("You forgot to give the Shot Manager to the Camera Tool."); - } - else - { - shotManagerHandle.localScale = Vector3.zero; // si tous les tools ont une ref sur le shot manager, qui la cache au demarrage? ToolsUIManager? - shotManagerHandle.position = Vector3.zero; - } - - if (!cameraPreviewHandle) - { - Debug.LogWarning("You forgot to give the CameraPreview to the Camera Tool."); - } - else - { - cameraPreviewWindow = cameraPreviewHandle.GetComponentInChildren(); - cameraPreviewHandle.localScale = Vector3.zero; - cameraPreviewHandle.position = Vector3.zero; - } - - - Init(); - - // Create tooltips - SetTooltips(); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Joystick, Tooltips.Action.HoldVertical, "Zoom"); - - // Camera list - GlobalState.ObjectAddedEvent.AddListener(OnCameraAdded); - GlobalState.ObjectRemovedEvent.AddListener(OnCameraRemoved); - GlobalState.ObjectRenamedEvent.AddListener(OnCameraRenamed); - SceneManager.clearSceneEvent.AddListener(OnClearScene); - if (null != cameraList) { cameraList.ItemClickedEvent += OnSelectCameraItem; } - cameraItemPrefab = Resources.Load("Prefabs/UI/CameraItem"); - } - - void Start() - { - ToolsUIManager.Instance.onPaletteOpened.AddListener(OnPaletteOpened); - } - - protected override void Init() - { - base.Init(); - - focalSlider.gameObject.SetActive(false); - focusSlider.gameObject.SetActive(false); - apertureSlider.gameObject.SetActive(false); - enableDepthOfFieldCheckbox.gameObject.SetActive(false); - - InitUIPanel(); - } - - void OnPaletteOpened() - { - cameraList.NeedsRebuild = true; - } - - protected void InitUIPanel() - { - if (feedbackPositionningCheckbox != null) - { - feedbackPositionningCheckbox.Checked = feedbackPositioning && GlobalState.Settings.cameraFeedbackVisible; - feedbackPositionningCheckbox.Disabled = !GlobalState.Settings.cameraFeedbackVisible; - } - - if (null != showCameraFrustumCheckbox) - { - showCameraFrustumCheckbox.Checked = showCameraFrustum; - } - - if (null != enableDepthOfFieldCheckbox) - { - enableDepthOfFieldCheckbox.Checked = enableDepthOfField; - focusSlider.GetComponent().Disabled = !enableDepthOfField; - apertureSlider.GetComponent().Disabled = !enableDepthOfField; - } - - if (null != showCameraFeedbackCheckbox) - { - showCameraFeedbackCheckbox.Checked = GlobalState.Settings.cameraFeedbackVisible; - } - if (null != showDopesheetCheckbox) - { - showDopesheetCheckbox.Checked = GlobalState.Settings.DopeSheetVisible; - } - if (null != showShotManagerCheckbox) - { - showShotManagerCheckbox.Checked = GlobalState.Settings.ShotManagerVisible; - } - if (null != showCameraPreviewCheckbox) - { - showCameraPreviewCheckbox.Checked = GlobalState.Settings.CameraPreviewVisible; - } - - } - - private void OnCameraRenamed(GameObject gObject) - { - CameraController cameraController = gObject.GetComponent(); - if (null == cameraController) - return; - foreach (UIDynamicListItem item in cameraList.GetItems()) - { - CameraItem cameraItem = item.Content.gameObject.GetComponent(); - if (cameraItem.cameraObject == gObject) - { - cameraItem.SetItemName(gObject.name); - } - } - } - - private void OnCameraAdded(GameObject gObject) - { - CameraController cameraController = gObject.GetComponent(); - if (null == cameraController) - return; - GameObject cameraItemObject = Instantiate(cameraItemPrefab); - CameraItem cameraItem = cameraItemObject.GetComponentInChildren(); - cameraItem.SetCameraObject(gObject); - UIDynamicListItem item = cameraList.AddItem(cameraItem.transform); - item.UseColliderForUI = true; - } - - private void OnCameraRemoved(GameObject gObject) - { - CameraController cameraController = gObject.GetComponent(); - if (null == cameraController) - return; - foreach (var item in cameraList.GetItems()) - { - CameraItem cameraItem = item.Content.GetComponent(); - if (cameraItem.cameraObject == gObject) - { - cameraList.RemoveItem(item); - return; - } - } - } - - private void OnClearScene() - { - cameraList.Clear(); - } - - public override void OnUIObjectEnter(int gohash) - { - feedbackPositioning = false; - UIObject = ToolsUIManager.Instance.GetUI3DObject(gohash); - } - - public override void OnUIObjectExit(int gohash) - { - UIObject = null; - } - - public void OnCheckShowCameraFeedback(bool value) - { - GlobalState.Settings.cameraFeedbackVisible = value; - backgroundFeedback.gameObject.SetActive(value); - feedbackPositionningCheckbox.Disabled = !value; - if (!value) - { - feedbackPositioning = false; - feedbackPositionningCheckbox.Checked = false; - } - } - - public void OnCheckFeedbackPositionning(bool value) - { - feedbackPositioning = value; - } - - public void OnCloseDopesheet() - { - OnCheckShowDopesheet(false); - } - - public void OnCloseShotManager() - { - OnCheckShowShotManager(false); - - UICheckbox showShotManager = showShotManagerCheckbox.GetComponent(); - if (showShotManager != null) - { - showShotManager.Checked = false; - } - } - - public void OnCheckShowDopesheet(bool value) - { - if (dopesheet != null && dopesheetHandle != null) - { - if (value) - { - ToolsUIManager.Instance.OpenWindow(dopesheetHandle, 0.7f); - } - else - { - ToolsUIManager.Instance.CloseWindow(dopesheetHandle, 0.7f); - } - } - GlobalState.Settings.DopeSheetVisible = value; - } - - public void OnCheckShowShotManager(bool value) - { - GlobalState.Settings.ShotManagerVisible = value; - if (shotManager != null && shotManagerHandle != null) - { - if (value) - { - ToolsUIManager.Instance.OpenWindow(shotManagerHandle, 0.7f); - } - else - { - ToolsUIManager.Instance.CloseWindow(shotManagerHandle, 0.7f); - } - } - } - public void OnCloseCameraPreview() - { - OnCheckShowCameraPreview(false); - - UICheckbox cb = showCameraPreviewCheckbox.GetComponent(); - if (cb != null) - { - cb.Checked = false; - } - } - - public void OnCheckShowCameraPreview(bool value) - { - GlobalState.Settings.cameraPreviewVisible = value; - if (cameraPreviewWindow != null && cameraPreviewHandle != null) - { - if (value) - { - ToolsUIManager.Instance.OpenWindow(cameraPreviewHandle, 0.7f); - } - else - { - ToolsUIManager.Instance.CloseWindow(cameraPreviewHandle, 0.7f); - } - } - } - - private List SelectedCameras() - { - List selectedCameras = new List(); - foreach (var selectedItem in Selection.ActiveObjects) - { - CameraController controller = selectedItem.GetComponent(); - if (!controller) - continue; - selectedCameras.Add(controller); - } - return selectedCameras; - } - - protected override void DoUpdateGui() - { - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.gripButton, () => - { - if (UIObject) - { - Matrix4x4 matrix = cameraContainer.worldToLocalMatrix * mouthpiece.localToWorldMatrix * Matrix4x4.Scale(new Vector3(5f, 5f, 5f)); - GameObject cameraPrefab = ResourceManager.GetPrefab(PrefabID.Camera); - - GameObject instance = SceneManager.InstantiateUnityPrefab(cameraPrefab); - Vector3 position = matrix.GetColumn(3); - Quaternion rotation = Quaternion.AngleAxis(180, Vector3.forward) * Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1)); - Vector3 scale = new Vector3(matrix.GetColumn(0).magnitude, matrix.GetColumn(1).magnitude, matrix.GetColumn(2).magnitude); - - CommandGroup undoGroup = new CommandGroup("Instantiate Camera"); - try - { - ClearSelection(); - CommandAddGameObject command = new CommandAddGameObject(instance); - command.Submit(); - GameObject newCamera = command.newObject; - AddToSelection(newCamera); - SceneManager.SetObjectTransform(instance, position, rotation, scale); - Selection.HoveredObject = newCamera; - } - finally - { - undoGroup.Submit(); - UIObject = null; - } - } - OnStartGrip(); - }, - () => - { - OnEndGrip(); - }); - - // called to update focal slider value - UpdateUI(); - } - - public static void SendCameraParams(GameObject camera) - { - SceneManager.SendCameraInfo(camera.transform); - } - - protected override void DoUpdate() - { - // Update feedback position and scale - if (GlobalState.Settings.cameraFeedbackVisible) - { - bool trigger = false; - if (feedbackPositioning - && VRInput.GetValue(VRInput.primaryController, CommonUsages.gripButton)) - { - GlobalState.Settings.cameraFeedbackDirection = rig.InverseTransformDirection(transform.forward); // direction local to rig - trigger = true; - } - if (trigger) - { - // Cam feedback scale - Vector2 joystickAxis = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - float value = GlobalState.Settings.cameraFeedbackScaleValue; - if (joystickAxis.y > deadZone) - { - value *= cameraFeedbackScaleFactor; - } - if (joystickAxis.y < -deadZone) - { - value /= cameraFeedbackScaleFactor; - } - GlobalState.Settings.cameraFeedbackScaleValue = Mathf.Clamp(value, GlobalState.Settings.cameraFeedbackMinScaleValue, GlobalState.Settings.cameraFeedbackMaxScaleValue); - GlobalState.Instance.cameraFeedback.GetComponent().UpdateTransform(); - } - } - - // called to update focal slider value - UpdateUI(); - - if (!GlobalState.Settings.cameraFeedbackVisible || !feedbackPositioning) - { - base.DoUpdate(); - } - } - - public void OnChangeFocal(float value) - { - foreach (CameraController controller in SelectedCameras()) - { - controller.Focal = value; - SendCameraParams(controller.gameObject); - } - } - - public void OnChangeFocus(float value) - { - foreach (CameraController controller in SelectedCameras()) - { - controller.Focus = value; - SendCameraParams(controller.gameObject); - } - } - - public void OnChangeAperture(float value) - { - foreach (CameraController controller in SelectedCameras()) - { - controller.Aperture = value; - SendCameraParams(controller.gameObject); - } - } - - // NOTE: deprecated??? if not, handle Focus and Aperture, using the args.parameterName - private void OnChangeParameter(object sender, ToolParameterChangedArgs args) - { - // update selection parameters from UI - if (args.toolName != "Camera") - return; - foreach (CameraController controller in SelectedCameras()) - { - controller.Focal = args.value; - } - } - - protected override void UpdateUI() - { - // updates the panel from selection - foreach (GameObject gobject in Selection.SelectedObjects) - { - CameraController cameraController = gobject.GetComponent(); - if (null == cameraController) - continue; - - bool DOFActive = cameraController.EnableDOF; - focusSlider.GetComponent().Disabled = !DOFActive; - apertureSlider.GetComponent().Disabled = !DOFActive; - - - //if (cameraPreviewWindow != null) - // cameraPreviewWindow.UpdateFromController(cameraController); - - // Update the Camera Panel - enableDepthOfFieldCheckbox.gameObject.SetActive(true); - enableDepthOfFieldCheckbox.Checked = cameraController.EnableDOF; - - UISlider sliderComp = focalSlider.GetComponent(); - if (sliderComp != null) - { - sliderComp.Value = cameraController.focal; - focalSlider.gameObject.SetActive(true); - } - - sliderComp = focusSlider.GetComponent(); - if (sliderComp != null) - { - sliderComp.Value = cameraController.Focus; - focusSlider.gameObject.SetActive(true); - } - - sliderComp = apertureSlider.GetComponent(); - if (sliderComp != null) - { - sliderComp.Value = cameraController.aperture; - apertureSlider.gameObject.SetActive(true); - } - - // Use only the first camera. - return; - } - - //if (cameraPreviewWindow != null) - // cameraPreviewWindow.Clear(); - - enableDepthOfFieldCheckbox.gameObject.SetActive(false); - focalSlider.gameObject.SetActive(false); - focusSlider.gameObject.SetActive(false); - apertureSlider.gameObject.SetActive(false); - } - - private void UpdateSelectedCameraControllers() - { - foreach (CameraController cameraController in selectedCameraControllers) - { - cameraController.parameterChanged.RemoveListener(OnCameraParameterChanged); - } - - selectedCameraControllers.Clear(); - foreach (GameObject item in Selection.SelectedObjects) - { - CameraController cameraController = item.GetComponent(); - if (null != cameraController) - { - selectedCameraControllers.Add(cameraController); - cameraController.parameterChanged.AddListener(OnCameraParameterChanged); - } - } - } - - protected override void OnSelectionChanged(HashSet previousSelection, HashSet currentSelection) - { - base.OnSelectionChanged(previousSelection, currentSelection); - UpdateSelectedCameraControllers(); - foreach (GameObject item in Selection.SelectedObjects) - { - CameraController cameraController = item.GetComponent(); - if (null != cameraController) - cameraController.parameterChanged.AddListener(OnCameraParameterChanged); - } - UpdateUI(); - } - - private void OnCameraParameterChanged() - { - UpdateUI(); - } - - public void OnFocalSliderPressed() - { - OnSliderPressed("Camera Focal", "/CameraController/focal"); - } - - public void OnFocusSliderPressed() - { - OnSliderPressed("Camera Focus", "/CameraController/Focus"); - } - public void OnFocusSliderReleased() - { - OnReleased(); - } - public void OnApertureSliderPressed() - { - OnSliderPressed("Camera Aperture", "/CameraController/aperture"); - } - - public void OnCheckEnableDepthOfField(bool value) - { - enableDepthOfField = value; - CommandGroup commangGroup = new CommandGroup(); - foreach (GameObject item in Selection.SelectedObjects) - { - CameraController cameraController = item.GetComponent(); - if (null != cameraController) - { - new CommandEnableDOF(item, value).Submit(); - } - } - commangGroup.Submit(); - } - - - // TODO: remove once we are sure it is no longer used. - - //public void OnAddKeyframe(int i) - //{ - // // TODO: - // // - add a keyframe to the currently selected camera cameraController - //} - - //public void OnRemoveKeyframe(int i) - //{ - // // TODO: - // // - remove a keyframe to the currently selected camera cameraController - //} - - //static int the_next_keyframe = 1; // TMP - //public void OnNextKeyframe(int currentKeyframe) - //{ - // // TODO: - // // - find the next keyframe, using the current one provided, and cameraController keyframes. - // // - call the dopesheet to tell it the new current keyframe - // if (dopesheet != null) - // { - // int f = the_next_keyframe++; - // GlobalState.Animation.CurrentFrame = f; - // } - //} - - //static int the_previous_keyframe = 100; // TMP - //public void OnPreviousKeyframe(int currentKeyframe) - //{ - // // TODO: - // // - find the previous keyframe, using the current one provided, and cameraController keyframes. - // // - call the dopesheet to tell it the new current keyframe - - // if (dopesheet != null) - // { - // int f = the_previous_keyframe--; - // GlobalState.Animation.CurrentFrame = f; - // } - //} - - public void OnCheckShowCameraFrustum(bool value) - { - showCameraFrustum = value; - } - - public void OnSelectCameraItem(object sender, IndexedGameObjectArgs args) - { - GameObject item = args.gobject; - CameraItem cameraItem = item.GetComponent(); - - // Select camera in scene - CommandGroup command = new CommandGroup("Select Camera"); - try - { - ClearSelection(); - AddToSelection(cameraItem.cameraObject); - } - finally - { - command.Submit(); - } - } - } -} diff --git a/Assets/Scripts/Tools/CameraTool.cs.meta b/Assets/Scripts/Tools/CameraTool.cs.meta deleted file mode 100644 index 94fb0f1c..00000000 --- a/Assets/Scripts/Tools/CameraTool.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2fd99bc9fbbe1774fb199ac713d98b3c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/Colorize.cs b/Assets/Scripts/Tools/Colorize.cs deleted file mode 100644 index 6b3487fa..00000000 --- a/Assets/Scripts/Tools/Colorize.cs +++ /dev/null @@ -1,233 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using System.Linq; - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class Colorize : ToolBase - { - private UISlider roughnessSlider; - private UISlider metallicSlider; - - private UIButton colorizeButton; - private UIButton pickButton; - private UIButton updateSelectionButton; - - private MeshRenderer previewRenderer; - - private bool uiInitialized = false; - private bool selectionHasChanged = false; - - private GameObject triggerTooltip; - - private enum ColorOp - { - Colorize, - Pick, - UpdateSelection - }; - - private ColorOp colorOp = ColorOp.Colorize; - private ColorOp previousColorOp = ColorOp.Colorize; - - void Start() - { - Init(); - - roughnessSlider = panel.Find("Roughness").gameObject.GetComponent(); - metallicSlider = panel.Find("Metallic").gameObject.GetComponent(); - colorizeButton = panel.Find("ColorizeButton").gameObject.GetComponent(); - pickButton = panel.Find("PickButton").gameObject.GetComponent(); - updateSelectionButton = panel.Find("SetSelectionButton").gameObject.GetComponent(); - previewRenderer = panel.Find("ColorPreview").gameObject.GetComponent(); - - // Realtime update: preview only - roughnessSlider.onSlideEvent.AddListener((float value) => UpdatePreview()); - metallicSlider.onSlideEvent.AddListener((float value) => UpdatePreview()); - GlobalState.colorChangedEvent.AddListener((Color color) => UpdatePreview()); - - // On release update - roughnessSlider.onReleaseEvent.AddListener(UpdateMaterial); - metallicSlider.onReleaseEvent.AddListener(UpdateMaterial); - GlobalState.colorReleasedEvent.AddListener((Color color) => UpdateMaterial()); - - SetTooltips(); - } - - public override void SetTooltips() - { - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Primary, Tooltips.Action.Push, "Pick Material"); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Joystick, Tooltips.Action.HoldHorizontal, "Brush Size"); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Trigger, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Secondary, false); - } - - protected override void OnEnable() - { - base.OnEnable(); - colorOp = ColorOp.Colorize; - uiInitialized = false; - } - - protected override void DoUpdate() - { - // Alt button - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.primaryButton, () => - { - previousColorOp = colorOp; - colorOp = ColorOp.Pick; - uiInitialized = false; - }, () => - { - colorOp = previousColorOp; - uiInitialized = false; - }); - - // Update UI - if (!uiInitialized) - { - uiInitialized = true; - switch (colorOp) - { - case ColorOp.Colorize: OnSetColorize(); break; - case ColorOp.UpdateSelection: OnSetUpdateSelection(); break; - case ColorOp.Pick: OnSetPick(); break; - } - UpdatePreview(); - } - - // Clear selection: only when triggering on nothing with the ColorOp.UpdateSelection - if (ColorOp.UpdateSelection == colorOp) - { - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, () => - { - selectionHasChanged = false; - }, () => - { - if (!selectionHasChanged && ColorOp.UpdateSelection == colorOp) - { - CommandRemoveFromSelection command = new CommandRemoveFromSelection(Selection.SelectedObjects.ToList()); - command.Redo(); - command.Submit(); - } - }); - } - } - - private void UpdateMaterial() - { - if (!gameObject.activeSelf) { return; } - - UpdatePreview(); - - if (colorOp == ColorOp.UpdateSelection) - { - ColorizeObjects(Selection.SelectedObjects.ToList()); - } - } - - private void UpdatePreview() - { - if (!gameObject.activeSelf) { return; } - - previewRenderer.material.SetColor("_BaseColor", GlobalState.CurrentColor); - previewRenderer.material.SetFloat("_Smoothness", 1f - roughnessSlider.Value); - previewRenderer.material.SetFloat("_Metallic", metallicSlider.Value); - } - - // Called by ColorizeTrigger script - public void ProcessObjects(List gobjects) - { - switch (colorOp) - { - case ColorOp.Colorize: ColorizeObjects(gobjects); break; - case ColorOp.Pick: PickObjects(gobjects); break; - case ColorOp.UpdateSelection: SelectObjects(gobjects); break; - } - } - - private void ColorizeObjects(List gobjects) - { - CommandMaterial command = new CommandMaterial(gobjects, GlobalState.CurrentColor, roughnessSlider.Value, metallicSlider.Value); - command.Submit(); - VRInput.SendHaptic(VRInput.primaryController, 0.1f, 0.2f); - } - - private void PickObjects(List gobjects) - { - MeshRenderer renderer = gobjects[0].GetComponentInChildren(); - GlobalState.CurrentColor = renderer.material.GetColor("_BaseColor"); - if (renderer.material.HasProperty("_Smoothness")) { roughnessSlider.Value = 1f - renderer.material.GetFloat("_Smoothness"); } - else { roughnessSlider.Value = renderer.material.GetFloat("_Roughness"); } - metallicSlider.Value = renderer.material.GetFloat("_Metallic"); - UpdatePreview(); - VRInput.SendHaptic(VRInput.primaryController, 0.1f, 0.2f); - } - - private void SelectObjects(List gobjects) - { - bool primaryState = VRInput.GetValue(VRInput.primaryController, CommonUsages.primaryButton); - ICommand command; - if (!primaryState) { command = new CommandAddToSelection(gobjects); } - else { command = new CommandRemoveFromSelection(gobjects); } - command.Redo(); - command.Submit(); - selectionHasChanged = true; - } - - // Buttons callbacks - public void OnSetColorize() - { - colorOp = ColorOp.Colorize; - colorizeButton.Checked = true; - pickButton.Checked = false; - updateSelectionButton.Checked = false; - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Trigger, Tooltips.Action.Push, "Set Material"); - } - - public void OnSetPick() - { - colorOp = ColorOp.Pick; - colorizeButton.Checked = false; - pickButton.Checked = true; - updateSelectionButton.Checked = false; - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Trigger, Tooltips.Action.Push, "Pick Material"); - } - - public void OnSetUpdateSelection() - { - colorOp = ColorOp.UpdateSelection; - colorizeButton.Checked = false; - pickButton.Checked = false; - updateSelectionButton.Checked = true; - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Trigger, Tooltips.Action.Push, "Select Object"); - UpdateMaterial(); - } - } -} diff --git a/Assets/Scripts/Tools/Colorize.cs.meta b/Assets/Scripts/Tools/Colorize.cs.meta deleted file mode 100644 index 25e971b4..00000000 --- a/Assets/Scripts/Tools/Colorize.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 121b8e3fc5b6b78478930e3a451a1d0a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/ColorizeTrigger.cs b/Assets/Scripts/Tools/ColorizeTrigger.cs deleted file mode 100644 index 448b103e..00000000 --- a/Assets/Scripts/Tools/ColorizeTrigger.cs +++ /dev/null @@ -1,94 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using System.Linq; -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class ColorizeTrigger : MonoBehaviour - { - [SerializeField] private Colorize colorizer; - - public NavigationOptions navigation; - - private HashSet collidedObjects = new HashSet(); - private MeshRenderer paintingRenderer; - - private void Start() - { - paintingRenderer = gameObject.transform.Find("bucket/Plane").gameObject.GetComponent(); - - GlobalState.colorChangedEvent.AddListener(OnGlobalColorChanged); - OnGlobalColorChanged(GlobalState.CurrentColor); - } - - private void OnTriggerEnter(Collider other) - { - if(other.tag != "PhysicObject") { return; } - - collidedObjects.Add(other.gameObject); - } - - private void OnTriggerExit(Collider other) - { - if(other.tag != "PhysicObject") { return; } - - collidedObjects.Remove(other.gameObject); - } - - private void Update() - { - // Trigger action forwarded to Colorize script - bool triggerState = VRInput.GetValue(VRInput.primaryController, CommonUsages.triggerButton); - if(triggerState && collidedObjects.Count > 0) { - // Process then remove objects from the list of collided objects in order to prevent - // processing the same objects each frame (until trigger exit) - colorizer.ProcessObjects(collidedObjects.ToList()); - collidedObjects.Clear(); - } - - // Scaling of collider - if(navigation.CanUseControls(NavigationMode.UsedControls.RIGHT_JOYSTICK)) - { - Vector2 val = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - if(val != Vector2.zero) - { - float scale = gameObject.transform.localScale.x; - if(val.y > 0.3f) { scale += 0.001f; } - if(val.y < -0.3f) { scale -= 0.001f; } - scale = Mathf.Clamp(scale, 0.001f, 0.5f); - gameObject.transform.localScale = new Vector3(scale, scale, scale); - } - } - } - - private void OnGlobalColorChanged(Color color) - { - gameObject.GetComponent().material.SetColor("_BaseColor", color); - paintingRenderer.material.SetColor("_BaseColor", color); - } - } -} diff --git a/Assets/Scripts/Tools/ColorizeTrigger.cs.meta b/Assets/Scripts/Tools/ColorizeTrigger.cs.meta deleted file mode 100644 index a91bb979..00000000 --- a/Assets/Scripts/Tools/ColorizeTrigger.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 02214a723d0e0f64ba06e343733163a8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/DeformerPlane.cs b/Assets/Scripts/Tools/DeformerPlane.cs deleted file mode 100644 index 7bf92de9..00000000 --- a/Assets/Scripts/Tools/DeformerPlane.cs +++ /dev/null @@ -1,55 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - - -namespace VRtist -{ - public class DeformerPlane : MonoBehaviour - { - public Selector deformer; - public Transform opposite; - public Vector3 direction; - - private void OnTriggerEnter(Collider other) - { - if (null != other.gameObject.GetComponent()) // tag == "DeformerCollider" - { - if(deformer.ActivePlane() == null) - deformer.SetActivePLane(this); - } - } - - private void OnTriggerExit(Collider other) - { - if (null != other.gameObject.GetComponent()) // tag == "DeformerCollider" - { - if (deformer.ActivePlane() == this) - deformer.SetActivePLane(null); - } - } - } -} diff --git a/Assets/Scripts/Tools/DeformerPlane.cs.meta b/Assets/Scripts/Tools/DeformerPlane.cs.meta deleted file mode 100644 index 12b4901d..00000000 --- a/Assets/Scripts/Tools/DeformerPlane.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 501abcb5402c9524a94a1142940984ee -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/DeformerTrigger.cs b/Assets/Scripts/Tools/DeformerTrigger.cs deleted file mode 100644 index 04ac5043..00000000 --- a/Assets/Scripts/Tools/DeformerTrigger.cs +++ /dev/null @@ -1,34 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -/// -/// Empty monobehavior just to identify a set of objects (because an object can only have one tag on it) -/// that can interact with the deformer planes. -/// -public class DeformerTrigger : MonoBehaviour -{ -} diff --git a/Assets/Scripts/Tools/DeformerTrigger.cs.meta b/Assets/Scripts/Tools/DeformerTrigger.cs.meta deleted file mode 100644 index f5f35c19..00000000 --- a/Assets/Scripts/Tools/DeformerTrigger.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ccff2b8838b82524189119bdea33d606 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/FreeDraw.cs b/Assets/Scripts/Tools/FreeDraw.cs deleted file mode 100644 index d1363e96..00000000 --- a/Assets/Scripts/Tools/FreeDraw.cs +++ /dev/null @@ -1,544 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using UnityEngine; - -// Generates mesh arrays from free drawing - -namespace VRtist -{ - - public class FreeDraw - { - public Vector3[] controlPoints; - public float[] controlPointsRadius; - - private Vector3[] linePoints; - private int[] linePointIndices; - private float[] lineRadius; - private Vector3[] controlPointNormals; - - public Vector3[] vertices; - public Vector3[] normals; - public int[] triangles; - - public List hullControlPoints; - public List hullVertices; - public List hullNormals; - public List hullTriangles; - - Vector3 prevControlPoint; - public Matrix4x4 matrix; - - GK.ConvexHullCalculator calc; - - public FreeDraw() - { - Reset(); - matrix = Matrix4x4.identity; - } - public FreeDraw(Vector3[] points, float[] radius) - { - Reset(); - matrix = Matrix4x4.identity; - - int count = points.Length; - for (int i = 0; i < count; i++) - { - AddControlPoint(points[i], radius[i]); - } - } - - public void AddConvexHullPoint(Vector3 nextPoint) - { - Vector3 next = matrix.MultiplyPoint(nextPoint); - - int size = controlPoints.Length; - - if (Vector3.Distance(prevControlPoint, next) < 0.01) - return; - - prevControlPoint = next; - - System.Array.Resize(ref controlPoints, size + 1); - controlPoints[size] = next; - - hullControlPoints.Add(next); - - if (size >= 4) - { - calc.GenerateHull(hullControlPoints, true, ref hullVertices, ref hullTriangles, ref hullNormals); - - vertices = hullVertices.ToArray(); - triangles = hullTriangles.ToArray(); - normals = hullNormals.ToArray(); - } - } - - public void AddFlatLineControlPoint(Vector3 nextPoint, Vector3 nextNormal, float length) - { - Vector3 next = matrix.MultiplyPoint(nextPoint); - Vector3 normal = matrix.MultiplyVector(nextNormal); - - length *= matrix.lossyScale.x; - - int size = controlPoints.Length; - - if (size > 1 && Vector3.Distance(prevControlPoint, next) < 0.01) - { - size--; - } - else - { - prevControlPoint = next; - } - - System.Array.Resize(ref controlPoints, size + 1); - System.Array.Resize(ref controlPointNormals, size + 1); - System.Array.Resize(ref controlPointsRadius, size + 1); - - System.Array.Resize(ref vertices, 2 * (size + 1)); - System.Array.Resize(ref normals, 2 * (size + 1)); - System.Array.Resize(ref triangles, 6 * size); - - controlPoints[size] = next; - controlPointNormals[size] = normal; - controlPointsRadius[size] = length; - - if (size == 0) - { - Vector3 c = Vector3.Cross(normal, Vector3.forward).normalized; - vertices[0] = next + c * length; - vertices[1] = next - c * length; - normals[0] = normal; - normals[1] = normal; - } - else - { - Vector3 direction = (next - controlPoints[size - 1]).normalized; - Vector3 c = Vector3.Cross(normal, direction).normalized; - float prevLength = controlPointsRadius[size - 1]; - vertices[2 * (size - 1)] = controlPoints[size - 1] + c * prevLength; - vertices[2 * (size - 1) + 1] = controlPoints[size - 1] - c * prevLength; - - vertices[2 * size] = next + c * length; - vertices[2 * size + 1] = next - c * length; - normals[2 * size] = normal; - normals[2 * size + 1] = normal; - - int triIndex = 6 * (size - 1); - triangles[triIndex + 0] = 2 * size - 2; - triangles[triIndex + 1] = 2 * size - 1; - triangles[triIndex + 2] = 2 * size + 1; - - triangles[triIndex + 3] = 2 * size - 2; - triangles[triIndex + 4] = 2 * size + 1; - triangles[triIndex + 5] = 2 * size + 0; - } - - } - - public void AddControlPoint(Vector3 nextPoint, float nextPointRadius) - { - Vector3 next = matrix.MultiplyPoint(nextPoint); - float radius = matrix.lossyScale.x * nextPointRadius; - - int ANZ = 8; // number of vertices per circle - int size = controlPoints.Length; - - // if new control point is too close to previous control point then replace it. - if (size > 1 && Vector3.Distance(prevControlPoint, next) < Mathf.Abs(radius)) - { - size--; - } - else - { - prevControlPoint = next; - } - - System.Array.Resize(ref controlPoints, size + 1); - System.Array.Resize(ref controlPointsRadius, size + 1); - System.Array.Resize(ref linePointIndices, linePointIndices.Length + 1); - - controlPoints[size] = next; - controlPointsRadius[size] = radius; - - if (size == 0) - return; - - float prevPrevPrevRadius = 0; - float prevPrevRadius = 0; - float prevRadius = controlPointsRadius[size - 1]; - - if (size >= 3) - { - prevPrevPrevRadius = controlPointsRadius[size - 3]; - } - - if (size >= 2) - { - prevPrevRadius = controlPointsRadius[size - 2]; - } - - int prevIndex = linePointIndices[size - 1]; - if (size >= 3) - { - prevIndex = linePointIndices[size - 3]; - } - else if (size >= 2) - { - prevIndex = linePointIndices[size - 2]; - } - if (prevIndex >= 0) - { - System.Array.Resize(ref linePoints, prevIndex); - System.Array.Resize(ref lineRadius, prevIndex); - - System.Array.Resize(ref vertices, prevIndex * ANZ); - System.Array.Resize(ref normals, prevIndex * ANZ); - System.Array.Resize(ref triangles, prevIndex * 6 * ANZ); - } - - if (size == 1) - { - Vector3 A = controlPoints[0]; - Vector3 D = controlPoints[1]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (D - A).normalized * thirdDist; - Vector3 C = D - (D - A).normalized * thirdDist; - - AddArc(A, B, C, D, radius, radius, ANZ); - } - else if (size == 2) - { - { - Vector3 A = controlPoints[0]; - Vector3 D = controlPoints[1]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (D - A).normalized * thirdDist; - Vector3 C = D - (controlPoints[2] - A).normalized * thirdDist; - AddArc(A, B, C, D, prevPrevRadius, prevRadius, ANZ); - } - - { - Vector3 A = controlPoints[1]; - Vector3 D = controlPoints[2]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (D - controlPoints[0]).normalized * thirdDist; - Vector3 C = D - (D - A).normalized * thirdDist; - AddArc(A, B, C, D, prevRadius, radius, ANZ); - } - } - else if (size == 3) - { - { - Vector3 A = controlPoints[size - 3]; - Vector3 D = controlPoints[size - 2]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (D - A).normalized * thirdDist; - Vector3 C = D - (controlPoints[size - 1] - A).normalized * thirdDist; - AddArc(A, B, C, D, prevPrevPrevRadius, prevRadius, ANZ); - } - - { - Vector3 A = controlPoints[size - 2]; - Vector3 D = controlPoints[size - 1]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (controlPoints[size - 1] - controlPoints[size - 3]).normalized * thirdDist; - Vector3 C = D - (controlPoints[size] - A).normalized * thirdDist; - AddArc(A, B, C, D, prevPrevRadius, prevRadius, ANZ); - } - - { - Vector3 A = controlPoints[size - 1]; - Vector3 D = controlPoints[size - 0]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (controlPoints[size] - controlPoints[size - 2]).normalized * thirdDist; - Vector3 C = D - (controlPoints[size] - A).normalized * thirdDist; - AddArc(A, B, C, D, prevRadius, radius, ANZ); - } - } - else - { - { - Vector3 A = controlPoints[size - 3]; - Vector3 D = controlPoints[size - 2]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (controlPoints[size - 2] - controlPoints[size - 4]).normalized * thirdDist; - Vector3 C = D - (controlPoints[size - 1] - A).normalized * thirdDist; - AddArc(A, B, C, D, prevPrevPrevRadius, prevRadius, ANZ); - } - - { - Vector3 A = controlPoints[size - 2]; - Vector3 D = controlPoints[size - 1]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (controlPoints[size - 1] - controlPoints[size - 3]).normalized * thirdDist; - Vector3 C = D - (controlPoints[size] - A).normalized * thirdDist; - AddArc(A, B, C, D, prevPrevRadius, prevRadius, ANZ); - } - - { - Vector3 A = controlPoints[size - 1]; - Vector3 D = controlPoints[size - 0]; - float thirdDist = Vector3.Distance(D, A) / 3f; - Vector3 B = A + (controlPoints[size] - controlPoints[size - 2]).normalized * thirdDist; - Vector3 C = D - (controlPoints[size] - A).normalized * thirdDist; - AddArc(A, B, C, D, prevRadius, radius, ANZ); - } - } - - AddPointToLine(next, next, radius, ANZ); - linePointIndices[size] = linePoints.Length; - } - - public void AddRawControlPoint(Vector3 nextPoint, float nextPointRadius) - { - Vector3 next = matrix.MultiplyPoint(nextPoint); - float radius = matrix.lossyScale.x * nextPointRadius; - - int ANZ = 8; // number of vertices per circle - int size = controlPoints.Length; - - prevControlPoint = next; - - System.Array.Resize(ref controlPoints, size + 1); - System.Array.Resize(ref controlPointsRadius, size + 1); - System.Array.Resize(ref linePointIndices, linePointIndices.Length + 1); - - controlPoints[size] = next; - controlPointsRadius[size] = radius; - - AddPointToLine(next, next, radius, ANZ); - linePointIndices[size] = linePoints.Length; - } - - private void Reset() - { - calc = new GK.ConvexHullCalculator(); - hullControlPoints = new List(); - hullVertices = new List(); - hullNormals = new List(); - hullTriangles = new List(); - - System.Array.Resize(ref controlPoints, 0); - System.Array.Resize(ref controlPointsRadius, 0); - System.Array.Resize(ref vertices, 0); - System.Array.Resize(ref normals, 0); - System.Array.Resize(ref triangles, 0); - System.Array.Resize(ref linePoints, 0); - System.Array.Resize(ref linePointIndices, 0); - System.Array.Resize(ref lineRadius, 0); - } - - // reorder vertices to minimize distances - // the first vertex of the previous circle is the reference - // get the closest point to this ref and re index circle points according to this - private void Reorder(ref Vector3[] vertices, ref Vector3[] normals, int pointIndex, int ANZ) - { - Vector3[] tmpVertices = new Vector3[ANZ]; - Vector3[] tmpNormals = new Vector3[ANZ]; - for (int i = 0; i < ANZ; i++) - { - tmpVertices[i] = vertices[pointIndex * ANZ + i]; - tmpNormals[i] = normals[pointIndex * ANZ + i]; - } - - int minPrevIndex = 0; - int minIndex = 0; - float minDist = Mathf.Infinity; - for (int i = 0; i < ANZ; i++) - { - Vector3 refVertex = vertices[(pointIndex - 1) * ANZ + i]; - for (int j = 0; j < ANZ; j++) - { - float dist = Vector3.Distance(tmpVertices[j], refVertex); - if (dist < minDist) - { - minDist = dist; - minIndex = j; - minPrevIndex = i; - } - } - } - - for (int j = 0; j < ANZ; j++) - { - vertices[pointIndex * ANZ + ((j + minPrevIndex) % ANZ)] = tmpVertices[(j + minIndex) % ANZ]; - normals[pointIndex * ANZ + ((j + minPrevIndex) % ANZ)] = tmpNormals[(j + minIndex) % ANZ]; - } - } - - private Vector3 CubicBezier(Vector3 A, Vector3 B, Vector3 C, Vector3 D, float t) - { - float invT1 = 1 - t; - float invT2 = invT1 * invT1; - float invT3 = invT2 * invT1; - - float t2 = t * t; - float t3 = t2 * t; - - return (A * invT3) + (B * 3 * t * invT2) + (C * 3 * invT1 * t2) + (D * t3); - } - - private int Step(Vector3 A, Vector3 B, float radius) - { - return 4; - } - - private void AddArc(Vector3 A, Vector3 B, Vector3 C, Vector3 D, float radiusA, float radiusD, int ANZ) - { - int s = Step(A, D, radiusD); - int i = 0; - float ratio = 0; - Vector3 point = CubicBezier(A, B, C, D, ratio); - do - { - i++; - float nextRatio = (float)i / (float)s; - Vector3 nextPoint = CubicBezier(A, B, C, D, nextRatio); - AddPointToLine(point, nextPoint, radiusA + ratio * (radiusD - radiusA), ANZ); - point = nextPoint; - ratio = nextRatio; - } while (i < s); - } - - private void AddPointToLine(Vector3 point, Vector3 nextPoint, float R, int ANZ) - { - const float FULL = 2.0f * Mathf.PI; - - int count = linePoints.Length; - int index = count; - if (count > 0) - { - if (point == linePoints[count - 1]) - index = count - 1; - - count = index; - } - count++; - - System.Array.Resize(ref linePoints, count); - System.Array.Resize(ref lineRadius, count); - - System.Array.Resize(ref vertices, count * ANZ); - System.Array.Resize(ref normals, count * ANZ); - - if(count > 1) - System.Array.Resize(ref triangles, (count - 1) * 6 * ANZ); - - linePoints[index] = point; - lineRadius[index] = R; - float R2 = R; - float R1 = 0; - Vector3 prevP = point; - if (index > 0) - { - prevP = linePoints[index - 1]; - R1 = lineRadius[index - 1]; - } - - Vector3 prevPrevP = prevP; - if (index > 1) - prevPrevP = linePoints[index - 2]; - - // reorient current circle - Vector3 dir = new Vector3(1f, 0f, 0f); - Vector3 firstPerp = new Vector3(); - Vector3 secondPerp = new Vector3(); - - Vector3 center; - float radius; - - if (index > 0) - { - dir = (point - prevPrevP).normalized; - firstPerp = Maths.GetFirstPerpVector(dir); - secondPerp = Vector3.Cross(dir, firstPerp).normalized; - - center = linePoints[index - 1]; - radius = R1; - for (int j = 0; j < ANZ; j++) - { - float angle = FULL * (j / (float)ANZ); - Vector3 pos = radius * (Mathf.Cos(angle) * firstPerp + Mathf.Sin(angle) * secondPerp); - vertices[(index - 1) * ANZ + j] = center + pos; - normals[(index - 1) * ANZ + j] = pos.normalized; - } - - // reorder circles by distance to avoid twists - if (index > 1) - Reorder(ref vertices, ref normals, index - 1, ANZ); - - } - - dir = (nextPoint - prevP).normalized; - firstPerp = Maths.GetFirstPerpVector(dir); - secondPerp = Vector3.Cross(dir, firstPerp).normalized; - - center = linePoints[index]; - radius = R2; - for (int j = 0; j < ANZ; j++) - { - float angle = FULL * (j / (float)ANZ); - Vector3 pos = radius * (Mathf.Cos(angle) * firstPerp + Mathf.Sin(angle) * secondPerp); - vertices[index * ANZ + j] = center + pos; - normals[index * ANZ + j] = pos.normalized; - } - - // reorder circles by distance to avoid twists - if (index > 0) - { - Reorder(ref vertices, ref normals, index, ANZ); - - int i = 0, quadIndex; - int tIndex = 6 * ANZ * (index - 1); - int vIndex = ANZ * (index - 1); - for (quadIndex = 0; quadIndex < (ANZ - 1); quadIndex++) - { - triangles[tIndex + i + 0] = vIndex + quadIndex + 0; - triangles[tIndex + i + 1] = vIndex + quadIndex + 1; - triangles[tIndex + i + 2] = vIndex + quadIndex + ANZ; - - - triangles[tIndex + i + 3] = vIndex + quadIndex + 1; - triangles[tIndex + i + 4] = vIndex + quadIndex + ANZ + 1; - triangles[tIndex + i + 5] = vIndex + quadIndex + ANZ; - - // debug - i += 6; - } - - triangles[tIndex + i + 0] = vIndex + ANZ - 1; - triangles[tIndex + i + 1] = vIndex + 0; - triangles[tIndex + i + 2] = vIndex + 2 * ANZ - 1; - - triangles[tIndex + i + 3] = vIndex + 0; - triangles[tIndex + i + 4] = vIndex + ANZ; - triangles[tIndex + i + 5] = vIndex + 2 * ANZ - 1; - } - - } - } -} diff --git a/Assets/Scripts/Tools/FreeDraw.cs.meta b/Assets/Scripts/Tools/FreeDraw.cs.meta deleted file mode 100644 index f0714907..00000000 --- a/Assets/Scripts/Tools/FreeDraw.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f1333dc4619e1d54587bb5dae505a971 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/Lighting.cs b/Assets/Scripts/Tools/Lighting.cs deleted file mode 100644 index 0816a33c..00000000 --- a/Assets/Scripts/Tools/Lighting.cs +++ /dev/null @@ -1,485 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class Lighting : SelectorBase - { - [Header("Lighting Parameters")] - [SerializeField] private Transform parentContainer; - - enum LightTools { None = 0, Sun, Spot, Point } - - private Transform globalCastShadows; - private Transform intensitySlider; - private Transform rangeSlider; - private Transform sharpnessSlider; - private Transform outerAngleSlider; - private Transform castShadowsCheckbox; - private Transform enableCheckbox; - - private GameObject UIObject = null; - - public UIDynamicList lightList; - private GameObject lightItemPrefab; - - void DisableUI() - { - intensitySlider.gameObject.SetActive(false); - rangeSlider.gameObject.SetActive(false); - sharpnessSlider.gameObject.SetActive(false); - outerAngleSlider.gameObject.SetActive(false); - castShadowsCheckbox.gameObject.SetActive(false); - enableCheckbox.gameObject.SetActive(false); - } - - protected override void OnEnable() - { - base.OnEnable(); - OnSelectionChanged(null, null); - } - - protected override void Awake() - { - base.Awake(); - - intensitySlider = panel.Find("Intensity"); - rangeSlider = panel.Find("Range"); - sharpnessSlider = panel.Find("Sharpness"); - outerAngleSlider = panel.Find("Angle"); - castShadowsCheckbox = panel.Find("CastShadows"); - enableCheckbox = panel.Find("Enable"); - - DisableUI(); - - Init(); - SetTooltips(); - - // Camera list - GlobalState.ObjectAddedEvent.AddListener(OnLightAdded); - GlobalState.ObjectRemovedEvent.AddListener(OnLightRemoved); - GlobalState.ObjectRenamedEvent.AddListener(OnLightRenamed); - SceneManager.clearSceneEvent.AddListener(OnClearScene); - if (null != lightList) { lightList.ItemClickedEvent += OnSelectLightItem; } - lightItemPrefab = Resources.Load("Prefabs/UI/LightItem"); - - globalCastShadows = panel.Find("GlobalCastShadows"); - SetCheckboxValue(globalCastShadows, GlobalState.Instance.settings.castShadows); - } - - private void Start() - { - GlobalState.colorChangedEvent.AddListener(OnLightColor); - GlobalState.colorClickedEvent.AddListener(OnColorPickerPressed); - GlobalState.colorReleasedEvent.AddListener((Color color) => OnReleased()); - ToolsUIManager.Instance.onPaletteOpened.AddListener(OnPaletteOpened); - } - void OnPaletteOpened() - { - lightList.NeedsRebuild = true; - } - - public override void OnUIObjectEnter(int gohash) - { - UIObject = ToolsUIManager.Instance.GetUI3DObject(gohash); - } - - public override void OnUIObjectExit(int gohash) - { - UIObject = null; - } - - public void CreateLight(string lightType) - { - GameObject light = null; - - switch (lightType) - { - case "Sun": - light = ResourceManager.GetPrefab(PrefabID.SunLight); - break; - case "Spot": - light = ResourceManager.GetPrefab(PrefabID.SpotLight); - break; - case "Point": - light = ResourceManager.GetPrefab(PrefabID.PointLight); - break; - } - - if (light) - { - Matrix4x4 matrix = parentContainer.worldToLocalMatrix * mouthpiece.localToWorldMatrix * Matrix4x4.Scale(new Vector3(10f, 10f, 10f)); - - GameObject instance = SceneManager.InstantiateUnityPrefab(light); - Vector3 position = matrix.GetColumn(3); - Quaternion rotation = Quaternion.AngleAxis(180, Vector3.forward) * Quaternion.LookRotation(matrix.GetColumn(2), matrix.GetColumn(1)); - Vector3 scale = new Vector3(matrix.GetColumn(0).magnitude, matrix.GetColumn(1).magnitude, matrix.GetColumn(2).magnitude); - - CommandGroup undoGroup = new CommandGroup("Instantiate Light"); - try - { - ClearSelection(); - CommandAddGameObject command = new CommandAddGameObject(instance); - command.Submit(); - instance = command.newObject; - AddToSelection(instance); - SceneManager.SetObjectTransform(instance, position, rotation, scale); - Selection.HoveredObject = instance; - } - finally - { - undoGroup.Submit(); - } - } - } - - protected override void DoUpdateGui() - { - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.gripButton, () => - { - if (UIObject) - { - CreateLight(UIObject.name); - UIObject = null; - } - OnStartGrip(); - }, OnEndGrip); - } - - private void SetSliderValues(Transform slider, float value, float minValue, float maxValue) - { - UISlider sliderComp = slider.GetComponent(); - if (sliderComp != null) - { - sliderComp.minValue = minValue; - sliderComp.maxValue = maxValue; - sliderComp.Value = value; - } - } - - private void SetCheckboxValue(Transform checkbox, bool value) - { - UICheckbox checkboxComp = checkbox.GetComponent(); - if (checkboxComp != null) - { - checkboxComp.Checked = value; - } - } - - protected override void DoUpdate() - { - UpdateUI(); - base.DoUpdate(); - } - - protected override void UpdateUI() - { - foreach (var gobject in Selection.SelectedObjects) - { - LightController lightController = gobject.GetComponent(); - if (null == lightController) - continue; - - GlobalState.CurrentColor = lightController.Color; - - SetSliderValues(intensitySlider, lightController.Intensity, lightController.minIntensity, lightController.maxIntensity); - SetSliderValues(rangeSlider, lightController.Range, lightController.minRange, lightController.maxRange); - SetSliderValues(sharpnessSlider, lightController.Sharpness, 0f, 100f); - SetSliderValues(outerAngleSlider, lightController.OuterAngle, 0f, 180f); - - SetCheckboxValue(castShadowsCheckbox, lightController.CastShadows); - SetCheckboxValue(enableCheckbox, gobject.activeSelf); - - // Only the first light sets its parameters to the widgets - break; - } - } - - protected override void OnSelectionChanged(HashSet previousSelection, HashSet currentSelection) - { - base.OnSelectionChanged(previousSelection, currentSelection); - // update lighting panel from selection - //////////////////////////////////////// - - int sunCount = 0; - int pointCount = 0; - int spotCount = 0; - - List selectedLights = new List(); - foreach (GameObject gobject in Selection.ActiveObjects) - { - LightController lightController = gobject.GetComponent(); - if (null == lightController) - continue; - - selectedLights.Add(gobject); - switch (lightController.Type) - { - case LightType.Directional: - sunCount++; - break; - case LightType.Point: - pointCount++; - break; - case LightType.Spot: - spotCount++; - break; - } - } - - if (selectedLights.Count == 0) - { - DisableUI(); - return; - } - - intensitySlider.gameObject.SetActive(true); - rangeSlider.gameObject.SetActive(sunCount == 0); - - sharpnessSlider.gameObject.SetActive(sunCount == 0 && pointCount == 0); - outerAngleSlider.gameObject.SetActive(sunCount == 0 && pointCount == 0); - - castShadowsCheckbox.gameObject.SetActive(true); - enableCheckbox.gameObject.SetActive(true); - - UpdateUI(); - } - - public void SendLightParams(GameObject light) - { - SceneManager.SendLightInfo(light.transform); - } - - public void OnLightColor(Color color) - { - if (!gameObject.activeSelf) { return; } - - // update selection light color from UI - foreach (GameObject gobject in Selection.SelectedObjects) - { - LightController lightingController = gobject.GetComponent(); - if (null == lightingController) - continue; - lightingController.Color = color; - SendLightParams(gobject); - } - } - - public void OnCheckEnable(bool value) - { - OnBoolChangeParameter("Enable", value); - } - - public void OnCheckCastShadows(bool value) - { - OnBoolChangeParameter("CastShadows", value); - } - - private void OnBoolChangeParameter(string param, bool value) - { - foreach (GameObject gobject in Selection.SelectedObjects) - { - LightController lightingController = gobject.GetComponent(); - if (null == lightingController) - continue; - if (param == "CastShadows") - { - lightingController.CastShadows = value; - } - - if (param == "Enable") - { - Light light = gobject.transform.GetComponentInChildren(true); - light.gameObject.SetActive(value); - } - - SendLightParams(gobject); - } - } - - public void OnGlobalCheckCastShadows(bool value) - { - // Set the cast shadows parameter to all lights - LightController[] lightControllers = FindObjectsOfType() as LightController[]; - foreach (LightController lightController in lightControllers) - { - lightController.CastShadows = value; - SendLightParams(lightController.gameObject); - } - } - - public void OnIntensitySliderPressed() - { - OnSliderPressed("Light Intensity", "/LightController/Intensity"); - } - public void OnRangeSliderPressed() - { - OnSliderPressed("Light Range", "/LightController/Range"); - } - public void OnAngleSliderPressed() - { - OnSliderPressed("Light Angle", "/LightController/OuterAngle"); - } - public void OnSharpnessSliderPressed() - { - OnSliderPressed("Light Sharpness", "/LightController/Sharpness"); - } - - public void OnCastShadowCheckboxPressed() - { - OnCheckboxPressed("Light Cast Shadows", "/LightController/CastShadows"); - } - - public void OnGlobalCastShadowCheckboxPressed() - { - // Get all lights - LightController[] lightControllers = FindObjectsOfType() as LightController[]; - List lights = new List(); - foreach (LightController lightController in lightControllers) - { - lights.Add(lightController.gameObject); - } - - // Create command for all the lights (not only selected ones) - parameterCommand = new CommandSetValue(lights, "Light Cast Shadows", "/LightController/CastShadows"); - } - - public void OnColorPickerPressed() - { - if (!gameObject.activeSelf) { return; } - OnColorPressed("Light Color", "/LightController/Color"); - } - - - public void OnChangeIntensity(float value) - { - OnFloatChangeParameter("Intensity", value); - } - - public void OnChangeRange(float value) - { - OnFloatChangeParameter("Range", value); - } - - public void OnChangeOuterAngle(float value) - { - OnFloatChangeParameter("OuterAngle", value); - } - - public void OnChangeSharpness(float value) - { - OnFloatChangeParameter("Sharpness", value); - } - - private void OnFloatChangeParameter(string param, float value) - { - foreach (GameObject gobject in Selection.SelectedObjects) - { - LightController lightingController = gobject.GetComponent(); - if (null == lightingController) - continue; - - if (param == "Intensity") - lightingController.Intensity = value; - if (param == "Range") - lightingController.Range = value; - if (param == "OuterAngle") - lightingController.OuterAngle = value; - if (param == "Sharpness") - lightingController.Sharpness = value; - SendLightParams(gobject); - } - } - - private void OnLightAdded(GameObject gObject) - { - LightController controller = gObject.GetComponent(); - if (null == controller) - return; - GameObject lightItemObject = Instantiate(lightItemPrefab); - LightItem lightItem = lightItemObject.GetComponentInChildren(); - lightItem.SetLightObject(gObject, controller); - UIDynamicListItem item = lightList.AddItem(lightItem.transform); - item.UseColliderForUI = true; - } - - private void OnLightRemoved(GameObject gObject) - { - LightController controller = gObject.GetComponent(); - if (null == controller) - return; - foreach (var item in lightList.GetItems()) - { - LightItem lightItem = item.Content.GetComponent(); - if (lightItem.lightObject == gObject) - { - lightList.RemoveItem(item); - return; - } - } - } - - private void OnLightRenamed(GameObject gObject) - { - LightController controller = gObject.GetComponent(); - if (null == controller) - return; - foreach (UIDynamicListItem item in lightList.GetItems()) - { - LightItem lightItem = item.Content.gameObject.GetComponent(); - if (lightItem.lightObject == gObject) - { - lightItem.SetItemName(gObject.name); - } - } - } - - private void OnClearScene() - { - lightList.Clear(); - } - - public void OnSelectLightItem(object sender, IndexedGameObjectArgs args) - { - GameObject item = args.gobject; - LightItem lightItem = item.GetComponent(); - - // Select light in scene - CommandGroup command = new CommandGroup("Select Light"); - try - { - ClearSelection(); - AddToSelection(lightItem.lightObject); - } - finally - { - command.Submit(); - } - } - } -} diff --git a/Assets/Scripts/Tools/Lighting.cs.meta b/Assets/Scripts/Tools/Lighting.cs.meta deleted file mode 100644 index 51013480..00000000 --- a/Assets/Scripts/Tools/Lighting.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: aa72eb9e50158694a9f52502b15f6eaa -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/LobbyTool.cs b/Assets/Scripts/Tools/LobbyTool.cs deleted file mode 100644 index 11ae5b13..00000000 --- a/Assets/Scripts/Tools/LobbyTool.cs +++ /dev/null @@ -1,48 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -namespace VRtist -{ - public class LobbyTool : ToolBase - { - protected override void Init() - { - enableToggleTool = false; - SetTooltips(); - } - - public override void SetTooltips() - { - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Primary, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Secondary, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Trigger, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Joystick, false); - } - - protected override void DoUpdate() - { - // Nothing to do - } - } -} diff --git a/Assets/Scripts/Tools/LobbyTool.cs.meta b/Assets/Scripts/Tools/LobbyTool.cs.meta deleted file mode 100644 index 4b547ec6..00000000 --- a/Assets/Scripts/Tools/LobbyTool.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4853c187cb71e234a92c775cb3be0b3a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/NavigationMode.cs b/Assets/Scripts/Tools/NavigationMode.cs deleted file mode 100644 index 09d7f7cc..00000000 --- a/Assets/Scripts/Tools/NavigationMode.cs +++ /dev/null @@ -1,110 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class NavigationMode - { - public NavigationOptions options; - - protected Transform rig = null; - protected Transform world = null; - protected Transform paletteController = null; - protected Transform toolsController = null; - protected Transform pivot = null; - protected Transform camera = null; - protected Transform parameters = null; - - public UsedControls usedControls = UsedControls.NONE; - - // Clip Planes config. Can be set back to PlayerController if we need tweaking. - private float nearPlane = 0.1f; // 10 cm, close enough to not clip the controllers. - private float farPlane = 1000.0f; // 1km from us, far enough? - - protected enum ControllerVisibility { SHOW_NORMAL, HIDE, SHOW_GRIP }; - - [System.Flags] - public enum UsedControls - { - NONE = (1 << 0), - - LEFT_JOYSTICK = (1 << 1), - LEFT_JOYSTICK_CLICK = (1 << 2), - LEFT_TRIGGER = (1 << 3), - LEFT_GRIP = (1 << 4), - LEFT_PRIMARY = (1 << 5), - LEFT_SECONDARY = (1 << 6), - - RIGHT_JOYSTICK = (1 << 7), - RIGHT_JOYSTICK_CLICK = (1 << 8), - RIGHT_TRIGGER = (1 << 9), - RIGHT_GRIP = (1 << 10), - RIGHT_PRIMARY = (1 << 11), - RIGHT_SECONDARY = (1 << 12) - } - - public static bool HasFlag(UsedControls a, UsedControls b) - { - return (a & b) == b; - } - - // - // Virtual functions used for navigation by the PlayerController - // - - // Pass only rig and world and Find("") the other nodes? - public virtual void Init(Transform rigTransform, Transform worldTransform, Transform leftHandleTransform, Transform rightHandleTransform, Transform pivotTransform, Transform cameraTransform, Transform parametersTransform) - { - rig = rigTransform; - world = worldTransform; - paletteController = leftHandleTransform; - toolsController = rightHandleTransform; - pivot = pivotTransform; - camera = cameraTransform; - parameters = parametersTransform; - - UpdateCameraClipPlanes(); - } - - public virtual void DeInit() { } - - public virtual void Update() { } - - // - // Common Utils - // - protected void UpdateCameraClipPlanes() - { - float scale = 1f / GlobalState.WorldScale; - Camera.main.nearClipPlane = nearPlane * scale; - Camera.main.farClipPlane = farPlane * scale; - } - - protected void SetLeftControllerVisibility(ControllerVisibility visibility) - { - paletteController.localScale = visibility == ControllerVisibility.HIDE ? Vector3.zero : Vector3.one; - } - } -} diff --git a/Assets/Scripts/Tools/NavigationMode.cs.meta b/Assets/Scripts/Tools/NavigationMode.cs.meta deleted file mode 100644 index 66808425..00000000 --- a/Assets/Scripts/Tools/NavigationMode.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4d6d1aae8c421f048b33f46c20992b8b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/NavigationMode_BiManual.cs b/Assets/Scripts/Tools/NavigationMode_BiManual.cs deleted file mode 100644 index e9e9c1d3..00000000 --- a/Assets/Scripts/Tools/NavigationMode_BiManual.cs +++ /dev/null @@ -1,291 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class NavigationMode_BiManual : NavigationMode - { - private StretchUI lineUI = null; - private float maxPlayerScale = 2000.0f;// world min scale = 0.0005f; - private float minPlayerScale = 50000.0f; // world scale = 5000.0f; - - private Matrix4x4 initLeftControllerMatrix_WtoL; - private Matrix4x4 initRightControllerMatrix_WtoL; - private Matrix4x4 initMiddleMatrix_WtoL; - - private Matrix4x4 initWorldMatrix_W; - private Matrix4x4 initPivotMatrix; - - private bool isLeftGripped = false; - private bool isRightGripped = false; - - private float prevDistance = 0.0f; - private float scale; - - private const float deadZone = 0.3f; - private const float fixedScaleFactor = 1.05f; // for grip world scale - - enum ResetType { LEFT_ONLY, LEFT_AND_RIGHT }; - - public NavigationMode_BiManual(StretchUI line, float minScale, float maxScale) - { - lineUI = line; - minPlayerScale = minScale; - maxPlayerScale = maxScale; - } - - public override void Init(Transform rigTransform, Transform worldTransform, Transform leftHandleTransform, Transform rightHandleTransform, Transform pivotTransform, Transform cameraTransform, Transform parametersTransform) - { - base.Init(rigTransform, worldTransform, leftHandleTransform, rightHandleTransform, pivotTransform, cameraTransform, parametersTransform); - - // reset rig rotation - Vector3 up = Vector3.up; - Vector3 right = Vector3.Cross(up, rig.forward).normalized; - Vector3 forward = Vector3.Cross(right, Vector3.up).normalized; - Matrix4x4 m = new Matrix4x4(right, up, forward, new Vector4(0, 0, 0, 1)); - rig.localRotation = m.rotation; - - lineUI.Show(false); - - // Create tooltips - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Grip, Tooltips.Action.HoldPush, "Grip World"); - - usedControls = UsedControls.LEFT_GRIP | UsedControls.RIGHT_GRIP; - } - - public override void Update() - { - // - // LEFT GRIP WORLD - // - - VRInput.ButtonEvent(VRInput.secondaryController, CommonUsages.gripButton, - () => - { - // left AFTER right => reset all - // NOTE: isRightGripped && Selection.selection.Count > 0 means that the selectionTool will/has gripped objects, - // and is no longer able to be used for two-hands interaction. - if (isRightGripped) // && Selection.selection.Count == 0) - { - ResetInitControllerMatrices(ResetType.LEFT_AND_RIGHT); - ResetInitWorldMatrix(); - ResetDistance(); // after reset world, use scale - - SetLeftControllerVisibility(ControllerVisibility.SHOW_NORMAL); - - lineUI.Show(true, StretchUI.LineMode.DOUBLE); - GlobalState.IsGrippingWorld = true; - ToolsManager.ActivateCurrentTool(false); - } - - isLeftGripped = true; - }, - () => - { - SetLeftControllerVisibility(ControllerVisibility.SHOW_NORMAL); - - lineUI.Show(false); - ToolsManager.ActivateCurrentTool(true); - GlobalState.IsGrippingWorld = false; - - isLeftGripped = false; - }); - - // - // RIGHT GRIP WORLD - // - - // NOTE: On ne peut predire dans quel ordre les Update vont s'executer. Le Selector/SelectorTrigger peuvent - // recuperer le LeftGrip avant nous, et commencer a grip un objet avant qu'on ait pu set la property - // GlobalState.IsGrippingWorld. Cela pose-t-il encore un probleme? - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.gripButton, - () => - { - //if (Selection.selection.Count == 0) - { - // right AFTER left and no selection, reset all - if (isLeftGripped) - { - ResetInitControllerMatrices(ResetType.LEFT_AND_RIGHT); - ResetInitWorldMatrix(); - ResetDistance(); // NOTE: called after "reset world", because it uses the scale. - - SetLeftControllerVisibility(ControllerVisibility.SHOW_NORMAL); - lineUI.Show(true, StretchUI.LineMode.DOUBLE); - GlobalState.IsGrippingWorld = true; - ToolsManager.ActivateCurrentTool(false); - } - - // even if no left gripped, just flag the right as gripped for the next update - isRightGripped = true; - } - }, - () => - { - // si on relache le right et que le left est tjs grip, reset left - if (isLeftGripped) - { - ResetInitControllerMatrices(ResetType.LEFT_ONLY); - ResetInitWorldMatrix(); - - SetLeftControllerVisibility(ControllerVisibility.SHOW_NORMAL); - } - //lineUI.Show(true, StretchUI.LineMode.SINGLE); - ToolsManager.ActivateCurrentTool(true); - GlobalState.IsGrippingWorld = false; - - isRightGripped = false; - }); - - // NOTE: we test isLeftGrip because we can be ungripped but still over the deadzone, strangely. - if (isLeftGripped && VRInput.GetValue(VRInput.secondaryController, CommonUsages.grip) > deadZone) - { - if (isRightGripped) - { - float prevScale = scale; - - VRInput.GetControllerTransform(VRInput.secondaryController, out Vector3 currentLeftControllerPosition_L, out Quaternion currentLeftControllerRotation_L); - VRInput.GetControllerTransform(VRInput.primaryController, out Vector3 currentRightControllerPosition_L, out Quaternion currentRightControllerRotation_L); - - Matrix4x4 currentLeftControllerMatrix_L_Scaled = Matrix4x4.TRS(currentLeftControllerPosition_L, currentLeftControllerRotation_L, new Vector3(scale, scale, scale)); - Matrix4x4 currentLeftControllerMatrix_W = initPivotMatrix * currentLeftControllerMatrix_L_Scaled; - Vector3 currentLeftControllerPosition_W = currentLeftControllerMatrix_W.MultiplyPoint(Vector3.zero); - - // update right joystick - Matrix4x4 currentRightControllerMatrix_L_Scaled = Matrix4x4.TRS(currentRightControllerPosition_L, currentRightControllerRotation_L, new Vector3(scale, scale, scale)); - Vector3 currentRightControllerPosition_W = (initPivotMatrix * currentRightControllerMatrix_L_Scaled).MultiplyPoint(Vector3.zero); - - // scale handling (before computing the "transformed" matrix with the new scale) - float newDistance = Vector3.Distance(currentLeftControllerPosition_W, currentRightControllerPosition_W); - float factor = newDistance / prevDistance; - - float oldScale = scale; - scale *= factor; - prevDistance = newDistance; - - Vector3 middlePosition_L = (currentLeftControllerPosition_L + currentRightControllerPosition_L) * 0.5f; - Vector3 middleXVector = (currentRightControllerPosition_L - currentLeftControllerPosition_L).normalized; - Vector3 middleForwardVector = -Vector3.Cross(middleXVector, pivot.up).normalized; - Quaternion middleRotation_L = Quaternion.LookRotation(middleForwardVector, pivot.up); - - Matrix4x4 middleMatrix_L_Scaled = Matrix4x4.TRS(middlePosition_L, middleRotation_L, Vector3.one) * Matrix4x4.Scale(Vector3.one * scale); - Matrix4x4 middleMatrix_W_Delta = initPivotMatrix * middleMatrix_L_Scaled * initMiddleMatrix_WtoL; - Matrix4x4 transformed = middleMatrix_W_Delta * initWorldMatrix_W; - transformed = transformed.inverse; - - float s = 1.0f; - float clampedScale = Mathf.Clamp(transformed.lossyScale.x, 1.0f / maxPlayerScale, minPlayerScale); - if (transformed.lossyScale.x == clampedScale) - { - // translate/rotate/scale using the new scale - rig.localPosition = new Vector3(transformed.GetColumn(3).x, transformed.GetColumn(3).y, transformed.GetColumn(3).z); - rig.localRotation = transformed.rotation; - rig.localScale = new Vector3(clampedScale, clampedScale, clampedScale); - - s = oldScale; - } - - // Get head position - VRInput.GetControllerTransform(VRInput.head, out Vector3 HeadPosition, out Quaternion headRotation); - Matrix4x4 invHeadMatrix = Matrix4x4.TRS(HeadPosition, headRotation, Vector3.one).inverse; - // Project left & right controller into head matrix to determine which one is on the left - Vector3 leftControllerInHeadMatrix = invHeadMatrix.MultiplyPoint(currentLeftControllerPosition_L); - Vector3 rightControllerInHeadMatrix = invHeadMatrix.MultiplyPoint(currentRightControllerPosition_L); - // reverse text if right and left hands are crossed - if (leftControllerInHeadMatrix.x > rightControllerInHeadMatrix.x) - { - middleXVector = -middleXVector; - } - - // Rotation for the line text - Vector3 middleForward180 = Vector3.Cross(middleXVector, pivot.up).normalized; - Vector3 rolledUp = Vector3.Cross(-middleXVector, middleForward180).normalized; - Quaternion middleRotationWithRoll_L = Quaternion.LookRotation(middleForward180, rolledUp); - Matrix4x4 middleMatrixWithRoll_L_Scaled = Matrix4x4.TRS(middlePosition_L, middleRotationWithRoll_L, new Vector3(s, s, s)); - Quaternion middleRotationWithRoll_W = (pivot.localToWorldMatrix * middleMatrixWithRoll_L_Scaled).rotation; - - lineUI.UpdateLineUI(pivot.TransformPoint(currentLeftControllerPosition_L), pivot.TransformPoint(currentRightControllerPosition_L), middleRotationWithRoll_W, 1f / GlobalState.WorldScale); - } - GlobalState.WorldScale = 1f / rig.localScale.x; - - UpdateCameraClipPlanes(); - } - } - - private void ResetInitControllerMatrices(ResetType res) - { - Vector3 initLeftControllerPosition_L; - Quaternion initLeftControllerRotation_L; - VRInput.GetControllerTransform(VRInput.secondaryController, out initLeftControllerPosition_L, out initLeftControllerRotation_L); - Matrix4x4 initLeftControllerMatrix_L = Matrix4x4.TRS(initLeftControllerPosition_L, initLeftControllerRotation_L, Vector3.one); - initPivotMatrix = Matrix4x4.TRS(pivot.localPosition, pivot.localRotation, pivot.localScale); - initLeftControllerMatrix_WtoL = (initPivotMatrix * initLeftControllerMatrix_L).inverse; - - if (res == ResetType.LEFT_AND_RIGHT) - { - Vector3 initRightControllerPosition_L; // initial right controller position in local space. - Quaternion initRightControllerRotation_L; // initial right controller rotation in local space. - VRInput.GetControllerTransform(VRInput.primaryController, out initRightControllerPosition_L, out initRightControllerRotation_L); - Matrix4x4 initRightControllerMatrix_L = Matrix4x4.TRS(initRightControllerPosition_L, initRightControllerRotation_L, Vector3.one); - initRightControllerMatrix_WtoL = (initPivotMatrix * initRightControllerMatrix_L).inverse; - - Vector3 initMiddlePosition_L = (initLeftControllerPosition_L + initRightControllerPosition_L) * 0.5f; - Vector3 middleXVector = (initRightControllerPosition_L - initLeftControllerPosition_L).normalized; - Vector3 middleForwardVector = -Vector3.Cross(middleXVector, pivot.up).normalized; - Quaternion initMiddleRotation_L = Quaternion.LookRotation(middleForwardVector, pivot.up); - Matrix4x4 initMiddleMatrix_L = Matrix4x4.TRS(initMiddlePosition_L, initMiddleRotation_L, Vector3.one); - initMiddleMatrix_WtoL = (initPivotMatrix * initMiddleMatrix_L).inverse; - } - } - - private void ResetInitWorldMatrix() - { - initWorldMatrix_W = rig.worldToLocalMatrix; - scale = 1f; - GlobalState.WorldScale = scale; - } - - private void ResetDistance() - { - // compute left controller world space position - Vector3 currentLeftControllerPosition_L; - Quaternion currentLeftControllerRotation_L; - VRInput.GetControllerTransform(VRInput.secondaryController, out currentLeftControllerPosition_L, out currentLeftControllerRotation_L); - Matrix4x4 currentLeftControllerMatrix_L_Scaled = Matrix4x4.TRS(currentLeftControllerPosition_L, currentLeftControllerRotation_L, new Vector3(scale, scale, scale)); - Vector3 currentLeftControllerPosition_W = (initPivotMatrix * currentLeftControllerMatrix_L_Scaled).MultiplyPoint(Vector3.zero); - - // compute right controller world space position - Vector3 currentRightControllerPosition_L; - Quaternion currentRightControllerRotation_L; - VRInput.GetControllerTransform(VRInput.primaryController, out currentRightControllerPosition_L, out currentRightControllerRotation_L); - Matrix4x4 currentRightControllerMatrix_L_Scaled = Matrix4x4.TRS(currentRightControllerPosition_L, currentRightControllerRotation_L, new Vector3(scale, scale, scale)); - Vector3 currentRightControllerPosition_W = (initPivotMatrix * currentRightControllerMatrix_L_Scaled).MultiplyPoint(Vector3.zero); - - // initial distance (world space) between the two controllers - prevDistance = Vector3.Distance(currentLeftControllerPosition_W, currentRightControllerPosition_W); - } - } -} diff --git a/Assets/Scripts/Tools/NavigationMode_BiManual.cs.meta b/Assets/Scripts/Tools/NavigationMode_BiManual.cs.meta deleted file mode 100644 index 9954a259..00000000 --- a/Assets/Scripts/Tools/NavigationMode_BiManual.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cd6ae03ec68515a4e9988a7cf80e82c0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/NavigationMode_Drone.cs b/Assets/Scripts/Tools/NavigationMode_Drone.cs deleted file mode 100644 index f8678c5d..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Drone.cs +++ /dev/null @@ -1,146 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class NavigationMode_Drone : NavigationMode - { - private float flySpeed = 0.03f; - private float rotationSpeed = 0.3f; - - private List prevJoysticksStates = new List(); - private List deltaTimes = new List(); - - private Vector3 cameraForward; - - public override void Init(Transform rigTransform, Transform worldTransform, Transform leftHandleTransform, Transform rightHandleTransform, Transform pivotTransform, Transform cameraTransform, Transform parametersTransform) - { - base.Init(rigTransform, worldTransform, leftHandleTransform, rightHandleTransform, pivotTransform, cameraTransform, parametersTransform); - - cameraForward = Camera.main.transform.TransformDirection(Vector3.forward).normalized; - // Create tooltips - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Joystick, Tooltips.Action.Joystick, "Altitude / Strafe"); - - usedControls = UsedControls.LEFT_JOYSTICK | UsedControls.RIGHT_JOYSTICK; - - Transform drone = parameters.Find("Drone"); - drone.gameObject.SetActive(true); - } - - public override void DeInit() - { - Transform drone = parameters.Find("Drone"); - drone.gameObject.SetActive(false); - } - - private Vector4 GetJoysticksValue() - { - Vector2 leftJoyValue = VRInput.GetValue(VRInput.secondaryController, CommonUsages.primary2DAxis); - Vector2 rightJoyValue = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - Vector4 currentValue = new Vector4(leftJoyValue.x, leftJoyValue.y, rightJoyValue.x, rightJoyValue.y); - - float damping = options.flightDamping * 5f; - int elemCount = (int) damping; - - int currentSize = prevJoysticksStates.Count; - if (currentSize > elemCount) - { - prevJoysticksStates.RemoveRange(0, currentSize - elemCount); - deltaTimes.RemoveRange(0, currentSize - elemCount); - } - - prevJoysticksStates.Add(currentValue); - deltaTimes.Add(Time.deltaTime); - - Vector4 average = Vector4.zero; - float invCount = 1f / (float) prevJoysticksStates.Count; - - float dtSum = 0; - foreach (float dt in deltaTimes) - dtSum += dt; - - float invDtSum = 1f / dtSum; - for (int i = 0; i < prevJoysticksStates.Count; i++) - { - average += prevJoysticksStates[i] * deltaTimes[i] * invDtSum; - } - - return average; - } - - // Update is called once per frame - public override void Update() - { - float speed = flySpeed * options.flightSpeed; - Vector4 joystickValue = GetJoysticksValue(); - - Vector2 leftJoyValue = new Vector2(joystickValue.x, joystickValue.y); - if (leftJoyValue != Vector2.zero) - { - float rSpeed = rotationSpeed * options.flightRotationSpeed; - float d = Vector3.Distance(world.transform.TransformPoint(Vector3.one), world.transform.TransformPoint(Vector3.zero)); - - // move up - Vector3 up = Vector3.up; - Vector3 upDownVelocity = up * leftJoyValue.y * d; - Vector3 right = Vector3.Cross(up, cameraForward).normalized; - - rig.position += upDownVelocity * speed; - - // rotate - Quaternion rotation = Quaternion.AngleAxis(leftJoyValue.x * rSpeed, up); - rig.rotation = rotation * rig.rotation; - - // update forward - Matrix4x4 m = new Matrix4x4(); - m.SetColumn(0, right); - m.SetColumn(1, up); - m.SetColumn(2, cameraForward); - m.SetColumn(3, new Vector4(0, 0, 0, 1)); - Matrix4x4 rotated = Matrix4x4.Rotate(rotation) * m; - cameraForward = rotated.GetColumn(2).normalized; - } - - Vector2 rightJoyValue = new Vector2(joystickValue.z, joystickValue.w); - if (rightJoyValue != Vector2.zero) - { - float d = Vector3.Distance(world.transform.TransformPoint(Vector3.one), world.transform.TransformPoint(Vector3.zero)); - - // move forward - Vector3 up = Vector3.up; - Vector3 right = Vector3.Cross(up, cameraForward).normalized; - Vector3 forward = Vector3.Cross(right, up).normalized; - Vector3 forwardVelocity = forward * rightJoyValue.y * d; - - // strafe - Vector3 leftRightVelocity = right * rightJoyValue.x * d; - - rig.position += forwardVelocity * speed + leftRightVelocity * speed; - } - } - } -} diff --git a/Assets/Scripts/Tools/NavigationMode_Drone.cs.meta b/Assets/Scripts/Tools/NavigationMode_Drone.cs.meta deleted file mode 100644 index 4d0e1ba3..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Drone.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d92cf02ebe132574980379ae57aa9efc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/NavigationMode_FPS.cs b/Assets/Scripts/Tools/NavigationMode_FPS.cs deleted file mode 100644 index e8b3ef9c..00000000 --- a/Assets/Scripts/Tools/NavigationMode_FPS.cs +++ /dev/null @@ -1,181 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class NavigationMode_FPS : NavigationMode - { - private float fpsSpeedFactor = 0.03f; - private float fpsRotationSpeedFactor = 0.3f; - - private List prevJoysticksStates = new List(); - private List deltaTimes = new List(); - - private Vector3 cameraForward; - - private Vector3 velocity; - CharacterController controller; - - private float groundDistance = 0.01f; - private bool isGrounded; - private LayerMask groundMask; - - private float jumpHeight = 0.002f; - - private void OnEnable() - { - groundMask = LayerMask.NameToLayer("Water"); - } - - public override void Init(Transform rigTransform, Transform worldTransform, Transform leftHandleTransform, Transform rightHandleTransform, Transform pivotTransform, Transform cameraTransform, Transform parametersTransform) - { - base.Init(rigTransform, worldTransform, leftHandleTransform, rightHandleTransform, pivotTransform, cameraTransform, parametersTransform); - controller = rigTransform.GetComponent(); - controller.enabled = true; - - cameraForward = Camera.main.transform.TransformDirection(Vector3.forward).normalized; - // Create tooltips - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Joystick, Tooltips.Action.Joystick, "Altitude / Strafe"); - usedControls = UsedControls.LEFT_JOYSTICK | UsedControls.RIGHT_JOYSTICK | UsedControls.RIGHT_PRIMARY; - - Transform fps = parametersTransform.Find("FPS"); - fps.gameObject.SetActive(true); - } - - public override void DeInit() - { - controller.enabled = false; - Transform drone = parameters.Find("FPS"); - drone.gameObject.SetActive(false); - } - - private Vector4 GetJoysticksValue() - { - Vector2 leftJoyValue = VRInput.GetValue(VRInput.secondaryController, CommonUsages.primary2DAxis); - Vector2 rightJoyValue = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - Vector4 currentValue = new Vector4(leftJoyValue.x, leftJoyValue.y, rightJoyValue.x, rightJoyValue.y); - - float damping = options.fpsDamping * 5f; - int elemCount = (int) damping; - - int currentSize = prevJoysticksStates.Count; - if (currentSize > elemCount) - { - prevJoysticksStates.RemoveRange(0, currentSize - elemCount); - deltaTimes.RemoveRange(0, currentSize - elemCount); - } - - prevJoysticksStates.Add(currentValue); - deltaTimes.Add(Time.deltaTime); - - Vector4 average = Vector4.zero; - float invCount = 1f / (float) prevJoysticksStates.Count; - - float dtSum = 0; - foreach (float dt in deltaTimes) - dtSum += dt; - - float invDtSum = 1f / dtSum; - for (int i = 0; i < prevJoysticksStates.Count; i++) - { - average += prevJoysticksStates[i] * deltaTimes[i] * invDtSum; - } - - return average; - } - - // Update is called once per frame - public override void Update() - { - float speed = fpsSpeedFactor * options.fpsSpeed; - Vector4 joystickValue = GetJoysticksValue(); - - Vector2 rightJoyValue = new Vector2(joystickValue.z, joystickValue.w); - if (rightJoyValue != Vector2.zero) - { - float rSpeed = fpsRotationSpeedFactor * options.fpsRotationSpeed; - float d = Vector3.Distance(world.transform.TransformPoint(Vector3.one), world.transform.TransformPoint(Vector3.zero)); - // move up - Vector3 up = Vector3.up; - Vector3 right = Vector3.Cross(up, cameraForward).normalized; - - // rotate - Quaternion rotation = Quaternion.AngleAxis(rightJoyValue.x * rSpeed, up); - rig.rotation = rotation * rig.rotation; - - // update forward - Matrix4x4 m = new Matrix4x4(); - m.SetColumn(0, right); - m.SetColumn(1, up); - m.SetColumn(2, cameraForward); - m.SetColumn(3, new Vector4(0, 0, 0, 1)); - Matrix4x4 rotated = Matrix4x4.Rotate(rotation) * m; - cameraForward = rotated.GetColumn(2).normalized; - } - - Vector2 leftJoyValue = new Vector2(joystickValue.x, joystickValue.y); - if (leftJoyValue != Vector2.zero) - { - float d = Vector3.Distance(world.transform.TransformPoint(Vector3.one), world.transform.TransformPoint(Vector3.zero)); - - // move forward - Vector3 up = Vector3.up; - Vector3 right = Vector3.Cross(up, cameraForward).normalized; - Vector3 forward = Vector3.Cross(right, up).normalized; - Vector3 forwardVelocity = forward * leftJoyValue.y * d; - - // strafe - Vector3 leftRightVelocity = right * leftJoyValue.x * d; - - //rig.position += forwardVelocity * speed + leftRightVelocity * speed; - controller.Move(forwardVelocity * speed + leftRightVelocity * speed); - } - - isGrounded = Physics.CheckSphere(rig.position - Vector3.up, groundDistance, 5); - Ray ray = new Ray(rig.position, -Vector3.up); - RaycastHit hit; - if (Physics.Raycast(ray, out hit)) - { - Vector3 hitPoint = hit.point; - isGrounded = Mathf.Abs(hitPoint.y - rig.position.y) < 0.1f; - } - - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.primaryButton, - () => - { - if (isGrounded) - velocity.y = Mathf.Sqrt(jumpHeight * 2f * options.fpsGravity); - }); - - if (isGrounded && velocity.y < 0 || (rig.position.y < -10f)) - velocity.y = 0f; - else - velocity.y -= options.fpsGravity * Time.deltaTime * Time.deltaTime; - controller.Move(velocity); - } - } -} diff --git a/Assets/Scripts/Tools/NavigationMode_FPS.cs.meta b/Assets/Scripts/Tools/NavigationMode_FPS.cs.meta deleted file mode 100644 index 765d8ed4..00000000 --- a/Assets/Scripts/Tools/NavigationMode_FPS.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: bd55ced7d29a0764399c0d69d842eab9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/NavigationMode_Fly.cs b/Assets/Scripts/Tools/NavigationMode_Fly.cs deleted file mode 100644 index 71040a3e..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Fly.cs +++ /dev/null @@ -1,169 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class NavigationMode_Fly : NavigationMode - { - private float maxPlayerScale = 2000.0f;// world min scale = 0.0005f; - private float minPlayerScale = 50.0f; // world scale = 50.0f; - - private float flySpeed = 0.2f; - private bool rotating = false; - - private Matrix4x4 initLeftControllerMatrix_WtoL; - private Matrix4x4 initRigMatrix_W; - - private float scale; - private bool isLeftGripped = false; - - private const float deadZone = 0.3f; - private const float fixedScaleFactor = 1.05f; // for grip world scale - - Matrix4x4 initPivotMatrix; - - public NavigationMode_Fly(float speed, float minScale, float maxScale) - { - flySpeed = speed; - minPlayerScale = minScale; - maxPlayerScale = maxScale; - } - - public override void Init(Transform rigTransform, Transform worldTransform, Transform leftHandleTransform, Transform rightHandleTransform, Transform pivotTransform, Transform cameraTransform, Transform parametersTransform) - { - base.Init(rigTransform, worldTransform, leftHandleTransform, rightHandleTransform, pivotTransform, cameraTransform, parametersTransform); - - // Create tooltips - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Joystick, Tooltips.Action.Joystick, "Move Turn"); - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Grip, Tooltips.Action.HoldPush, "Grip World"); - - usedControls = UsedControls.LEFT_GRIP | UsedControls.LEFT_JOYSTICK; - } - - public override void Update() - { - // TODO: on garde le rotate 45 degres ou on le reserve au mode teleport (et on fait du continu vomitif pour le mode fly)? - - // - // Joystick -- go forward/backward, and rotate 45 degrees. - // - - Vector2 val = VRInput.GetValue(VRInput.secondaryController, CommonUsages.primary2DAxis); - if (val != Vector2.zero) - { - float d = Vector3.Distance(world.transform.TransformPoint(Vector3.one), world.transform.TransformPoint(Vector3.zero)); - - Vector3 velocity = Camera.main.transform.forward * val.y * d; - rig.position += velocity * flySpeed; - - if (Mathf.Abs(val.x) > 0.95f && !rotating) - { - rig.rotation *= Quaternion.Euler(0f, Mathf.Sign(val.x) * 45f, 0f); - rotating = true; - } - if (Mathf.Abs(val.x) <= 0.95f && rotating) - { - rotating = false; - } - } - - // - // LEFT GRIP WORLD (on click) - // - - VRInput.ButtonEvent(VRInput.secondaryController, CommonUsages.gripButton, - () => - { - ResetInitControllerMatrices(); - ResetInitWorldMatrix(); - - SetLeftControllerVisibility(ControllerVisibility.SHOW_NORMAL); - isLeftGripped = true; - GlobalState.IsGrippingWorld = true; - }, - () => - { - SetLeftControllerVisibility(ControllerVisibility.SHOW_NORMAL); - isLeftGripped = false; - GlobalState.IsGrippingWorld = false; - }); - - // NOTE: we test isLeftGrip because we can be ungripped but still over the deadzone, strangely. - if (isLeftGripped && VRInput.GetValue(VRInput.secondaryController, CommonUsages.grip) > deadZone) - { - float prevScale = scale; - - // Scale using left joystick. - Vector2 joystickAxis = VRInput.GetValue(VRInput.secondaryController, CommonUsages.primary2DAxis); - if (joystickAxis.y > deadZone) - scale *= fixedScaleFactor; - if (joystickAxis.y < -deadZone) - scale /= fixedScaleFactor; - - // update left joystick - Vector3 currentLeftControllerPosition_L; - Quaternion currentLeftControllerRotation_L; - VRInput.GetControllerTransform(VRInput.secondaryController, out currentLeftControllerPosition_L, out currentLeftControllerRotation_L); - Matrix4x4 currentLeftControllerMatrix_L_Scaled = Matrix4x4.TRS(currentLeftControllerPosition_L, currentLeftControllerRotation_L, new Vector3(scale, scale, scale)); - - Matrix4x4 currentLeftControllerMatrix_W_Delta = initPivotMatrix * currentLeftControllerMatrix_L_Scaled * initLeftControllerMatrix_WtoL; - Matrix4x4 transformed = currentLeftControllerMatrix_W_Delta * initRigMatrix_W; - - transformed = transformed.inverse; - - rig.localPosition = new Vector3(transformed.GetColumn(3).x, transformed.GetColumn(3).y, transformed.GetColumn(3).z); - rig.localRotation = transformed.rotation; - float clampedScale = Mathf.Clamp(transformed.lossyScale.x, 1.0f / maxPlayerScale, minPlayerScale); - rig.localScale = new Vector3(clampedScale, clampedScale, clampedScale); - if (transformed.lossyScale.x != clampedScale) - { - scale = prevScale; - } - - GlobalState.WorldScale = 1f / rig.localScale.x; - - UpdateCameraClipPlanes(); - } - } - - private void ResetInitControllerMatrices() - { - Vector3 initLeftControllerPosition_L; - Quaternion initLeftControllerRotation_L; - VRInput.GetControllerTransform(VRInput.secondaryController, out initLeftControllerPosition_L, out initLeftControllerRotation_L); - Matrix4x4 initLeftControllerMatrix_L = Matrix4x4.TRS(initLeftControllerPosition_L, initLeftControllerRotation_L, Vector3.one); - initPivotMatrix = Matrix4x4.TRS(pivot.localPosition, pivot.localRotation, pivot.localScale); - initLeftControllerMatrix_WtoL = (initPivotMatrix * initLeftControllerMatrix_L).inverse; - } - - private void ResetInitWorldMatrix() - { - initRigMatrix_W = rig.worldToLocalMatrix; - scale = 1f; - GlobalState.WorldScale = scale; - } - } -} diff --git a/Assets/Scripts/Tools/NavigationMode_Fly.cs.meta b/Assets/Scripts/Tools/NavigationMode_Fly.cs.meta deleted file mode 100644 index d9b02630..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Fly.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6f8bcf5e19462fa48857ae9c9115e46b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/NavigationMode_Orbit.cs b/Assets/Scripts/Tools/NavigationMode_Orbit.cs deleted file mode 100644 index c65c0883..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Orbit.cs +++ /dev/null @@ -1,282 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class NavigationMode_Orbit : NavigationMode - { - public StraightRay ray = null; // the ray object. Put it somewhere like the StretchUI object. - public bool limitVertical = true; - - private bool isLocked = false; - private float minDistance = 0.0f; - - private Transform target = null; // the target object, pointed and gripped by the ray. - private Vector3 targetPosition = Vector3.zero; // the target object, pointed and gripped by the ray. - - private float scaleSpeed = 0.02f; // percent of scale / frame - private float moveSpeed = 0.05f; - private float rotationalSpeed = 3.0f; - - private float minMoveDistance = 0.01f; - private const float deadZone = 0.5f; - - private float maxPlayerScale = 2000.0f;// world min scale = 0.0005f; - private float minPlayerScale = 50.0f; // world scale = 50.0f; - - public NavigationMode_Orbit(StraightRay theRay, float rotSpeed, float scSpeed, float mvSpeed, float minScale, float maxScale) - { - ray = theRay; - rotationalSpeed = rotSpeed; - scaleSpeed = scSpeed; - moveSpeed = mvSpeed; - - minPlayerScale = minScale; - maxPlayerScale = maxScale; - } - - public override void Init(Transform rigTransform, Transform worldTransform, Transform leftHandleTransform, Transform rightHandleTransform, Transform pivotTransform, Transform cameraTransform, Transform parametersTransform) - { - base.Init(rigTransform, worldTransform, leftHandleTransform, rightHandleTransform, pivotTransform, cameraTransform, parametersTransform); - - // Create tooltips - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Joystick, Tooltips.Action.Joystick, "Turn"); - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Grip, Tooltips.Action.HoldPush, "Grip Object"); - // TODO: find a way to reach the current right_controller (via GlobalState???) - - usedControls = UsedControls.LEFT_GRIP | UsedControls.LEFT_JOYSTICK | UsedControls.RIGHT_JOYSTICK; - - // Activate Panel and set initial slider values. - Transform orbitPanel = parametersTransform.Find("Orbit"); - if (orbitPanel != null) - { - orbitPanel.gameObject.SetActive(true); - UISlider moveSpeedSlider = orbitPanel.Find("MoveSpeed")?.GetComponent(); - if (moveSpeedSlider != null) - { - moveSpeedSlider.Value = moveSpeed; - } - UISlider scaleSpeedSlider = orbitPanel.Find("ScaleSpeed")?.GetComponent(); - if (scaleSpeedSlider) - { - scaleSpeedSlider.Value = scaleSpeed; - } - UISlider rotateSpeedSlider = orbitPanel.Find("RotateSpeed")?.GetComponent(); - if (rotateSpeedSlider) - { - rotateSpeedSlider.Value = rotationalSpeed; - } - } - - // Activate the ray. - if (ray != null) - { - ray.gameObject.SetActive(true); - ray.SetDefaultColor(); // TODO: does not seem to work. - } - } - - public override void DeInit() - { - base.DeInit(); - - Transform orbitPanel = parameters.Find("Orbit"); - orbitPanel.gameObject.SetActive(false); - - if (target) - { - Selection.HoveredObject = null; - } - target = null; - - if (ray != null) - { - ray.gameObject.SetActive(false); - } - } - - public override void Update() - { - if (ray == null) - return; - - // - // RAY - collision with scene objects. - // - if (!isLocked) - { - RaycastHit hit; - Vector3 worldStart = paletteController.TransformPoint(0.01f, 0.0f, 0.05f); - Vector3 worldEnd = paletteController.TransformPoint(0, 0, 3); - Vector3 worldDirection = worldEnd - worldStart; - Ray r = new Ray(worldStart, worldDirection); - int layersMask = LayerMask.GetMask(new string[] { "Default", "Selection", "Hover" }); - if (Physics.Raycast(r, out hit, 100.0f, layersMask)) - { - target = hit.collider.transform; - targetPosition = hit.collider.bounds.center; - minDistance = hit.collider.bounds.extents.magnitude; - ray.SetStartPosition(worldStart); - ray.SetEndPosition(hit.point); - ray.SetActiveColor(); - if (target) - { - Selection.HoveredObject = target.gameObject; - } - } - else - { - if (target) - { - Selection.HoveredObject = null; - } - target = null; - targetPosition = Vector3.zero; - minDistance = 0.0f; - ray.SetStartPosition(worldStart); - ray.SetEndPosition(worldEnd); - ray.SetDefaultColor(); - } - } - else - { - Vector3 up = Vector3.up; //rig.up; - Vector3 forward = Vector3.Normalize(camera.position - targetPosition); - Vector3 right = Vector3.Cross(up, forward); - float distance = Vector3.Distance(camera.position, targetPosition); - - // - // Left Joystick -- left/right = rotate left/right. - // up/down = rotate up/down. - Vector2 val = VRInput.GetValue(VRInput.secondaryController, CommonUsages.primary2DAxis); - if (val != Vector2.zero) - { - // Horizontal rotation - if (Mathf.Abs(val.x) > deadZone) - { - float value = Mathf.Sign(val.x) * (Mathf.Abs(val.x) - deadZone) / (1.0f - deadZone); // remap - float rotate_amount_h = value * options.orbitRotationalSpeed;//rotationalSpeed; - rig.RotateAround(targetPosition, up, -rotate_amount_h); - } - - // Vertical rotation - if (Mathf.Abs(val.y) > deadZone) - { - float value = Mathf.Sign(val.y) * (Mathf.Abs(val.y) - deadZone) / (1.0f - deadZone); // remap - float dot = Vector3.Dot(up, forward); - bool in_safe_zone = (Mathf.Abs(dot) < 0.8f); - bool above_but_going_down = (dot > 0.8f) && (value < 0.0f); - bool below_but_going_up = (dot < -0.8f) && (value > 0.0f); - if (!limitVertical || in_safe_zone || above_but_going_down || below_but_going_up) // only within limits - { - float rotate_amount_v = value * options.orbitRotationalSpeed; //rotationalSpeed; - rig.RotateAround(targetPosition, right, -rotate_amount_v); - } - } - } - - // - // Right Joystick -- left/right = move closer/farther - // up/down = scale world - val = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - if (val != Vector2.zero) - { - float remainingDistance = distance - minDistance; - bool in_safe_zone = (remainingDistance > 0.0f); - - // Move the world closer/farther - if (Mathf.Abs(val.x) > deadZone) - { - float value = Mathf.Sign(val.x) * (Mathf.Abs(val.x) - deadZone) / (1.0f - deadZone); // remap - bool too_close_but_going_back = (remainingDistance <= 0.0f) && (value < 0.0f); - if (in_safe_zone || too_close_but_going_back) - { - Vector3 offset = forward * value * (minMoveDistance + options.orbitMoveSpeed * Mathf.Abs(remainingDistance)); //moveSpeed - rig.position -= offset; - } - } - - /* - // Scale the world - if (Mathf.Abs(val.y) > deadZone) - { - float value = Mathf.Sign(val.y) * (Mathf.Abs(val.y) - deadZone) / (1.0f - deadZone); // remap - bool too_close_but_scaling_down = (remainingDistance <= 0.0f) && (value < 0.0f); - if (in_safe_zone || too_close_but_scaling_down) - { - float scale = 1.0f + (value * options.orbitScaleSpeed); // scaleSpeed - - Vector3 scalePivot = targetPosition; - Vector3 pivot_to_world = world.position - scalePivot; - pivot_to_world.Scale(new Vector3(scale, scale, scale)); - world.position = scalePivot + pivot_to_world; - targetPosition = world.position - pivot_to_world; - minDistance *= scale; - - float finalScale = scale * world.localScale.x; - float clampedScale = Mathf.Clamp(finalScale, 1.0f / maxPlayerScale, minPlayerScale); - - // should touch rig, not world - world.localScale = new Vector3(clampedScale, clampedScale, clampedScale); - - GlobalState.WorldScale = world.localScale.x; - - UpdateCameraClipPlanes(); - } - } - */ - } - - // Position the ray AFTER the rotation of the camera, to avoid a one frame shift. - ray.SetStartPosition(paletteController.TransformPoint(0.01f, 0.0f, 0.05f)); - ray.SetEndPosition(targetPosition); - } - - - // - // LEFT GRIP (click) - lock on targetted object/point. - // - - VRInput.ButtonEvent(VRInput.secondaryController, CommonUsages.gripButton, - () => - { - if (target != null) - { - isLocked = true; - ray.gameObject.SetActive(false); // hide ray on grip - } - - GlobalState.IsGrippingWorld = true; - }, - () => - { - isLocked = false; - ray.gameObject.SetActive(true); - GlobalState.IsGrippingWorld = false; - }); - } - } -} diff --git a/Assets/Scripts/Tools/NavigationMode_Orbit.cs.meta b/Assets/Scripts/Tools/NavigationMode_Orbit.cs.meta deleted file mode 100644 index e396ebc0..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Orbit.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5411728f27508e040bca006a23ca28bc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/NavigationMode_Teleport.cs b/Assets/Scripts/Tools/NavigationMode_Teleport.cs deleted file mode 100644 index e80e1e37..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Teleport.cs +++ /dev/null @@ -1,253 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - [System.Serializable] - public class TrajectoryParams - { - /// - /// Maximum range for aiming. - /// - [Tooltip("Maximum range for aiming.")] - public float range; - - /// - /// The MinimumElevation is relative to the AimPosition. - /// - [Tooltip("The MinimumElevation is relative to the AimPosition.")] - public float minimumElevation = -100; - - /// - /// The Gravity is used in conjunction with AimVelocity and the aim direction to simulate a projectile. - /// - [Tooltip("The Gravity is used in conjunction with AimVelocity and the aim direction to simulate a projectile.")] - public float gravity = -9.8f; - - /// - /// The AimVelocity is the initial speed of the faked projectile. - /// - [Tooltip("The AimVelocity is the initial speed of the faked projectile.")] - [Range(0.001f, 50.0f)] - public float aimVelocity = 1; - - /// - /// The AimStep is the how much to subdivide the iteration. - /// - [Tooltip("The AimStep is the how much to subdivide the iteration.")] - [Range(0.001f, 1.0f)] - public float aimStep = 1; - - } - - public class NavigationMode_Teleport : NavigationMode - { - private TeleportUI teleport = null; - private LineRenderer teleportRay = null; - private float rayWidth = 0.003f; - private Transform teleportTargetObject; - - private const float deadZone = 0.5f; - - private bool rotating = false; - private bool teleporting = false; - private bool isValidLocationHit = false; - private Vector3 teleportTarget = Vector3.zero; - private TrajectoryParams trajectoryParams = null; - - public NavigationMode_Teleport(TeleportUI teleportObject, TrajectoryParams trajectoryP) - { - teleport = teleportObject; - teleportRay = teleport.transform.Find("Ray").GetComponent(); - teleportTargetObject = teleport.transform.Find("Target"); - trajectoryParams = trajectoryP; - } - - public override void Init(Transform rigTransform, Transform worldTransform, Transform leftHandleTransform, Transform rightHandleTransform, Transform pivotTransform, Transform cameraTransform, Transform parametersTransform) - { - base.Init(rigTransform, worldTransform, leftHandleTransform, rightHandleTransform, pivotTransform, cameraTransform, parametersTransform); - - // Create tooltips - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Joystick, Tooltips.Action.Joystick, "Target / Turn"); - - usedControls = UsedControls.LEFT_JOYSTICK; - - Transform teleportParameters = parameters.Find("Teleport"); - teleportParameters.gameObject.SetActive(true); - - UICheckbox lockHeight = teleportParameters.Find("LockHeight").GetComponent(); - lockHeight.Checked = options.lockHeight; - } - - public override void DeInit() - { - Transform drone = parameters.Find("Teleport"); - drone.gameObject.SetActive(false); - - if (teleport != null) - { - teleport.gameObject.SetActive(false); - } - - base.DeInit(); - } - - public override void Update() - { - if (teleport == null) - return; - - // Teleport - Vector2 leftJoyValue = VRInput.GetValue(VRInput.secondaryController, CommonUsages.primary2DAxis); - float joyMag = leftJoyValue.magnitude; - float yVal = leftJoyValue.y; - float xVal = leftJoyValue.x; - if (teleporting) - { - if (joyMag > deadZone) - { - Vector3 rayStartPosition = paletteController.Find("left_controller").Find("FrontAnchor").transform.position; - Vector3 rayStartDirection = paletteController.forward; - - List points; - RaycastHit hitInfo; - bool hit = ComputeTrajectory(rayStartPosition, rayStartDirection, trajectoryParams, out points, out hitInfo); - if (hit) - { - isValidLocationHit = true; - teleportTarget = hitInfo.point; - teleport.SetActiveColor(); - teleportTargetObject.gameObject.SetActive(true); - } - else - { - teleport.SetImpossibleColor(); - teleportTargetObject.gameObject.SetActive(false); - } - - float cameraYAngle = Camera.main.transform.rotation.eulerAngles.y; - float joyAngle = 90.0f - Mathf.Rad2Deg * Mathf.Atan2(leftJoyValue.y, leftJoyValue.x); - teleportRay.positionCount = points.Count; - teleportRay.SetPositions(points.ToArray()); - teleportTargetObject.position = teleportTarget + new Vector3(0f, 0.01f, 0f); - teleportTargetObject.rotation = Quaternion.Euler(0.0f, cameraYAngle + joyAngle, 0.0f); - teleportRay.startWidth = rayWidth / GlobalState.WorldScale; - teleportRay.endWidth = rayWidth / GlobalState.WorldScale; - } - else // GO OUT of teleport mode, and TELEPORT - { - teleporting = false; - - if (isValidLocationHit) - { - float cameraHeight = camera.position.y; - Vector3 cameraToRig = rig.position; - cameraToRig = camera.InverseTransformPoint(cameraToRig); - - Vector3 cameraForwardProj = new Vector3(camera.forward.x, 0.0f, camera.forward.z).normalized; - float YAngleDelta = Vector3.SignedAngle(cameraForwardProj, teleportTargetObject.forward, Vector3.up); - Quaternion deltaRotation = Quaternion.Euler(0.0f, YAngleDelta, 0.0f); - rig.rotation = rig.rotation * deltaRotation; - - /* place camera above target - Vector3 camera_to_rig = rig.transform.position - camera.transform.position; - Vector3 new_camera_to_target = new Vector3(0.0f, teleportTarget.y - camera.transform.position.y, 0.0f); - Vector3 deltaPosition = camera_to_rig - new_camera_to_target; - */ - rig.position = teleportTarget; - - rig.localScale = Vector3.one; - - if (options.lockHeight) - { - rig.position = new Vector3(rig.position.x, cameraHeight + cameraToRig.y, rig.position.z); - } - - GlobalState.WorldScale = 1f; - UpdateCameraClipPlanes(); - - isValidLocationHit = false; - } - - teleport.gameObject.SetActive(false); - } - } - else - { - // GO IN teleport mode - if (yVal > deadZone) - { - teleporting = true; - teleport.gameObject.SetActive(true); - teleportTargetObject.gameObject.layer = 2; // Ignore Raycast - TODO: put in prefab. - } - else - { - // ROTATE +/- 45 degrees using Left/Right impulses. - if (Mathf.Abs(xVal) > 0.8f && !rotating) - { - rig.RotateAround(camera.position, Vector3.up, Mathf.Sign(xVal) * 45f); - rotating = true; - } - if (Mathf.Abs(xVal) <= 0.8f && rotating) - { - rotating = false; - } - } - } - } - - public static bool ComputeTrajectory(Vector3 rayStartPosition, Vector3 rayStartDirection, TrajectoryParams tParams, out List points, out RaycastHit hitInfo) - { - points = new List(); - Ray startRay = new Ray(); - startRay.origin = rayStartPosition; - startRay.direction = rayStartDirection; - - var aimPosition = startRay.origin; - var aimDirection = startRay.direction * tParams.aimVelocity; - var rangeSquared = tParams.range * tParams.range / GlobalState.WorldScale; - bool hit; - float step = tParams.aimStep; - - int layerMask = ~(1 << 5); - do - { - Vector3 oldAimPosition = aimPosition; - points.Add(aimPosition); - - var aimVector = aimDirection; - aimVector.y = aimVector.y + tParams.gravity * 0.0111111111f * step; - aimDirection = aimVector; - aimPosition += aimVector * step; - hit = Physics.Raycast(oldAimPosition, (aimPosition - oldAimPosition).normalized, out hitInfo, (aimPosition - oldAimPosition).magnitude, layerMask); - } while (!hit && (aimPosition.y - startRay.origin.y > tParams.minimumElevation / GlobalState.WorldScale) && ((startRay.origin - aimPosition).sqrMagnitude <= rangeSquared)); - - return hit; - } - } -} diff --git a/Assets/Scripts/Tools/NavigationMode_Teleport.cs.meta b/Assets/Scripts/Tools/NavigationMode_Teleport.cs.meta deleted file mode 100644 index 46386924..00000000 --- a/Assets/Scripts/Tools/NavigationMode_Teleport.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8c87e05a2b60fe54a960abc98154c179 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/Paint.cs b/Assets/Scripts/Tools/Paint.cs deleted file mode 100644 index 013ee0a3..00000000 --- a/Assets/Scripts/Tools/Paint.cs +++ /dev/null @@ -1,628 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class Paint : ToolBase - { - [Header("Paint Parameters")] - [SerializeField] private Transform paintContainer; - [SerializeField] private Material paintMaterial; - [SerializeField] private NavigationOptions navigation; - - Transform tubePanel; - Transform ribbonPanel; - Transform hullPanel; - Transform volumePanel; - - UIButton tubeButton; - UIButton ribbonButton; - UIButton hullButton; - UIButton volumeButton; - - GameObject pencilCursor = null; - GameObject flatCursor = null; - GameObject convexCursor = null; - GameObject volumeCursor = null; - - UIButton volumeCreateButton; - UIButton volumeEditButton; - - // Paint tool - Vector3 paintPrevPosition; - GameObject currentPaint; - float brushSize = 0.01f; - enum PaintTools { Pencil = 0, FlatPencil, ConvexHull, Volume } - PaintTools paintTool = PaintTools.Pencil; - LineRenderer paintLineRenderer; - bool paintOnSurface = false; - - FreeDraw freeDraw; // used for pencil, flat pencil and hull - CommandGroup undoGroup = null; - - // VOLUME - enum VolumeEditionMode { Create, Edit }; - VolumeEditionMode volumeEditionMode = VolumeEditionMode.Create; - VolumeMeshGenerator volumeGenerator; // used for volume - GameObject currentVolume; - private float stepSize = 0.01f; // size in viewer's space - private float strength = 0.5f; - - // Start is called before the first frame update - void Start() - { - Init(); - - paintTool = PaintTools.Pencil; // <---- Tube is default - - ConfigureSubPanels(); - - ConfigureCursors(); - - paintLineRenderer = transform.gameObject.GetComponent(); - if (paintLineRenderer == null) { Debug.LogWarning("Expected a line renderer on the paintItem game object."); } - else { paintLineRenderer.startWidth = 0.005f; paintLineRenderer.endWidth = 0.005f; } - - freeDraw = new FreeDraw(); - volumeGenerator = new VolumeMeshGenerator(); - - brushSize = mouthpiece.localScale.x; - OnPaintColor(GlobalState.CurrentColor); - - SetTooltips(); - - GlobalState.colorChangedEvent.AddListener(OnPaintColor); - } - - public override void SetTooltips() - { - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Trigger, Tooltips.Action.HoldPush, "Draw"); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Secondary, Tooltips.Action.Push, "Switch Tool"); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Joystick, Tooltips.Action.HoldHorizontal, "Brush Size"); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Primary, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, false); - } - - private void ConfigureSubPanels() - { - tubePanel = panel.Find("PaintTubePanel"); - ribbonPanel = panel.Find("PaintRibbonPanel"); - hullPanel = panel.Find("PaintHullPanel"); - volumePanel = panel.Find("PaintVolumePanel"); - - tubePanel.gameObject.SetActive(true); // <---- Tube is default - ribbonPanel.gameObject.SetActive(false); - hullPanel.gameObject.SetActive(false); - volumePanel.gameObject.SetActive(false); - - tubeButton = panel.Find("PaintTubeButton").GetComponent(); - tubeButton.Checked = true; // <---- Tube is default - ribbonButton = panel.Find("PaintRibbonButton").GetComponent(); - hullButton = panel.Find("PaintHullButton").GetComponent(); - volumeButton = panel.Find("PaintVolumeButton").GetComponent(); - - tubeButton.onReleaseEvent.AddListener(() => OnSelectPanel(PaintTools.Pencil)); - ribbonButton.onReleaseEvent.AddListener(() => OnSelectPanel(PaintTools.FlatPencil)); - hullButton.onReleaseEvent.AddListener(() => OnSelectPanel(PaintTools.ConvexHull)); - volumeButton.onReleaseEvent.AddListener(() => OnSelectPanel(PaintTools.Volume)); - - // Sub - volumeCreateButton = volumePanel.Find("ModeCreateButton").GetComponent(); // <---- Create is default. - volumeCreateButton.Checked = true; - volumeEditButton = volumePanel.Find("ModeEditButton").GetComponent(); - - volumeCreateButton.onReleaseEvent.AddListener(() => OnVolumeCreatePressed()); - volumeEditButton.onReleaseEvent.AddListener(() => OnVolumeEditPressed()); - } - - private void ConfigureCursors() - { - pencilCursor = mouthpiece.transform.Find("curve").gameObject; - flatCursor = mouthpiece.transform.Find("flat_curve").gameObject; - convexCursor = mouthpiece.transform.Find("convex").gameObject; - volumeCursor = mouthpiece.transform.Find("volume").gameObject; - - pencilCursor.SetActive(paintTool == PaintTools.Pencil); - flatCursor.SetActive(paintTool == PaintTools.FlatPencil); - convexCursor.SetActive(paintTool == PaintTools.ConvexHull); - volumeCursor.SetActive(paintTool == PaintTools.Volume); - } - - protected override void OnDisable() - { - if (null != undoGroup) - { - undoGroup.Submit(); - undoGroup = null; - } - - EndCurrentPaint(); - base.OnDisable(); - } - - void OnSelectPanel(PaintTools tool) - { - // If changing tool TO of FROM volume, reset the volume generator. - if (paintTool != tool && (paintTool == PaintTools.Volume || tool == PaintTools.Volume)) - ResetVolume(); - - paintTool = tool; - - // CHECKED button - tubeButton.Checked = tool == PaintTools.Pencil; - ribbonButton.Checked = tool == PaintTools.FlatPencil; - hullButton.Checked = tool == PaintTools.ConvexHull; - volumeButton.Checked = tool == PaintTools.Volume; - - // ACTIVE panel - tubePanel.gameObject.SetActive(tool == PaintTools.Pencil); - ribbonPanel.gameObject.SetActive(tool == PaintTools.FlatPencil); - hullPanel.gameObject.SetActive(tool == PaintTools.ConvexHull); - volumePanel.gameObject.SetActive(tool == PaintTools.Volume); - - // Mouthpiece - pencilCursor.SetActive(tool == PaintTools.Pencil); - flatCursor.SetActive(tool == PaintTools.FlatPencil); - convexCursor.SetActive(tool == PaintTools.ConvexHull); - volumeCursor.SetActive(tool == PaintTools.Volume); - - // Sub-Elements (put in its own function?) - switch (tool) - { - case PaintTools.Volume: - { - volumeCreateButton.Checked = true; - volumeEditButton.Checked = false; - // TODO: default values for sliders? - // ... - } - break; - - default: break; - } - } - - protected override void DoUpdateGui() - { - base.DoUpdateGui(); - paintLineRenderer.enabled = false; - } - - protected override void DoUpdate() - { - VRInput.GetControllerTransform(VRInput.primaryController, out Vector3 position, out Quaternion rotation); - UpdateToolPaint(position, rotation); - } - - private void TranslatePaintToItsCenter() - { - // determine center - Vector3 min = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity); - Vector3 max = new Vector3(-Mathf.Infinity, -Mathf.Infinity, -Mathf.Infinity); - foreach (Vector3 pos in freeDraw.controlPoints) - { - if (pos.x < min.x) min.x = pos.x; - if (pos.y < min.y) min.y = pos.y; - if (pos.z < min.z) min.z = pos.z; - if (pos.x > max.x) max.x = pos.x; - if (pos.y > max.y) max.y = pos.y; - if (pos.z > max.z) max.z = pos.z; - } - Vector3 center = (max + min) * 0.5f; - - currentPaint.transform.localPosition += center; - - MeshFilter meshFilter = currentPaint.GetComponent(); - Mesh mesh = meshFilter.mesh; - for (int i = 0; i < freeDraw.vertices.Length; i++) - { - freeDraw.vertices[i] -= center; - } - mesh.vertices = freeDraw.vertices; - mesh.RecalculateBounds(); - } - - private void BeginPaint() - { - switch (paintTool) - { - case PaintTools.Pencil: - case PaintTools.FlatPencil: - case PaintTools.ConvexHull: - { - // Create an empty game object with a mesh - currentPaint = Create(PaintTools.Pencil, GlobalState.CurrentColor); - freeDraw = new FreeDraw - { - matrix = currentPaint.transform.worldToLocalMatrix - }; - } - break; - - case PaintTools.Volume: - if (volumeEditionMode == VolumeEditionMode.Create) - { - currentVolume = Create(PaintTools.Volume, GlobalState.CurrentColor); - currentVolume.transform.position = mouthpiece.position; // real-world position - volumeGenerator.Reset(); - volumeGenerator.stepSize = stepSize / GlobalState.WorldScale; // viewer scale -> world scale. - volumeGenerator.toLocalMatrix = currentVolume.transform.worldToLocalMatrix; - } - else // volumeEditionMode == VolumeEditionMode.Edit - { - // nothing to do I guess. - volumeGenerator.toLocalMatrix = currentVolume.transform.worldToLocalMatrix; - } - break; - } - } - - private void EndCurrentPaint() - { - switch (paintTool) - { - case PaintTools.Pencil: - case PaintTools.FlatPencil: - case PaintTools.ConvexHull: - { - // Bake line renderer into a mesh so we can raycast on it - if (currentPaint != null) - { - TranslatePaintToItsCenter(); - - GameObject paintObject = SceneManager.InstantiateUnityPrefab(currentPaint); - GameObject.Destroy(currentPaint.transform.parent.gameObject); - currentPaint = null; - - CommandAddGameObject command = new CommandAddGameObject(paintObject); - command.Submit(); - GameObject paintInstance = command.newObject; - - PaintController controller = paintInstance.GetComponent(); - controller.color = GlobalState.CurrentColor; - controller.controlPoints = freeDraw.controlPoints; - controller.controlPointsRadius = freeDraw.controlPointsRadius; - } - break; - } - - case PaintTools.Volume: - { - if (currentVolume != null) - { - if (volumeEditionMode == VolumeEditionMode.Create) - { - GameObject volumeObject = SceneManager.InstantiateUnityPrefab(currentVolume); - GameObject.Destroy(currentVolume.transform.parent.gameObject); - currentVolume = null; - - CommandAddGameObject command = new CommandAddGameObject(volumeObject); - command.Submit(); - GameObject volumeInstance = command.newObject; - - VolumeController controller = volumeInstance.GetComponent(); - controller.color = GlobalState.CurrentColor; - controller.origin = volumeGenerator.origin; - controller.bounds = volumeGenerator.bounds; - controller.field = volumeGenerator.field; - controller.resolution = volumeGenerator.resolution; - controller.stepSize = volumeGenerator.stepSize; - - } - else // EDIT - { - // TODO: send an update mesh command. Which is it??? - } - } - } - break; - } - } - - private static GameObject Create(PaintTools what, Color color) - { - GameObject rootObject = new GameObject(); - rootObject.transform.parent = SceneManager.RightHanded; - rootObject.transform.localPosition = Vector3.zero; - rootObject.transform.localRotation = Quaternion.identity; - rootObject.transform.localScale = Vector3.one; - - GameObject gobject = new GameObject(); - gobject.transform.parent = rootObject.transform; - gobject.name = Utils.CreateUniqueName(what == PaintTools.Volume ? "Volume" : "Paint"); - - gobject.transform.localPosition = Vector3.zero; - gobject.transform.localRotation = Quaternion.identity; - gobject.transform.localScale = Vector3.one; - gobject.tag = "PhysicObject"; - - Mesh mesh = new Mesh - { - indexFormat = UnityEngine.Rendering.IndexFormat.UInt32 - }; - MeshFilter meshFilter = gobject.AddComponent(); - meshFilter.mesh = mesh; - MeshRenderer renderer = gobject.AddComponent(); - MaterialID materialId = color.a == 1f ? MaterialID.ObjectOpaque : MaterialID.ObjectTransparent; - Material paintMaterial = ResourceManager.GetMaterial(materialId); - renderer.sharedMaterial = paintMaterial; - renderer.material.SetColor("_BaseColor", color); - renderer.material.SetFloat("_Opacity", color.a); - - // Update scene data for live sync - SceneManager.AddMaterialParameters(Utils.GetMaterialName(gobject), materialId, color); - - gobject.AddComponent(); - - if (what == PaintTools.Volume) - { - gobject.AddComponent(); - } - else - { - gobject.AddComponent(); - } - - return gobject; - } - - private void UpdateToolPaint(Vector3 position, Quaternion _) - { - // ON TRIGGER - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.trigger, () => - { - BeginPaint(); - - paintPrevPosition = Vector3.zero; - undoGroup = new CommandGroup("Paint"); - }, - () => - { - try - { - EndCurrentPaint(); - } - finally - { - if (null != undoGroup) - { - undoGroup.Submit(); - undoGroup = null; - } - } - - }); - - float triggerValue = VRInput.GetValue(VRInput.primaryController, CommonUsages.trigger); - - // Change brush size - if (navigation.CanUseControls(NavigationMode.UsedControls.RIGHT_JOYSTICK)) - { - Vector2 val = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - if (val != Vector2.zero) - { - if (val.y > 0.3f) { brushSize += 0.001f; } - if (val.y < -0.3f) { brushSize -= 0.001f; } - brushSize = Mathf.Clamp(brushSize, 0.001f, 0.5f); - mouthpiece.localScale = new Vector3(brushSize, brushSize, brushSize); - } - } - - paintLineRenderer.enabled = false; - Vector3 penPosition = mouthpiece.position; - if (paintOnSurface) - { - Vector3 direction = transform.forward; // (paintItem.position - centerEye.position).normalized; - Vector3 startRay = penPosition + mouthpiece.lossyScale.x * direction; - Vector3 endRay = startRay + 1000f * direction; - paintLineRenderer.enabled = true; - paintLineRenderer.positionCount = 2; - paintLineRenderer.SetPosition(0, startRay); - paintLineRenderer.SetPosition(1, endRay); - paintLineRenderer.startWidth = 0.005f / GlobalState.WorldScale; - paintLineRenderer.endWidth = paintLineRenderer.startWidth; - bool hit = Physics.Raycast(startRay, direction, out RaycastHit hitInfo, Mathf.Infinity); - if (!hit) - return; - penPosition = hitInfo.point - 0.001f * direction; - paintLineRenderer.SetPosition(1, penPosition); - } - else if (paintTool == PaintTools.Volume) - { - if (currentVolume) - { - VolumeController controller = currentVolume.GetComponent(); - if (null != controller) - { - paintLineRenderer.enabled = true; - - Vector3 C = controller.bounds.center; - Vector3 E = controller.bounds.extents; - - Vector3 tlf = controller.transform.TransformPoint(C + new Vector3(-E.x, E.y, -E.z)); - Vector3 trf = controller.transform.TransformPoint(C + new Vector3(E.x, E.y, -E.z)); - Vector3 blf = controller.transform.TransformPoint(C + new Vector3(-E.x, -E.y, -E.z)); - Vector3 brf = controller.transform.TransformPoint(C + new Vector3(E.x, -E.y, -E.z)); - Vector3 tlb = controller.transform.TransformPoint(C + new Vector3(-E.x, E.y, E.z)); - Vector3 trb = controller.transform.TransformPoint(C + new Vector3(E.x, E.y, E.z)); - Vector3 blb = controller.transform.TransformPoint(C + new Vector3(-E.x, -E.y, E.z)); - Vector3 brb = controller.transform.TransformPoint(C + new Vector3(E.x, -E.y, E.z)); - - paintLineRenderer.positionCount = 16; - paintLineRenderer.SetPositions(new Vector3[] { - blf, tlf, brf, trf, brb, trb, blb, - blf, brf, brb, blb, - tlb, tlf, trf, trb, tlb - }); - paintLineRenderer.startWidth = 0.001f / GlobalState.WorldScale; - paintLineRenderer.endWidth = 0.001f / GlobalState.WorldScale; - } - } - } - - // Draw - float deadZone = VRInput.deadZoneIn; - if (triggerValue >= deadZone && - ( - (position != paintPrevPosition && currentPaint != null) || currentVolume != null) - ) - { - // Add a point (the current world position) to the line renderer - - float pressure = (triggerValue - deadZone) / (1f - deadZone); - float value = brushSize / GlobalState.WorldScale * pressure; - - switch (paintTool) - { - case PaintTools.Pencil: freeDraw.AddControlPoint(penPosition, 0.5f * value); break; - case PaintTools.FlatPencil: freeDraw.AddFlatLineControlPoint(penPosition, -transform.forward, 0.5f * value); break; - case PaintTools.ConvexHull: freeDraw.AddConvexHullPoint(penPosition); break; - case PaintTools.Volume: volumeGenerator.AddPoint(penPosition, 2.0f * value * strength); break; - } - - switch (paintTool) - { - case PaintTools.Pencil: - case PaintTools.FlatPencil: - case PaintTools.ConvexHull: - { - // set mesh components - MeshFilter meshFilter = currentPaint.GetComponent(); - Mesh mesh = meshFilter.mesh; - mesh.Clear(); - mesh.vertices = freeDraw.vertices; - mesh.normals = freeDraw.normals; - mesh.triangles = freeDraw.triangles; - break; - } - - case PaintTools.Volume: - if (null != currentVolume) - { - MeshFilter meshFilter = currentVolume.GetComponent(); - Mesh mesh = meshFilter.mesh; - mesh.Clear(); - mesh.vertices = volumeGenerator.vertices; - mesh.triangles = volumeGenerator.triangles; - mesh.RecalculateNormals(); - - // Recompute collider - MeshCollider meshCollider = currentVolume.GetComponent(); - meshCollider.sharedMesh = mesh; - // force update - meshCollider.enabled = false; - meshCollider.enabled = true; - - VolumeController controller = currentVolume.GetComponent(); - controller.origin = volumeGenerator.origin; - controller.bounds = volumeGenerator.bounds; // TODO: dont duplicate data? use volumeparameters in volumegenerator? - controller.field = volumeGenerator.field; - controller.resolution = volumeGenerator.resolution; - controller.stepSize = volumeGenerator.stepSize; - //controller.UpdateBoundsRenderer(); - } - break; - } - } - - paintPrevPosition = position; - } - - private void ResetVolume() - { - // TODO: put an end to any EDIT that could still be happening (send command). - // ... - - volumeGenerator.Reset(); - } - - private void InitVolumeFromSelection() - { - GameObject selected = null; - foreach (GameObject o in Selection.SelectedObjects) - { - selected = o; - break; - } - if (null != selected) - { - VolumeController controller = selected.GetComponent(); - if (null != controller) - { - currentVolume = selected; - volumeGenerator.InitFromController(controller); - - GlobalState.CurrentColor = controller.color; - - return; - } - } - - ResetVolume(); - currentVolume = null; - } - - public void OnPaintColor(Color color) - { - mouthpiece.gameObject.GetComponent().material.SetColor("_BaseColor", color); - } - - public void OnCheckPaintOnSurface(bool value) - { - paintOnSurface = value; - } - - public void OnVolumeCreatePressed() - { - volumeEditionMode = VolumeEditionMode.Create; - - volumeCreateButton.Checked = true; - volumeEditButton.Checked = false; - - ResetVolume(); - } - - public void OnVolumeEditPressed() - { - volumeEditionMode = VolumeEditionMode.Edit; - - volumeCreateButton.Checked = false; - volumeEditButton.Checked = true; - - InitVolumeFromSelection(); - } - - public void OnVolumeStrengthChanged(float value) - { - strength = value; - } - - public void OnVolumeCellSizeChanged(float value) - { - stepSize = value / 1000.0f; // millimeters to meters - } - } -} diff --git a/Assets/Scripts/Tools/Paint.cs.meta b/Assets/Scripts/Tools/Paint.cs.meta deleted file mode 100644 index 2c86d701..00000000 --- a/Assets/Scripts/Tools/Paint.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: bdb4d23de2cf2994f8b1deb87d2e15a3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/Preferences.cs b/Assets/Scripts/Tools/Preferences.cs deleted file mode 100644 index 14f6be62..00000000 --- a/Assets/Scripts/Tools/Preferences.cs +++ /dev/null @@ -1,507 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.IO; - -using UnityEngine; -using UnityEngine.Audio; -using UnityEngine.UI; - -namespace VRtist -{ - public class Preferences : MonoBehaviour - { - [Header("Settings Parameters")] - public AudioMixer mixer = null; - public GameObject worldGrid; - public Transform cursor; - public Transform backgroundFeedback = null; - - [Header("UI Widgets")] - public Transform panel = null; - public Transform paletteHandle; - public Transform consoleHandle; - public ConsoleWindow consoleWindow; - public UIButton showGizmosShortcut; - public UIButton showLocatorsShortcut; - public UIButton playShortcutButton; - public UIButton saveShortcutButton; - - private UIButton displayOptionsButton; - private UIButton soundsOptionsButton; - private UIButton advancedOptionsButton; - private UIButton videoOptionsButton; - private UIButton saveOptionsButton; - private UIButton infoOptionsButton; - - private GameObject displaySubPanel; - private GameObject soundsSubPanel; - private GameObject advancedSubPanel; - private GameObject videoSubPanel; - private GameObject saveSubPanel; - private GameObject infoSubPanel; - - private UICheckbox worldGridCheckbox; - private UICheckbox displayGizmos; - private UICheckbox displayLocators; - private UICheckbox displayAvatars; - private UICheckbox displayFPS; - private UICheckbox display3DCurves; - private UICheckbox showConsoleWindow; - private UISlider masterVolume; - private UISlider ambientVolume; - private UISlider uiVolume; - private UILabel assetBankDirectory; - private UICheckbox rightHanded; - private UICheckbox forcePaletteOpen; - private UILabel versionLabel; - private UILabel projectNameLabel; - private UILabel saveInfoLabel; - private UIButton mixerSaveButton; - private Image saveImage; - - private UIButton lowResButton; - private UIButton midResButton; - private UIButton highResButton; - private UILabel videoOutputDirectoryLabel; - private UILabel snapshotsDirectoryLabel; - - private void Start() - { - // tmp - // mixer.SetFloat("Volume_Master", -25.0f); - - GlobalState.Instance.onConnected.AddListener(OnConnected); - - displayOptionsButton = panel.Find("DisplayOptionsButton").GetComponent(); - soundsOptionsButton = panel.Find("SoundsOptionsButton").GetComponent(); - advancedOptionsButton = panel.Find("AdvancedOptionsButton").GetComponent(); - videoOptionsButton = panel.Find("VideoOptionsButton").GetComponent(); - saveOptionsButton = panel.Find("SaveOptionsButton").GetComponent(); - infoOptionsButton = panel.Find("InfoOptionsButton").GetComponent(); - - displaySubPanel = panel.Find("DisplayOptions").gameObject; - soundsSubPanel = panel.Find("SoundsOptions").gameObject; - advancedSubPanel = panel.Find("AdvancedOptions").gameObject; - videoSubPanel = panel.Find("VideoOptions").gameObject; - saveSubPanel = panel.Find("SaveOptions").gameObject; - infoSubPanel = panel.Find("InfoOptions").gameObject; - - worldGridCheckbox = displaySubPanel.transform.Find("DisplayWorldGrid").GetComponent(); - displayGizmos = displaySubPanel.transform.Find("DisplayGizmos").GetComponent(); - displayLocators = displaySubPanel.transform.Find("DisplayLocators").GetComponent(); - displayAvatars = displaySubPanel.transform.Find("DisplayAvatars").GetComponent(); - display3DCurves = displaySubPanel.transform.Find("Display3DCurves").GetComponent(); - masterVolume = soundsSubPanel.transform.Find("Master Volume").GetComponent(); - ambientVolume = soundsSubPanel.transform.Find("Ambient Volume").GetComponent(); - uiVolume = soundsSubPanel.transform.Find("UI Volume").GetComponent(); - assetBankDirectory = advancedSubPanel.transform.Find("AssetBankDirectory").GetComponent(); - rightHanded = advancedSubPanel.transform.Find("RightHanded").GetComponent(); - forcePaletteOpen = advancedSubPanel.transform.Find("ForcePaletteOpened").GetComponent(); - displayFPS = advancedSubPanel.transform.Find("DisplayFPS").GetComponent(); - showConsoleWindow = advancedSubPanel.transform.Find("ShowConsoleWindow").GetComponent(); - versionLabel = infoSubPanel.transform.Find("Version").GetComponent(); - projectNameLabel = saveSubPanel.transform.Find("ProjectName").GetComponent(); - saveInfoLabel = saveSubPanel.transform.Find("InfoLabel").GetComponent(); - saveInfoLabel.gameObject.SetActive(false); - mixerSaveButton = saveSubPanel.transform.Find("BlenderSaveButton").GetComponent(); - - // Video Output buttons - lowResButton = videoSubPanel.transform.Find("LowResButton").GetComponent(); - midResButton = videoSubPanel.transform.Find("MidResButton").GetComponent(); - highResButton = videoSubPanel.transform.Find("HighResButton").GetComponent(); - videoOutputDirectoryLabel = videoSubPanel.transform.Find("VideoOutputDirectory").GetComponent(); - snapshotsDirectoryLabel = videoSubPanel.transform.Find("SnapshotsDirectory").GetComponent(); - - saveImage = saveShortcutButton.GetComponentInChildren(); - - SceneManager.sceneDirtyEvent.AddListener(OnSceneDirtyChanged); - SceneManager.sceneSavedEvent.AddListener(() => StartCoroutine(ShowSaveLoadInfo("Project saved", 2))); - SceneManager.sceneLoadedEvent.AddListener(() => - { - OnConnected(); - StartCoroutine(ShowSaveLoadInfo("Project loaded", 2)); - }); - - Apply(); - - if (null != versionLabel && versionLabel.Text.Length == 0) - { - versionLabel.Text = $"VRtist Version: {Version.VersionString}\n" + - $"Sync Version: {Version.syncVersion}\n" + - $"Scene Type: {SceneManager.GetSceneType()}"; - } - - OnSetDisplaySubPanel(); - } - - private void Apply() - { - OnDisplayGizmos(GlobalState.Settings.DisplayGizmos); - OnDisplayLocators(GlobalState.Settings.DisplayLocators); - OnDisplayAvatars(GlobalState.Settings.DisplayAvatars); - OnShowConsoleWindow(GlobalState.Settings.ConsoleVisible); - - UpdateUIFromPreferences(); - worldGrid.SetActive(GlobalState.Settings.DisplayWorldGrid); - OnChangeMasterVolume(GlobalState.Settings.masterVolume); - OnChangeAmbientVolume(GlobalState.Settings.ambientVolume); - OnChangeUIVolume(GlobalState.Settings.uiVolume); - - SetAssetBankDirectory(GlobalState.Settings.assetBankDirectory); - projectNameLabel.Text = GlobalState.Settings.ProjectName; - - OnRightHanded(GlobalState.Settings.rightHanded); - backgroundFeedback.gameObject.SetActive(GlobalState.Settings.cameraFeedbackVisible); - - lowResButton.Checked = GlobalState.Settings.videoOutputResolution == CameraManager.resolution720p; - midResButton.Checked = GlobalState.Settings.videoOutputResolution == CameraManager.resolution1080p; - highResButton.Checked = GlobalState.Settings.videoOutputResolution == CameraManager.resolution2160p; - SetVideoOutputDirectory(GlobalState.Settings.videoOutputDirectory); - SetSnapshotsDirectory(GlobalState.Settings.snapshotsDirectory); - - ToolsUIManager.Instance.InitPaletteState(); - ToolsUIManager.Instance.InitDopesheetState(); - ToolsUIManager.Instance.InitShotManagerState(); - ToolsUIManager.Instance.InitCameraPreviewState(); - ToolsUIManager.Instance.InitConsoleState(); - } - - protected virtual void OnEnable() - { - Settings.onSettingsChanged.AddListener(UpdateUIFromPreferences); - if (null != GlobalState.Animation) - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - } - - protected virtual void OnDisable() - { - Settings.onSettingsChanged.RemoveListener(UpdateUIFromPreferences); - if (null != GlobalState.Animation) - GlobalState.Animation.onAnimationStateEvent.RemoveListener(OnAnimationStateChanged); - } - - private void OnAnimationStateChanged(AnimationState state) - { - playShortcutButton.Checked = state == AnimationState.Playing || state == AnimationState.AnimationRecording; - } - - protected void UpdateUIFromPreferences() - { - showConsoleWindow.Checked = GlobalState.Settings.ConsoleVisible; - worldGridCheckbox.Checked = GlobalState.Settings.DisplayWorldGrid; - - displayGizmos.Checked = GlobalState.Settings.DisplayGizmos; - showGizmosShortcut.Checked = GlobalState.Settings.DisplayGizmos; - displayLocators.Checked = GlobalState.Settings.DisplayLocators; - showLocatorsShortcut.Checked = GlobalState.Settings.DisplayLocators; - displayFPS.Checked = GlobalState.Settings.DisplayFPS; - display3DCurves.Checked = GlobalState.Settings.Display3DCurves; - displayAvatars.Checked = GlobalState.Settings.DisplayAvatars; - - masterVolume.Value = GlobalState.Settings.masterVolume; - ambientVolume.Value = GlobalState.Settings.ambientVolume; - uiVolume.Value = GlobalState.Settings.uiVolume; - - rightHanded.Checked = GlobalState.Settings.rightHanded; - forcePaletteOpen.Checked = GlobalState.Settings.forcePaletteOpen; - showConsoleWindow.Checked = GlobalState.Settings.ConsoleVisible; - - projectNameLabel.Text = GlobalState.Settings.ProjectName; - } - - private void OnConnected() - { - versionLabel.Text = $"VRtist Version: {Version.VersionString}\n" + - $"Sync Version: {Version.syncVersion}\n\n" + - $"Client ID: {GlobalState.networkUser.id}\n" + - $"Scene Type: {SceneManager.GetSceneType()}"; - } - - public void OnReset() - { - GlobalState.Settings.Reset(); - Apply(); - } - - public void OnDisplayFPS(bool show) - { - GlobalState.Settings.DisplayFPS = show; - } - - public void OnDisplay3DCurves(bool show) - { - GlobalState.Settings.Display3DCurves = show; - } - - public void OnDisplayGizmos(bool show) - { - GlobalState.SetDisplayGizmos(show); - } - public void OnDisplayLocators(bool show) - { - GlobalState.SetDisplayLocators(show); - } - - public void OnDisplayAvatars(bool show) - { - GlobalState.SetDisplayAvatars(show); - } - - public void OnDisplayWorldGrid(bool show) - { - worldGrid.SetActive(show); - GlobalState.Settings.DisplayWorldGrid = show; - } - - public void OnEditAssetBankDirectory() - { - ToolsUIManager.Instance.OpenKeyboard(SetAssetBankDirectory, assetBankDirectory.transform, assetBankDirectory.Text); - } - - private void SetAssetBankDirectory(string value) - { - assetBankDirectory.Text = value; - assetBankDirectory.Image = UIUtils.LoadIcon(Directory.Exists(value) ? "validate-icon" : "error"); - GlobalState.Settings.assetBankDirectory = value; - } - - private void ResetSubPanels() - { - displayOptionsButton.Checked = false; - displaySubPanel.SetActive(false); - soundsOptionsButton.Checked = false; - soundsSubPanel.SetActive(false); - advancedOptionsButton.Checked = false; - advancedSubPanel.SetActive(false); - videoOptionsButton.Checked = false; - videoSubPanel.SetActive(false); - saveOptionsButton.Checked = false; - saveSubPanel.SetActive(false); - infoOptionsButton.Checked = false; - infoSubPanel.SetActive(false); - } - - public void OnSetDisplaySubPanel() - { - ResetSubPanels(); - displayOptionsButton.Checked = true; - displaySubPanel.SetActive(true); - } - - public void OnSetSoundsSubPanel() - { - ResetSubPanels(); - soundsOptionsButton.Checked = true; - soundsSubPanel.SetActive(true); - } - - public void OnSetAdvancedSubPanel() - { - ResetSubPanels(); - advancedOptionsButton.Checked = true; - advancedSubPanel.SetActive(true); - } - - public void OnSetVideoSubPanel() - { - ResetSubPanels(); - videoOptionsButton.Checked = true; - videoSubPanel.SetActive(true); - } - - public void OnSetSaveSubPanel() - { - ResetSubPanels(); - mixerSaveButton.gameObject.SetActive(SceneManager.GetSceneType() == "Mixer"); - saveOptionsButton.Checked = true; - saveSubPanel.SetActive(true); - } - - public void OnSetInfoSubPanel() - { - ResetSubPanels(); - infoOptionsButton.Checked = true; - infoSubPanel.SetActive(true); - } - - public void OnRightHanded(bool value) - { - GlobalState.SetRightHanded(value); - } - - public void OnChangeMasterVolume(float volume) - { - GlobalState.Settings.masterVolume = volume; - if (mixer) - { - mixer.SetFloat("Volume_Master", volume); - } - } - - public void OnChangeAmbientVolume(float volume) - { - GlobalState.Settings.ambientVolume = volume; - if (mixer) - { - mixer.SetFloat("Volume_Ambient", volume); - } - } - - public void OnChangeUIVolume(float volume) - { - GlobalState.Settings.uiVolume = volume; - if (mixer) - { - mixer.SetFloat("Volume_UI", volume); - } - } - - public void OnShowConsoleWindow(bool value) - { - if (consoleWindow != null && consoleHandle != null) - { - if (value) - { - ToolsUIManager.Instance.OpenWindow(consoleHandle, 0.7f); - } - else - { - ToolsUIManager.Instance.CloseWindow(consoleHandle, 0.7f); - } - } - GlobalState.Settings.ConsoleVisible = value; - } - - public void OnCloseConsoleWindow() - { - OnShowConsoleWindow(false); - showConsoleWindow.Checked = false; - } - - public void OnQuickSaveProject() - { - if (GlobalState.Instance.mixerConnected) - { - OnRemoteSave(); - return; - } - - if (SceneManager.firstSave) - { - SceneManager.firstSave = false; - ToolsUIManager.Instance.ChangeTab("Preferences"); - OnSetSaveSubPanel(); - } - else - { - OnSaveProject(); - } - } - - public void OnSaveProject() - { - Serialization.SaveManager.Instance.Save(GlobalState.Settings.ProjectName); - } - - public void OnLoadProject() - { - - Serialization.SaveManager.Instance.Load(GlobalState.Settings.ProjectName); - } - - public void OnEditProjectName() - { - ToolsUIManager.Instance.OpenKeyboard(SetProjectName, projectNameLabel.transform, GlobalState.Settings.ProjectName); - } - - private void SetProjectName(string value) - { - projectNameLabel.Text = value; - GlobalState.Settings.ProjectName = value; - } - - private void OnSceneDirtyChanged(bool dirty) - { - saveImage.sprite = dirty ? UIUtils.LoadIcon("unsaved") : UIUtils.LoadIcon("save"); - } - - private IEnumerator ShowSaveLoadInfo(string text, float seconds) - { - saveInfoLabel.Text = text; - saveInfoLabel.gameObject.SetActive(true); - yield return new WaitForSecondsRealtime(seconds); - saveInfoLabel.gameObject.SetActive(false); - } - - public void OnRemoteSave() - { - SceneManager.RemoteSave(); - } - - public void OnSetResolution(string resStr) - { - lowResButton.Checked = false; - midResButton.Checked = false; - highResButton.Checked = false; - switch (resStr) - { - case "low": - lowResButton.Checked = true; - CameraManager.Instance.OutputResolution = CameraManager.VideoResolution.VideoResolution_720p; - break; - case "medium": - midResButton.Checked = true; - CameraManager.Instance.OutputResolution = CameraManager.VideoResolution.VideoResolution_1080p; - break; - case "high": - highResButton.Checked = true; - CameraManager.Instance.OutputResolution = CameraManager.VideoResolution.VideoResolution_2160p; - break; - } - } - - public void OnEditVideoOutputDirectory() - { - ToolsUIManager.Instance.OpenKeyboard(SetVideoOutputDirectory, videoOutputDirectoryLabel.transform, videoOutputDirectoryLabel.Text); - } - - private void SetVideoOutputDirectory(string value) - { - videoOutputDirectoryLabel.Text = value; - GlobalState.Settings.videoOutputDirectory = value; - } - - public void OnEditSnapshotsDirectory() - { - ToolsUIManager.Instance.OpenKeyboard(SetSnapshotsDirectory, snapshotsDirectoryLabel.transform, snapshotsDirectoryLabel.Text); - } - - private void SetSnapshotsDirectory(string value) - { - snapshotsDirectoryLabel.Text = value; - GlobalState.Settings.snapshotsDirectory = value; - } - } -} diff --git a/Assets/Scripts/Tools/Preferences.cs.meta b/Assets/Scripts/Tools/Preferences.cs.meta deleted file mode 100644 index d3cb6c25..00000000 --- a/Assets/Scripts/Tools/Preferences.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7ef098d3095ae9943aa828c89d813d2d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 100 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/SceneHelper.cs b/Assets/Scripts/Tools/SceneHelper.cs deleted file mode 100644 index d73efb6e..00000000 --- a/Assets/Scripts/Tools/SceneHelper.cs +++ /dev/null @@ -1,72 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; -using UnityEngine; -using UnityEngine.UI; - -namespace VRtist -{ - public class SceneHelper : MonoBehaviour - { - private TextMeshProUGUI text; - private Image image; - - private Sprite playImage; - private Sprite recordImage; - - void Start() - { - text = GetComponentInChildren(); - image = transform.Find("Canvas/Panel/Image").GetComponent(); - - playImage = UIUtils.LoadIcon("player_play"); - recordImage = UIUtils.LoadIcon("player_record"); - - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - - gameObject.SetActive(false); - } - - void Update() - { - if (GlobalState.Animation.animationState != AnimationState.AnimationRecording && GlobalState.Animation.animationState != AnimationState.Playing) - { - return; - } - text.text = GlobalState.Animation.CurrentFrame.ToString(); - } - - private void OnAnimationStateChanged(AnimationState state) - { - bool playOrRecord = GlobalState.Animation.animationState == AnimationState.AnimationRecording || GlobalState.Animation.animationState == AnimationState.Playing; - gameObject.SetActive(playOrRecord); - - switch (state) - { - case AnimationState.Playing: image.sprite = playImage; break; - case AnimationState.AnimationRecording: image.sprite = recordImage; break; - } - } - } -} diff --git a/Assets/Scripts/Tools/SceneHelper.cs.meta b/Assets/Scripts/Tools/SceneHelper.cs.meta deleted file mode 100644 index 8d873f17..00000000 --- a/Assets/Scripts/Tools/SceneHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 35c625650231512499ebef16c2fb95b9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/SelectionHelper.cs b/Assets/Scripts/Tools/SelectionHelper.cs deleted file mode 100644 index 4ba77326..00000000 --- a/Assets/Scripts/Tools/SelectionHelper.cs +++ /dev/null @@ -1,182 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; -using UnityEngine.UI; - -namespace VRtist -{ - public class SelectionHelper : MonoBehaviour - { - private TextMeshProUGUI text; - private Image image; - - private Sprite selectImage; - private Sprite grabImage; - - private Plane[] frustumPlanes; - //private bool[] hidden; - private bool hasSelection; - // key: invisible selected game object, value: selectionLink game object - private Dictionary selectionLinks = new Dictionary(); - private GameObject selectionLinkPrefab; - private Collider controllerCollider; - - float outOfFrustumLineWidth = 0.001f; - - void Start() - { - frustumPlanes = new Plane[6]; - //hidden = new bool[6]; - - text = GetComponentInChildren(); - image = transform.Find("Canvas/Panel/Image").GetComponent(); - - selectImage = UIUtils.LoadIcon("select"); - grabImage = UIUtils.LoadIcon("grab-icon"); - - selectionLinkPrefab = Resources.Load("Prefabs/UI/SelectionLink"); - - controllerCollider = GetComponent(); - - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - Selection.onAuxiliarySelectionChanged.AddListener(OnAuxiliarySelectedObjectChanged); - SetSelectionCount(); - } - - private void OnDestroy() - { - Selection.onSelectionChanged.RemoveListener(OnSelectionChanged); - Selection.onAuxiliarySelectionChanged.RemoveListener(OnAuxiliarySelectedObjectChanged); - } - - private void Update() - { - if (!hasSelection) { return; } - - // Clear line renderers - foreach (GameObject link in selectionLinks.Values) - { - link.SetActive(false); - } - - // Ordering: [0] = Left, [1] = Right, [2] = Down, [3] = Up, [4] = Near, [5] = Far - //Array.Clear(hidden, 0, hidden.Length); - frustumPlanes = GeometryUtility.CalculateFrustumPlanes(Camera.main); - - // Check that the controller is inside the view frustum - if (!GeometryUtility.TestPlanesAABB(frustumPlanes, controllerCollider.bounds)) - { - return; - } - - foreach (GameObject gobj in Selection.ActiveObjects) - { - // Check if the object is outside the view frustum - Bounds bounds; - Collider collider = gobj.GetComponent(); - if (null == collider) - { - bounds = new Bounds(gobj.transform.position, Vector3.one * 0.001f); - } - else - { - bounds = collider.bounds; - } - if (!GeometryUtility.TestPlanesAABB(frustumPlanes, bounds)) - { - //// Get direction of the hidden object - //for (int i = 0; i < hidden.Length; i++) - //{ - // if (hidden[i]) { continue; } // we already have a hidden object in this direction - - // Vector3 direction = gobj.transform.position - Camera.main.transform.position; - - //} - - // Add a LineRenderer from the controller to the invisible selected object - if (!selectionLinks.ContainsKey(gobj)) - { - selectionLinks.Add(gobj, Instantiate(selectionLinkPrefab, transform)); - } - GameObject selectionLink = selectionLinks[gobj]; - LineRenderer lineRenderer = selectionLink.GetComponent(); - lineRenderer.positionCount = 2; - lineRenderer.SetPosition(0, transform.position); - lineRenderer.SetPosition(1, gobj.transform.position); - lineRenderer.startWidth = outOfFrustumLineWidth / GlobalState.WorldScale; - lineRenderer.endWidth = outOfFrustumLineWidth / GlobalState.WorldScale; - selectionLink.SetActive(true); - } - } - - // Remove unused line renderers - List toRemove = new List(); - foreach (KeyValuePair item in selectionLinks) - { - if (!item.Value.activeSelf) - { - Destroy(item.Value); - toRemove.Add(item.Key); - } - } - foreach (GameObject gobj in toRemove) - { - selectionLinks.Remove(gobj); - } - } - - private void OnSelectionChanged(HashSet previousSelection, HashSet currentSelection) - { - SetSelectionCount(); - } - - private void SetSelectionCount() - { - int count = Selection.SelectedObjects.Count; - text.text = count.ToString(); - GlobalState.SetPrimaryControllerDisplayText("Sel " + count.ToString()); - hasSelection = count > 0; - gameObject.SetActive(hasSelection); - } - - private void OnAuxiliarySelectedObjectChanged(GameObject previousAuxiliarySelectedObject, GameObject auxiliarySelectedObject) - { - if (null != auxiliarySelectedObject) - { - image.sprite = grabImage; - text.text = "1"; // we can grab only one object outside of the selection - GlobalState.SetPrimaryControllerDisplayText("Grab 1"); - } - else - { - image.sprite = selectImage; - SetSelectionCount(); - } - } - } -} diff --git a/Assets/Scripts/Tools/SelectionHelper.cs.meta b/Assets/Scripts/Tools/SelectionHelper.cs.meta deleted file mode 100644 index 69c3ffea..00000000 --- a/Assets/Scripts/Tools/SelectionHelper.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6ecc4490a02c0c14eadb768c29763482 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/Selector.cs b/Assets/Scripts/Tools/Selector.cs deleted file mode 100644 index 323c9009..00000000 --- a/Assets/Scripts/Tools/Selector.cs +++ /dev/null @@ -1,1129 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Animations; -using UnityEngine.XR; - -namespace VRtist -{ - public class Selector : SelectorBase - { - // Snap - [Header("Movement & Snapping parameters")] - public UICheckbox snapToGridCheckbox = null; - public UISlider snapGridSizeSlider = null; - public UIButton moveOnAllButton = null; - public UICheckbox moveOnXCheckbox = null; - public UICheckbox moveOnYCheckbox = null; - public UICheckbox moveOnZCheckbox = null; - - public UICheckbox snapRotationCheckbox = null; - public UISlider snapAngleSlider = null; - public UIButton turnAroundAllButton = null; - public UICheckbox turnAroundXCheckbox = null; - public UICheckbox turnAroundYCheckbox = null; - public UICheckbox turnAroundZCheckbox = null; - - // Panels - GameObject selectPanel; - GameObject snapPanel; - GameObject inspectorPanel; - - UIButton selectPanelButton; - UIButton snapPanelButton; - UIButton inspectorPanelButton; - - UILabel selectedObjectNameLabel; - - // Transform - UIButton posXButton; - UIButton posYButton; - UIButton posZButton; - - UIButton posResetButton; - UIButton posLockButton; - UIButton posXLockButton; - UIButton posYLockButton; - UIButton posZLockButton; - - UIButton rotXButton; - UIButton rotYButton; - UIButton rotZButton; - - UIButton rotResetButton; - UIButton rotLockButton; - UIButton rotXLockButton; - UIButton rotYLockButton; - UIButton rotZLockButton; - - UIButton scaleXButton; - UIButton scaleYButton; - UIButton scaleZButton; - - UIButton scaleResetButton; - UIButton scaleLockButton; - UIButton scaleXLockButton; - UIButton scaleYLockButton; - UIButton scaleZLockButton; - - // Constraints - UIButton enableParentButton; - UILabel parentTargetLabel; - UIButton selectParentButton; - UIButton deleteParentButton; - - UIButton enableLookAtButton; - UILabel lookAtTargetLabel; - UIButton selectLookAtButton; - UIButton deleteLookAtButton; - - public GridVFX grid = null; - - protected bool snapToGrid = false; - protected float snapPrecision = 0.05f; // grid size 5 centimeters (old = 1 meter) - protected float snapGap = 0.3f; //0.05f; // relative? percentage? - protected bool moveOnX = true; - protected bool moveOnY = true; - protected bool moveOnZ = true; - - protected bool snapRotation = false; - protected float snapAngle = 45f; // in degrees - protected float snapAngleGap = 0.25f; // percentage - protected bool turnAroundAll = true; - protected bool turnAroundX = true; - protected bool turnAroundY = true; - protected bool turnAroundZ = true; - - protected bool scaleOnX = true; - protected bool scaleOnY = true; - protected bool scaleOnZ = true; - - private Matrix4x4 initPlaneContainerMatrix; - private Matrix4x4 initInversePlaneContainerMatrix; - private Matrix4x4 initOppositeMatrix; - - public UICheckbox uniformScaleCheckbox = null; - public bool uniformScale = false; - - public UICheckbox snapCheckbox = null; - public UICheckbox snapToGroundCheckbox = null; - - private DeformerPlane activePlane = null; - - private float initMagnitude; - private Vector3 planeControllerDelta; - - private bool deformEnabled = false; - - private CommandGroup undoGroup = null; - - void Start() - { - ToggleMouthpiece(mouthpiece, true); - - // Sub panels - selectPanel = panel.Find("SelectPanel").gameObject; - snapPanel = panel.Find("SnapPanel").gameObject; - inspectorPanel = panel.Find("ObjectPropertiesPanel").gameObject; - - selectPanel.SetActive(true); - snapPanel.SetActive(false); - inspectorPanel.SetActive(false); - - selectPanelButton = panel.Find("SelectPanelButton").GetComponent(); - selectPanelButton.Checked = true; - snapPanelButton = panel.Find("SnapPanelButton").GetComponent(); - inspectorPanelButton = panel.Find("ObjectPropertiesPanelButton").GetComponent(); - - selectPanelButton.onReleaseEvent.AddListener(() => OnSelectPanel(selectPanelButton)); - snapPanelButton.onReleaseEvent.AddListener(() => OnSelectPanel(snapPanelButton)); - inspectorPanelButton.onReleaseEvent.AddListener(() => OnSelectPanel(inspectorPanelButton)); - - selectedObjectNameLabel = inspectorPanel.transform.Find("Object Name").GetComponent(); - - snapCheckbox = selectPanel.transform.Find("Snap").GetComponent(); - snapToGroundCheckbox = selectPanel.transform.Find("SnapToGround").GetComponent(); - - // Constraints - enableParentButton = inspectorPanel.transform.Find("Constraints/Parent/Active Button").GetComponent(); - parentTargetLabel = inspectorPanel.transform.Find("Constraints/Parent/Target Label").GetComponent(); - selectParentButton = inspectorPanel.transform.Find("Constraints/Parent/Select Button").GetComponent(); - deleteParentButton = inspectorPanel.transform.Find("Constraints/Parent/Delete Button").GetComponent(); - - enableParentButton.onReleaseEvent.AddListener(OnToggleParentConstraint); - deleteParentButton.onReleaseEvent.AddListener(RemoveParentConstraint); - - enableLookAtButton = inspectorPanel.transform.Find("Constraints/Look At/Active Button").GetComponent(); - lookAtTargetLabel = inspectorPanel.transform.Find("Constraints/Look At/Target Label").GetComponent(); - selectLookAtButton = inspectorPanel.transform.Find("Constraints/Look At/Select Button").GetComponent(); - deleteLookAtButton = inspectorPanel.transform.Find("Constraints/Look At/Delete Button").GetComponent(); - - enableLookAtButton.onReleaseEvent.AddListener(OnToggleLookAtConstraint); - deleteLookAtButton.onReleaseEvent.AddListener(RemoveLookAtConstraint); - - // Transforms - posXButton = inspectorPanel.transform.Find("Transform/Position/X/Value").GetComponent(); - posYButton = inspectorPanel.transform.Find("Transform/Position/Y/Value").GetComponent(); - posZButton = inspectorPanel.transform.Find("Transform/Position/Z/Value").GetComponent(); - - posResetButton = inspectorPanel.transform.Find("Transform/Position/Reset").GetComponent(); - posLockButton = inspectorPanel.transform.Find("Transform/Position/Global Lock").GetComponent(); - posXLockButton = inspectorPanel.transform.Find("Transform/Position/X/Lock").GetComponent(); - posYLockButton = inspectorPanel.transform.Find("Transform/Position/Y/Lock").GetComponent(); - posZLockButton = inspectorPanel.transform.Find("Transform/Position/Z/Lock").GetComponent(); - - rotXButton = inspectorPanel.transform.Find("Transform/Rotation/X/Value").GetComponent(); - rotYButton = inspectorPanel.transform.Find("Transform/Rotation/Y/Value").GetComponent(); - rotZButton = inspectorPanel.transform.Find("Transform/Rotation/Z/Value").GetComponent(); - - rotResetButton = inspectorPanel.transform.Find("Transform/Position/Reset").GetComponent(); - rotLockButton = inspectorPanel.transform.Find("Transform/Rotation/Global Lock").GetComponent(); - rotXLockButton = inspectorPanel.transform.Find("Transform/Rotation/X/Lock").GetComponent(); - rotYLockButton = inspectorPanel.transform.Find("Transform/Rotation/Y/Lock").GetComponent(); - rotZLockButton = inspectorPanel.transform.Find("Transform/Rotation/Z/Lock").GetComponent(); - - scaleXButton = inspectorPanel.transform.Find("Transform/Scale/X/Value").GetComponent(); - scaleYButton = inspectorPanel.transform.Find("Transform/Scale/Y/Value").GetComponent(); - scaleZButton = inspectorPanel.transform.Find("Transform/Scale/Z/Value").GetComponent(); - - scaleResetButton = inspectorPanel.transform.Find("Transform/Position/Reset").GetComponent(); - scaleLockButton = inspectorPanel.transform.Find("Transform/Scale/Global Lock").GetComponent(); - scaleXLockButton = inspectorPanel.transform.Find("Transform/Scale/X/Lock").GetComponent(); - scaleYLockButton = inspectorPanel.transform.Find("Transform/Scale/Y/Lock").GetComponent(); - scaleZLockButton = inspectorPanel.transform.Find("Transform/Scale/Z/Lock").GetComponent(); - - posXButton.onReleaseEvent.AddListener(() => OnStartEditTransform(posXButton.Text, "px")); - posYButton.onReleaseEvent.AddListener(() => OnStartEditTransform(posYButton.Text, "py")); - posZButton.onReleaseEvent.AddListener(() => OnStartEditTransform(posZButton.Text, "pz")); - - rotXButton.onReleaseEvent.AddListener(() => OnStartEditTransform(rotXButton.Text, "rx")); - rotYButton.onReleaseEvent.AddListener(() => OnStartEditTransform(rotYButton.Text, "ry")); - rotZButton.onReleaseEvent.AddListener(() => OnStartEditTransform(rotZButton.Text, "rz")); - - scaleXButton.onReleaseEvent.AddListener(() => OnStartEditTransform(scaleXButton.Text, "sx")); - scaleYButton.onReleaseEvent.AddListener(() => OnStartEditTransform(scaleYButton.Text, "sy")); - scaleZButton.onReleaseEvent.AddListener(() => OnStartEditTransform(scaleZButton.Text, "sz")); - - posLockButton.onCheckEvent.AddListener(SetLockPosition); - posXLockButton.onCheckEvent.AddListener((bool value) => SetMoveOnX(!value)); - posYLockButton.onCheckEvent.AddListener((bool value) => SetMoveOnY(!value)); - posZLockButton.onCheckEvent.AddListener((bool value) => SetMoveOnZ(!value)); - - rotLockButton.onCheckEvent.AddListener(SetLockRotation); - rotXLockButton.onCheckEvent.AddListener((bool value) => SetTurnAroundX(!value)); - rotYLockButton.onCheckEvent.AddListener((bool value) => SetTurnAroundY(!value)); - rotZLockButton.onCheckEvent.AddListener((bool value) => SetTurnAroundZ(!value)); - - scaleLockButton.onCheckEvent.AddListener(SetLockScale); - scaleXLockButton.onCheckEvent.AddListener((bool value) => SetScaleOnX(!value)); - scaleYLockButton.onCheckEvent.AddListener((bool value) => SetScaleOnY(!value)); - scaleZLockButton.onCheckEvent.AddListener((bool value) => SetScaleOnZ(!value)); - - // Global events bindings - GlobalState.ObjectMovingEvent.AddListener(UpdateTransformUI); - GlobalState.ObjectConstraintEvent.AddListener((GameObject gobject) => UpdateUIOnSelectionChanged(null, null)); - Selection.onHoveredChanged.AddListener(SetConstraintTargetOnSelectionChanged); - Selection.onSelectionChanged.AddListener(UpdateUIOnSelectionChanged); - - Init(); - } - - void OnStartEditTransform(string currentValue, string attr) - { - if (Selection.SelectedObjects.Count == 0) { return; } - ToolsUIManager.Instance.OpenNumericKeyboard((float value) => OnEndEditTransform(value, attr), panel, float.Parse(currentValue)); - } - - void OnEndEditTransform(float value, string attr) - { - // Expecting attr to be one of px, py, pz, rx, ry, rz, sx, sy, sz - CommandMoveObjects command = new CommandMoveObjects(); - - GameObject firstSelected = null; - foreach (var selected in Selection.SelectedObjects) - { - if (null == firstSelected) { firstSelected = selected; } - Vector3 position = selected.transform.localPosition; - Vector3 rotation = selected.transform.localEulerAngles; - Vector3 scale = selected.transform.localScale; - - if (attr[0] == 'p') - { - switch (attr[1]) - { - case 'x': position.x = value; break; - case 'y': position.y = value; break; - case 'z': position.z = value; break; - } - } - else if (attr[0] == 'r') - { - switch (attr[1]) - { - case 'x': rotation.x = value; break; - case 'y': rotation.y = value; break; - case 'z': rotation.z = value; break; - } - - } - else if (attr[0] == 's') - { - switch (attr[1]) - { - case 'x': scale.x = value; break; - case 'y': scale.y = value; break; - case 'z': scale.z = value; break; - } - - } - - command.AddObject(selected, position, Quaternion.Euler(rotation), scale); - } - - if (null != firstSelected) - { - command.Submit(); - UpdateTransformUI(firstSelected); - } - } - - void OnToggleParentConstraint() - { - foreach (var selected in Selection.SelectedObjects) - { - ParentConstraint constraint = selected.GetComponent(); - if (null != constraint) - { - constraint.constraintActive = !constraint.constraintActive; - } - } - } - - void SetParentConstraint(GameObject hovered) - { - if (null == hovered) { return; } - UIHandle uiHandle = hovered.GetComponent(); - if (null != uiHandle) { return; } - - CommandGroup commandGroup = new CommandGroup("Add Parent Constraint"); - foreach (var selected in Selection.SelectedObjects) - { - CommandAddConstraint command = new CommandAddConstraint(ConstraintType.Parent, selected, hovered); - command.Submit(); - } - commandGroup.Submit(); - } - - void RemoveParentConstraint() - { - CommandGroup commandGroup = new CommandGroup(); - foreach (var selected in Selection.SelectedObjects) - { - CommandRemoveConstraint command = new CommandRemoveConstraint(ConstraintType.Parent, selected); - command.Submit(); - } - commandGroup.Submit(); - } - - void OnToggleLookAtConstraint() - { - foreach (var selected in Selection.SelectedObjects) - { - LookAtConstraint constraint = selected.GetComponent(); - if (null != constraint) - { - constraint.constraintActive = !constraint.constraintActive; - } - } - } - - void SetLookAtConstraint(GameObject hovered) - { - if (null == hovered) { return; } - UIHandle uiHandle = hovered.GetComponent(); - if (null != uiHandle) { return; } - - CommandGroup commandGroup = new CommandGroup(); - foreach (var selected in Selection.SelectedObjects) - { - CommandAddConstraint command = new CommandAddConstraint(ConstraintType.LookAt, selected, hovered); - command.Submit(); - } - commandGroup.Submit(); - } - - void RemoveLookAtConstraint() - { - CommandGroup commandGroup = new CommandGroup(); - foreach (var selected in Selection.SelectedObjects) - { - CommandRemoveConstraint command = new CommandRemoveConstraint(ConstraintType.LookAt, selected); - command.Submit(); - } - commandGroup.Submit(); - } - - void UpdateUIOnSelectionChanged(HashSet _, HashSet __) - { - if (null == selectedObjectNameLabel) - return; - // Clear - selectedObjectNameLabel.Text = ""; - - enableParentButton.Checked = false; - parentTargetLabel.Text = ""; - - enableLookAtButton.Checked = false; - lookAtTargetLabel.Text = ""; - - posLockButton.Checked = false; - rotLockButton.Checked = false; - scaleLockButton.Checked = false; - - GameObject selected = null; - foreach (GameObject gobject in Selection.SelectedObjects) - { - selected = gobject; - break; - } - - if (null == selected) - { - return; - } - - // Selected label - if (Selection.SelectedObjects.Count > 1) { selectedObjectNameLabel.Text = $"{Selection.SelectedObjects.Count} objects selected"; } - else { selectedObjectNameLabel.Text = selected.name; } - selectedObjectNameLabel.Text = "" + selectedObjectNameLabel.Text + ""; - - // Transform - UpdateTransformUI(selected); - - // Constraints - ParentConstraint parentConstraint = selected.GetComponent(); - if (null != parentConstraint && parentConstraint.sourceCount > 0) - { - enableParentButton.Checked = parentConstraint.constraintActive; - parentTargetLabel.Text = parentConstraint.GetSource(0).sourceTransform.name; - } - - LookAtConstraint lookAtConstraint = selected.GetComponent(); - if (null != lookAtConstraint && lookAtConstraint.sourceCount > 0) - { - enableLookAtButton.Checked = lookAtConstraint.constraintActive; - lookAtTargetLabel.Text = lookAtConstraint.GetSource(0).sourceTransform.name; - } - } - - void SetConstraintTargetOnSelectionChanged(GameObject previousHoveredObject, GameObject hoveredObject) - { - // Manage constraints target selection - if (selectParentButton.Checked) - { - SetParentConstraint(hoveredObject); - selectParentButton.Checked = false; - } - if (selectLookAtButton.Checked) - { - SetLookAtConstraint(hoveredObject); - selectLookAtButton.Checked = false; - } - } - - void UpdateTransformUI(GameObject gobject) - { - GameObject selected = null; - foreach (GameObject o in Selection.SelectedObjects) - { - selected = o; - break; - } - if (null == selected || gobject != selected) { return; } - - // Transform - Vector3 localPosition = selected.transform.localPosition; - posXButton.Text = localPosition.x.ToString(); - posYButton.Text = localPosition.y.ToString(); - posZButton.Text = localPosition.z.ToString(); - - Vector3 localRotation = selected.transform.localEulerAngles; - rotXButton.Text = localRotation.x.ToString(); - rotYButton.Text = localRotation.y.ToString(); - rotZButton.Text = localRotation.z.ToString(); - - Vector3 localScale = selected.transform.localScale; - scaleXButton.Text = localScale.x.ToString(); - scaleYButton.Text = localScale.y.ToString(); - scaleZButton.Text = localScale.z.ToString(); - - ParametersController parametersController = selected.GetComponent(); - if (null != parametersController) - { - posLockButton.Checked = parametersController.lockPosition; - SetLockPosition(parametersController.lockPosition); - rotLockButton.Checked = parametersController.lockRotation; - SetLockRotation(parametersController.lockRotation); - scaleLockButton.Checked = parametersController.lockScale; - SetLockScale(parametersController.lockScale); - } - } - - void OnSelectPanel(UIButton button) - { - selectPanelButton.Checked = button == selectPanelButton; - snapPanelButton.Checked = button == snapPanelButton; - inspectorPanelButton.Checked = button == inspectorPanelButton; - - selectPanel.SetActive(button == selectPanelButton); - snapPanel.SetActive(button == snapPanelButton); - inspectorPanel.SetActive(button == inspectorPanelButton); - } - - protected override void Init() - { - base.Init(); - InitUIPanel(); - } - - protected override void OnEnable() - { - base.OnEnable(); - InitUIPanel(); - UpdateGrid(); - Selection.onSelectionChanged.AddListener(UpdateGridFromSelection); - if (null != boundingBox) { boundingBox.SetActive(false); } - UpdateUIOnSelectionChanged(null, null); - } - - protected override void OnDisable() - { - if (null != undoGroup) - { - undoGroup.Submit(); - undoGroup = null; - } - - base.OnDisable(); - snapChangedEvent.RemoveListener(OnSnapChanged); - Selection.onSelectionChanged.RemoveListener(UpdateGridFromSelection); - if (null != grid) { grid.gameObject.SetActive(false); } - if (null != boundingBox) { boundingBox.SetActive(false); } - } - - public void OnDeleteSelection() - { - if (Selection.SelectedObjects.Count == 0) { return; } - - CommandGroup group = new CommandGroup("Delete All Selection"); - try - { - HashSet copy = new HashSet(Selection.SelectedObjects); - ClearSelection(); - foreach (GameObject selected in copy) - { - new CommandRemoveGameObject(selected).Submit(); - } - } - finally - { - group.Submit(); - } - } - - protected void UpdateGrid() - { - int numSelected = Selection.ActiveObjects.Count; - bool showGrid = numSelected > 0 && snapToGrid; - if (grid != null) - { - grid.gameObject.SetActive(showGrid); - if (showGrid) - { - grid.SetStepSize(snapPrecision); - - grid.SetAxis(moveOnX, moveOnZ, moveOnY); // right handed - - foreach (GameObject gobj in Selection.ActiveObjects) - { - // Snap VFX position in (world object) local space. - Vector3 targetPositionInWorldObject = gobj.transform.position; - float snappedX = moveOnX ? Mathf.Round(targetPositionInWorldObject.x / snapPrecision) * snapPrecision : targetPositionInWorldObject.x; - float snappedY = moveOnZ ? Mathf.Round(targetPositionInWorldObject.y / snapPrecision) * snapPrecision : targetPositionInWorldObject.y; // NOTE: right handed. - float snappedZ = moveOnY ? Mathf.Round(targetPositionInWorldObject.z / snapPrecision) * snapPrecision : targetPositionInWorldObject.z; - Vector3 snappedPosition = new Vector3(snappedX, snappedY, snappedZ); - grid.transform.localPosition = snappedPosition; // position in world-object space. - grid.SetTargetPosition(gobj.transform.position); // world space position of target object. - - break; - } - } - } - } - - public void SetSnapToGrid(bool value) - { - snapToGrid = value; - UpdateGrid(); - if (null != snapGridSizeSlider) { snapGridSizeSlider.Disabled = !snapToGrid; } - if (!value) // reset all constraints - { - OnMoveOnAll(); - } - } - - public void OnChangeSnapGridSize(float value) - { - snapPrecision = value / 100.0f; // centimeters-to-meters - grid.SetStepSize(snapPrecision); - grid.Restart(); - } - - public void OnMoveOnAll() - { - moveOnX = moveOnY = moveOnZ = true; - grid.SetAxis(moveOnX, moveOnZ, moveOnY); // right handed - grid.Restart(); // re-start the vfx to single-burst a new set of particles with the new axis configuration. - InitUIPanel(); - } - - public void ResetPosition() - { - CommandMoveObjects command = new CommandMoveObjects(); - foreach (GameObject gobject in Selection.SelectedObjects) - { - command.AddObject(gobject, Vector3.zero, gobject.transform.localRotation, gobject.transform.localScale); - } - command.Submit(); - } - - public void ResetRotation() - { - CommandMoveObjects command = new CommandMoveObjects(); - foreach (GameObject gobject in Selection.SelectedObjects) - { - command.AddObject(gobject, gobject.transform.localPosition, Quaternion.identity, gobject.transform.localScale); - } - command.Submit(); - } - - public void ResetScale() - { - CommandMoveObjects command = new CommandMoveObjects(); - foreach (GameObject gobject in Selection.SelectedObjects) - { - command.AddObject(gobject, gobject.transform.localPosition, gobject.transform.localRotation, Vector3.one); - } - command.Submit(); - } - - public void SetLockPosition(bool value) - { - foreach (GameObject gobject in Selection.SelectedObjects) - { - if (value) - { - ParametersController controller = gobject.GetComponent(); - if (null == controller) - { - controller = gobject.AddComponent(); - } - controller.lockPosition = value; - } - else - { - ParametersController controller = gobject.GetComponent(); - if (null != controller) - { - controller.lockPosition = value; - } - } - } - } - - public void SetMoveOnX(bool value) - { - moveOnX = value; - grid.SetAxis(moveOnX, moveOnZ, moveOnY); // right handed - grid.Restart(); - } - - public void SetMoveOnY(bool value) - { - moveOnY = value; - grid.SetAxis(moveOnX, moveOnZ, moveOnY); // right handed - grid.Restart(); - } - - public void SetMoveOnZ(bool value) - { - moveOnZ = value; - grid.SetAxis(moveOnX, moveOnZ, moveOnY); // right handed - grid.Restart(); - } - - public void SetSnapRotation(bool value) - { - snapRotation = value; - InitUIPanel(); - if (!value) // reset all constraints - { - OnTurnAroundAll(); - } - } - - public void OnChangeSnapAngle(float value) - { - snapAngle = value; - } - - public void OnTurnAroundAll() - { - turnAroundAll = true; - turnAroundX = turnAroundY = turnAroundZ = true; - InitUIPanel(); - } - - public void SetLockRotation(bool value) - { - foreach (GameObject gobject in Selection.SelectedObjects) - { - if (value) - { - ParametersController controller = gobject.GetComponent(); - if (null == controller) - { - controller = gobject.AddComponent(); - } - controller.lockRotation = value; - } - else - { - ParametersController controller = gobject.GetComponent(); - if (null != controller) - { - controller.lockRotation = value; - } - } - } - } - - public void SetTurnAroundX(bool value) - { - if (value || !value && turnAroundAll) // as a radio button - { - turnAroundAll = false; - turnAroundX = true; - turnAroundY = false; - turnAroundZ = false; - } - InitUIPanel(); - } - - public void SetTurnAroundY(bool value) - { - if (value || !value && turnAroundAll) // as a radio button - { - turnAroundAll = false; - turnAroundX = false; - turnAroundY = true; - turnAroundZ = false; - } - InitUIPanel(); - } - - public void SetTurnAroundZ(bool value) - { - if (value || !value && turnAroundAll) // as a radio button - { - turnAroundAll = false; - turnAroundX = false; - turnAroundY = false; - turnAroundZ = true; - } - InitUIPanel(); - } - - public void SetLockScale(bool value) - { - foreach (GameObject gobject in Selection.SelectedObjects) - { - if (value) - { - ParametersController controller = gobject.GetComponent(); - if (null == controller) - { - controller = gobject.AddComponent(); - } - controller.lockScale = value; - } - else - { - ParametersController controller = gobject.GetComponent(); - if (null != controller) - { - controller.lockScale = value; - } - } - } - } - - public void SetScaleOnX(bool value) - { - if (value != scaleOnX) - { - scaleOnX = true; - InitUIPanel(); - } - } - - public void SetScaleOnY(bool value) - { - if (value != scaleOnY) - { - scaleOnY = true; - InitUIPanel(); - } - } - - public void SetScaleOnZ(bool value) - { - if (value != scaleOnZ) - { - scaleOnZ = true; - InitUIPanel(); - } - } - - public void EnableDeformMode(bool enabled) - { - deformEnabled = enabled; - if (!enabled) - { - boundingBox.SetActive(false); - } - uniformScaleCheckbox.Disabled = !enabled; - } - - public void SetUniformScale(bool value) - { - uniformScale = value; - } - - public void EnableSnap(bool value) - { - IsSnapping = value; - } - - public void OnSnapChanged() - { - snapCheckbox.Checked = IsSnapping; - snapToGroundCheckbox.Disabled = !IsSnapping; - } - - public void SnapToGround(bool value) - { - isSnappingToGround = value; - } - - protected virtual void InitUIPanel() - { - if (null != uniformScaleCheckbox) - { - uniformScaleCheckbox.Disabled = !deformEnabled; - uniformScaleCheckbox.Checked = uniformScale; - } - if (null != snapCheckbox) - { - snapCheckbox.Checked = IsSnapping; - snapChangedEvent.AddListener(OnSnapChanged); - } - if (null != snapToGroundCheckbox) - { - snapToGroundCheckbox.Disabled = !IsSnapping; - snapToGroundCheckbox.Checked = isSnappingToGround; - } - if (null != snapToGridCheckbox) { snapToGridCheckbox.Checked = snapToGrid; } - if (null != snapGridSizeSlider) - { - snapGridSizeSlider.Value = snapPrecision * 100.0f; // meters-to-centimeters - snapGridSizeSlider.Disabled = !snapToGrid; - } - if (null != moveOnXCheckbox) { moveOnXCheckbox.Checked = moveOnX; } - if (null != moveOnYCheckbox) { moveOnYCheckbox.Checked = moveOnY; } - if (null != moveOnZCheckbox) { moveOnZCheckbox.Checked = moveOnZ; } - - if (null != posXLockButton) { posXLockButton.Checked = !moveOnX; } - if (null != posYLockButton) { posYLockButton.Checked = !moveOnY; } - if (null != posZLockButton) { posZLockButton.Checked = !moveOnZ; } - - if (null != posLockButton) - { - if (!moveOnX && !moveOnY && !moveOnZ) - posLockButton.Checked = true; - else - posLockButton.Checked = false; - } - - if (null != rotXLockButton) { rotXLockButton.Checked = !turnAroundX; } - if (null != rotYLockButton) { rotYLockButton.Checked = !turnAroundY; } - if (null != rotZLockButton) { rotZLockButton.Checked = !turnAroundZ; } - - if (null != rotLockButton) - { - if (!turnAroundX && !turnAroundY && !turnAroundZ) - rotLockButton.Checked = true; - else - rotLockButton.Checked = false; - } - - if (null != scaleXLockButton) { scaleXLockButton.Checked = !scaleOnX; } - if (null != scaleYLockButton) { scaleYLockButton.Checked = !scaleOnY; } - if (null != scaleZLockButton) { scaleZLockButton.Checked = !scaleOnZ; } - - if (null != scaleLockButton) - { - if (!scaleOnX && !scaleOnY && !scaleOnZ) - scaleLockButton.Checked = true; - else - scaleLockButton.Checked = false; - } - - - if (null != snapRotationCheckbox) { snapRotationCheckbox.Checked = snapRotation; } - if (null != snapAngleSlider) - { - snapAngleSlider.Value = snapAngle; - snapAngleSlider.Disabled = !snapRotation; - } - if (null != turnAroundXCheckbox) { turnAroundXCheckbox.Checked = turnAroundX; } - if (null != turnAroundYCheckbox) { turnAroundYCheckbox.Checked = turnAroundY; } - if (null != turnAroundZCheckbox) { turnAroundZCheckbox.Checked = turnAroundZ; } - } - - public override void OnSelectorTriggerEnter(Collider other) - { - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, true); - } - - public override void OnSelectorTriggerExit(Collider other) - { - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, false); - } - - override protected void ClearSelectionOnVoidTrigger() - { - if (!deforming) - { - base.ClearSelectionOnVoidTrigger(); - } - else - { - ResetClearSelectionUndoGroup(); - } - } - - protected void OnStartDeform() - { - deforming = true; - - if (null != undoGroup) - { - undoGroup.Submit(); - undoGroup = null; - } - undoGroup = new CommandGroup("Deform"); - } - - protected void OnEndDeform() - { - if (null != undoGroup) - { - undoGroup.Submit(); - undoGroup = null; - } - deforming = false; - SetActivePLane(null); - - ManageMoveObjectsUndo(); - } - - private void UpdateGridFromSelection(HashSet _, HashSet selectedObjects) - { - UpdateGrid(); - } - - protected Vector3 FilterControllerDirection() - { - Vector3 controllerPosition = rightControllerPosition; - controllerPosition = GlobalState.Instance.toolsController.parent.TransformPoint(controllerPosition); // controller in absolute coordinates - - controllerPosition = initInversePlaneContainerMatrix.MultiplyPoint(controllerPosition); //controller in planesContainer coordinates - controllerPosition = Vector3.Scale(controllerPosition, activePlane.direction); // apply direction (local to planeContainer) - controllerPosition = initPlaneContainerMatrix.MultiplyPoint(controllerPosition); // back to absolute coordinates - return controllerPosition; - } - - protected override void DoUpdate() - { - // Base selection update - base.DoUpdate(); - - // Deform - if (deformEnabled && activePlane != null) - { - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.trigger, () => - { - InitDeformerMatrix(); - InitTransforms(); - - planeControllerDelta = FilterControllerDirection() - activePlane.transform.position; // in absolute coordinates - - Vector3 initDelta = activePlane.transform.position - activePlane.opposite.position; - initMagnitude = initDelta.magnitude; // initial scale value - - OnStartDeform(); - }, () => - { - OnEndDeform(); - }); - - } - - if (deformEnabled && deforming) - { - Vector3 controllerPosition = FilterControllerDirection(); - controllerPosition -= planeControllerDelta; - - Vector3 delta = controllerPosition - activePlane.opposite.position; - float magnitude = delta.magnitude; - - float scaleFactor = magnitude / initMagnitude; - - Vector3 scale = new Vector3(scaleFactor, scaleFactor, scaleFactor); - - int selectionCount = Selection.ActiveObjects.Count; - bool foundLightOrCamera = false; - if (selectionCount == 1) - { - foundLightOrCamera = IsHierarchical(Selection.ActiveObjects); - } - - bool scaleAll = selectionCount != 1 || foundLightOrCamera || uniformScale; - if (!scaleAll) - { - scale = new Vector3( - activePlane.direction.x == 0f ? 1f : scale.x, - activePlane.direction.y == 0f ? 1f : scale.y, - activePlane.direction.z == 0f ? 1f : scale.z - ); - } - - Matrix4x4 scaleMatrix = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, scale); - Matrix4x4 transformationMatrix = initOppositeMatrix * scaleMatrix; - - TransformSelection(transformationMatrix * initMouthPieceWorldToLocal); - } - - // Bounds - if (deformEnabled) - { - ComputeSelectionBounds(); - bool enable = Selection.ActiveObjects.Count != 0; - if (Selection.ActiveObjects.Count == 1) - { - foreach (GameObject gobject in Selection.ActiveObjects) - { - ParametersController controller = gobject.GetComponent(); - if (null != controller && !controller.IsDeformable()) - enable = false; - } - } - boundingBox.SetActive(enable); - } - - // Move grid with object(s), enable/disable it. - UpdateGrid(); - } - - protected override void ShowTool(bool show) - { - base.ShowTool(show); - UpdateGrid(); - } - - private void InitDeformerMatrix() - { - initMouthPieceWorldToLocal = activePlane.opposite.worldToLocalMatrix; - initPlaneContainerMatrix = boundingBox.transform.localToWorldMatrix; - initInversePlaneContainerMatrix = boundingBox.transform.worldToLocalMatrix; - initOppositeMatrix = activePlane.opposite.localToWorldMatrix; - } - - public DeformerPlane ActivePlane() - { - return activePlane; - } - public void SetActivePLane(DeformerPlane plane) - { - if (!deformEnabled) - return; - - if (!deforming) - { - if (activePlane) - activePlane.gameObject.GetComponent().material.SetColor("_PlaneColor", new Color(128f / 255f, 128f / 255f, 128f / 255f, 0.2f)); - - activePlane = plane; - if (plane != null) - { - Color selectColor = new Color(selectionColor.r, selectionColor.g, selectionColor.b, 0.2f); - activePlane.gameObject.GetComponent().material.SetColor("_PlaneColor", selectColor); - - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Trigger, true); - } - else - { - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Trigger, false); - } - } - } - - public override bool SubToggleTool() - { - // From selection to eraser - if (mode == SelectorModes.Select) - { - OnEraserMode(); - return true; // we toggled - } - - // From eraser to selection - OnSelectMode(); - return false; // not a cyclic toggle, we reach the end - } - } -} diff --git a/Assets/Scripts/Tools/Selector.cs.meta b/Assets/Scripts/Tools/Selector.cs.meta deleted file mode 100644 index 4ef07642..00000000 --- a/Assets/Scripts/Tools/Selector.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c2954367ab0753547ad9fcc4c025a96a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/SelectorBase.cs b/Assets/Scripts/Tools/SelectorBase.cs deleted file mode 100644 index e8370ea4..00000000 --- a/Assets/Scripts/Tools/SelectorBase.cs +++ /dev/null @@ -1,1530 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.XR; - -namespace VRtist -{ - public class SelectorBase : ToolBase - { - [Header("Selector Parameters")] - //[SerializeField] protected Transform world; - [SerializeField] protected Material selectionMaterial; - [SerializeField] private float deadZoneDistance = 0.005f; - [SerializeField] private NavigationOptions navigation; - [SerializeField] protected UICheckbox lockedCheckbox; - - float selectorRadius; - protected Color selectionColor = new Color(0f, 167f / 255f, 1f); - protected Color eraseColor = new Color(1f, 0f, 0f); - - protected Dictionary initParentMatrix = new Dictionary(); - protected Dictionary initPositions = new Dictionary(); - protected Dictionary initRotations = new Dictionary(); - protected Dictionary initScales = new Dictionary(); - protected Dictionary initFocals = new Dictionary(); - protected Vector3 initControllerPosition; - protected Quaternion initControllerRotation; - protected Matrix4x4 initMouthPieceWorldToLocal; - - public enum SelectorModes { Select = 0, Eraser } - public SelectorModes mode = SelectorModes.Select; - - protected bool deforming = false; - public bool Deforming - { - get { return deforming; } - } - - protected CommandGroup clearSelectionUndoGroup; - protected int selectionStateTimestamp = -1; - - const float deadZone = 0.3f; - - float scale = 1f; - bool outOfDeadZone = false; - private CommandGroup gripCmdGroup = null; - public bool Gripping { get { return null != gripCmdGroup; } } - - protected bool gripPrevented = false; - protected bool gripInterrupted = false; - - protected Dopesheet dopesheet; - protected UIShotManager shotManager; - - protected SelectorTrigger selectorTrigger; - - private CommandSetValue cameraFocalCommand = null; - private bool joystickScaling = false; - - // snap parameters - [Header("Snap Parameters")] - protected Ray[] snapRays; - static protected UnityEvent snapChangedEvent = new UnityEvent(); - static private bool isSnapping = true; - static protected bool IsSnapping - { - get { return isSnapping; } - set - { - isSnapping = value; - snapChangedEvent.Invoke(); - } - } - static protected bool isSnappingToGround = false; - private readonly float snapDistance = 0.03f; - private readonly float epsilonDistance = 0.0001f; - private readonly float snapVisibleRayFactor = 3f; - private Transform[] planes; - private LineRenderer[] planeLines; - protected GameObject boundingBox; - protected GameObject snapUIContainer; - private Transform[] snapTargets; - private readonly float cameraSpaceGap = 0.0001f; - [CentimeterFloat] public float collidersThickness = 0.05f; - private Vector3 minBound = Vector3.positiveInfinity; - private Vector3 maxBound = Vector3.negativeInfinity; - private bool hasBounds = false; - private Vector3[] planePositions; - private Matrix4x4 planeContainerMatrix; - - [SerializeField] private Gradient rayGradient; - - struct ControllerDamping - { - public ControllerDamping(float time, Vector3 position, Quaternion rotation) - { - this.time = time; - this.position = position; - this.rotation = rotation; - } - - public float time; - public Vector3 position; - public Quaternion rotation; - } - readonly List damping = new List(); - protected Vector3 rightControllerPosition; - protected Quaternion rightControllerRotation; - - void Start() - { - Init(); - } - - protected override void OnEnable() - { - base.OnEnable(); - OnSelectMode(); - SetTooltips(); - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - } - - protected void ResetClearSelectionUndoGroup() - { - if (null != clearSelectionUndoGroup) - { - clearSelectionUndoGroup.Submit(); - clearSelectionUndoGroup = null; - } - } - - protected override void OnDisable() - { - Selection.onSelectionChanged.RemoveListener(OnSelectionChanged); - if (Gripping) - OnEndGrip(); - EndUndoGroup(); // secu - ResetClearSelectionUndoGroup(); - SubmitCameraFocalCommand(); - base.OnDisable(); - } - - protected void SubmitCameraFocalCommand() - { - if (null != cameraFocalCommand) - { - cameraFocalCommand.Submit(); - cameraFocalCommand = null; - } - } - - public virtual void OnSelectorTriggerEnter(Collider other) - { - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Trigger, true); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, true); - } - - public virtual void OnSelectorTriggerExit(Collider other) - { - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Trigger, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, false); - } - - private void InitRayGradient() - { - rayGradient = new Gradient(); - GradientColorKey[] colorKeys = new GradientColorKey[4]; - GradientAlphaKey[] alphaKeys = new GradientAlphaKey[4]; - colorKeys[0].color = Color.red; - colorKeys[0].time = 0; - colorKeys[1].color = Color.red; - colorKeys[1].time = 0.2f; - colorKeys[2].color = Color.blue; - colorKeys[2].time = 0.21f; - colorKeys[3].color = Color.blue; - colorKeys[3].time = 1f; - alphaKeys[0].alpha = 1f; - alphaKeys[0].time = 0; - alphaKeys[1].alpha = 1f; - alphaKeys[1].time = 0.2f; - alphaKeys[2].alpha = 1f; - alphaKeys[2].time = 0.21f; - alphaKeys[3].alpha = 1f; - alphaKeys[3].time = 1f; - rayGradient.SetKeys(colorKeys, alphaKeys); - rayGradient.mode = GradientMode.Fixed; - } - - protected override void Init() - { - base.Init(); - - SetTooltips(); - - selectorRadius = mouthpiece.localScale.x; - mouthpiece.GetComponent().material.SetColor("_BaseColor", selectionColor); - selectorTrigger = mouthpiece.GetComponent(); - - UpdateButtonsColor(); - - dopesheet = GameObject.FindObjectOfType(true); - UnityEngine.Assertions.Assert.IsNotNull(dopesheet); - - shotManager = GameObject.FindObjectOfType(true); - UnityEngine.Assertions.Assert.IsNotNull(shotManager); - - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - - // bounding box - boundingBox = SceneManager.BoundingBox.gameObject; - planes = new Transform[6]; - planes[0] = boundingBox.transform.Find("Top"); - planes[1] = boundingBox.transform.Find("Bottom"); - planes[2] = boundingBox.transform.Find("Left"); - planes[3] = boundingBox.transform.Find("Right"); - planes[4] = boundingBox.transform.Find("Front"); - planes[5] = boundingBox.transform.Find("Back"); - - InitRayGradient(); - snapTargets = new Transform[6]; - planeLines = new LineRenderer[6]; - snapUIContainer = Utils.FindRootGameObject("UIUtils").transform.Find("SnapUI").gameObject; - for (int i = 0; i < 6; i++) - { - snapTargets[i] = snapUIContainer.transform.GetChild(i); - planeLines[i] = snapTargets[i].GetComponent(); - planeLines[i].material = Resources.Load("Materials/SnapRayMaterial"); - } - } - private void OnAnimationStateChanged(AnimationState state) - { - if (state == AnimationState.AnimationRecording) - { - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Primary, Tooltips.Action.Push, "Stop Record"); - } - else - { - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Primary, Tooltips.Action.Push, "Duplicate"); - } - } - - public override void SetTooltips() - { - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Primary, Tooltips.Action.Push, "Duplicate"); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Secondary, Tooltips.Action.Push, "Switch Tool"); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Trigger, Tooltips.Action.Push, "Select"); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Grip, Tooltips.Action.Push, "Move"); - Tooltips.SetText(VRDevice.PrimaryController, Tooltips.Location.Joystick, Tooltips.Action.Push, "Scale"); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Trigger, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Grip, false); - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Joystick, false); - } - - virtual protected void ClearSelectionOnVoidTrigger() - { - // Clear selection on trigger click on nothing - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.trigger, () => - { - selectionStateTimestamp = Selection.SelectionStateTimestamp; - clearSelectionUndoGroup = new CommandGroup("Clear Selector"); - }, - () => - { - try - { - if (selectionStateTimestamp == Selection.SelectionStateTimestamp && !VRInput.GetValue(VRInput.primaryController, CommonUsages.primaryButton) && !VRInput.GetValue(VRInput.primaryController, CommonUsages.gripButton)) - { - if (mode == SelectorBase.SelectorModes.Select) - ClearSelection(); - } - } - finally - { - ResetClearSelectionUndoGroup(); - } - }); - } - - protected override void DoUpdate() - { - ClearSelectionOnVoidTrigger(); - - if (VRInput.GetValue(VRInput.primaryController, CommonUsages.grip) <= deadZone) - { - if (navigation.CanUseControls(NavigationMode.UsedControls.RIGHT_JOYSTICK)) - { - // Change selector size - Vector2 val = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - if (val != Vector2.zero) - { - float scaleFactor = 1f + GlobalState.Settings.scaleSpeed / 1000.0f; - if (val.y > deadZone) { selectorRadius *= scaleFactor; } - if (val.y < -deadZone) { selectorRadius /= scaleFactor; } - selectorRadius = Mathf.Clamp(selectorRadius, 0.001f, 0.5f); - mouthpiece.localScale = new Vector3(selectorRadius, selectorRadius, selectorRadius); - } - } - } - - switch (mode) - { - case SelectorModes.Select: UpdateSelect(); break; - case SelectorModes.Eraser: UpdateEraser(); break; - } - } - - // Tell whether the current selection contains a hierarchical object (mesh somewhere in children) or not. - // Camera and lights are known hierarchical objects. - // TODO: check for multiselection of a light and and simple primitive for example - protected bool IsHierarchical(HashSet objects) - { - foreach (GameObject gObject in objects) - { - if (gObject.GetComponent() != null || gObject.GetComponent() != null) - { - return true; - } - MeshFilter meshFilter = gObject.GetComponentInChildren(); - if (meshFilter.gameObject != gObject) - { - return true; - } - } - return false; - } - - private Mesh CreatePlaneMesh(Vector3 v1, Vector3 v2, Vector3 v3, Vector3 v4) - { - Vector3[] vertices = new Vector3[4]; - vertices[0] = v1; - vertices[1] = v2; - vertices[2] = v3; - vertices[3] = v4; - - Vector2[] uvs = new Vector2[4]; - uvs[0] = new Vector2(0, 0); - uvs[1] = new Vector2(1, 0); - uvs[2] = new Vector2(1, 1); - uvs[3] = new Vector2(0, 1); - - int[] indices = { 0, 1, 2, 0, 2, 3 }; - Mesh mesh = new Mesh - { - vertices = vertices, - uv = uvs, - triangles = indices - }; - mesh.RecalculateNormals(); - mesh.RecalculateBounds(); - return mesh; - } - private void SetPlaneCollider(Transform plane, Vector3 center, Vector3 size) - { - var collider = plane.GetComponent(); - collider.center = center; - collider.size = size; - } - - protected void InitTransforms() - { - initParentMatrix.Clear(); - initPositions.Clear(); - initRotations.Clear(); - initScales.Clear(); - initFocals.Clear(); - foreach (GameObject obj in Selection.ActiveObjects) - { - initParentMatrix[obj] = obj.transform.parent.localToWorldMatrix; - initPositions[obj] = obj.transform.localPosition; - initRotations[obj] = obj.transform.localRotation; - initScales[obj] = obj.transform.localScale; - - CameraController cameraController = obj.GetComponent(); - if (null != cameraController) - initFocals[obj] = cameraController.focal; - } - scale = 1f; - } - - public void OnGripWorld(bool value) - { - if (!gameObject.activeSelf) - return; - - if (value) - { - if (!gripPrevented && Gripping) // no need to interrupt if the grip was prevented - { - OnEndGrip(); // prematurely end the grip action - gripInterrupted = true; // set bool to return immediately in the "real" OnEndGrip called when ungripping the controller. - } - } - else - { - gripInterrupted = false; - gripPrevented = false; - } - } - - protected void EndUndoGroup() - { - if (Gripping) - { - gripCmdGroup.Submit(); - gripCmdGroup = null; - GlobalState.Instance.selectionGripped = false; - } - } - - public static bool IsHandleSelected() - { - bool handleSelected = false; - - if (Selection.ActiveObjects.Count == 1) - { - foreach (GameObject obj in Selection.ActiveObjects) - { - if (obj.GetComponent()) - handleSelected = true; - } - } - return handleSelected; - } - - - protected virtual void OnStartGrip() - { - EndUndoGroup(); // secu - if (GlobalState.IsGrippingWorld) - { - gripPrevented = true; - return; - } - - enableToggleTool = false; // NO secondary button tool switch while gripping. - - Selection.AuxiliarySelection = Selection.HoveredObject; - SetControllerVisible(Selection.ActiveObjects.Count == 0); - - ComputeSelectionBounds(); - InitControllerMatrix(); - InitSnap(); - InitTransforms(); - outOfDeadZone = false; - - gripCmdGroup = new CommandGroup("Grip Selection"); - GlobalState.Instance.selectionGripped = true; - } - - protected virtual void OnEndGrip() - { - snapUIContainer.SetActive(false); - boundingBox.SetActive(false); - SetControllerVisible(true); - enableToggleTool = true; // TODO: put back the original value, not always true (atm all tools have it to true). - - selectorTrigger.OnEndGrip(); - - if (gripPrevented) - { - gripPrevented = false; - return; - } - - if (gripInterrupted) - { - gripInterrupted = false; - return; - } - - List controllers = new List(); - foreach (var obj in Selection.ActiveObjects) - { - LightController lightController = obj.GetComponentInChildren(); - if (null != lightController) - { - controllers.Add(lightController); - continue; - } - CameraController cameraController = obj.GetComponentInChildren(); - if (null != cameraController) - { - controllers.Add(cameraController); - continue; - } - } - if (controllers.Count > 0) - { - GlobalState.SetGizmosVisible(controllers.ToArray(), GlobalState.Settings.DisplayGizmos); - } - - if (!IsHandleSelected()) - { - ManageMoveObjectsUndo(); - ManageCamerasFocalsUndo(); - ManageAutoKeyframe(); - } - - EndUndoGroup(); - Selection.AuxiliarySelection = null; - } - - protected void ManageAutoKeyframe() - { - if (!GlobalState.Animation.autoKeyEnabled) - return; - foreach (GameObject obj in Selection.ActiveObjects) - { - if (!initPositions.ContainsKey(obj)) - continue; - if (initPositions[obj] == obj.transform.localPosition && initRotations[obj] == obj.transform.localRotation && initScales[obj] == obj.transform.localScale) - continue; - new CommandAddKeyframes(obj).Submit(); - } - } - - protected void ManageMoveObjectsUndo() - { - List beginPositions = new List(); - List beginRotations = new List(); - List beginScales = new List(); - List endPositions = new List(); - List endRotations = new List(); - List endScales = new List(); - - List objects = new List(); - foreach (GameObject obj in Selection.ActiveObjects) - { - if (!initPositions.ContainsKey(obj)) - continue; - if (initPositions[obj] == obj.transform.localPosition && initRotations[obj] == obj.transform.localRotation && initScales[obj] == obj.transform.localScale) - continue; - objects.Add(obj); - beginPositions.Add(initPositions[obj]); - beginRotations.Add(initRotations[obj]); - beginScales.Add(initScales[obj]); - - endPositions.Add(obj.transform.localPosition); - endRotations.Add(obj.transform.localRotation); - endScales.Add(obj.transform.localScale); - } - - // A unique command at the end of the move operation - if (objects.Count > 0) - new CommandMoveObjects(objects, beginPositions, beginRotations, beginScales, endPositions, endRotations, endScales).Submit(); - } - - protected void SendCameraFocal(CameraController cameraController) - { - SceneManager.SendCameraInfo(cameraController.gameObject.transform); - } - - protected void ManageCamerasFocalsUndo() - { - foreach (GameObject obj in initFocals.Keys) - { - float oldValue = initFocals[obj]; - CameraController cameraController = obj.GetComponent(); - if (oldValue != cameraController.focal) - { - new CommandSetValue(obj, "Camera Focal", "/CameraController/focal", oldValue).Submit(); - SendCameraFocal(cameraController); - } - } - - } - - protected virtual void OnSelectionChanged(HashSet previousSelection, HashSet currentSelection) - { - outOfDeadZone = false; - - int numSelected = Selection.SelectedObjects.Count; - Tooltips.SetVisible(VRDevice.PrimaryController, Tooltips.Location.Joystick, numSelected > 0); - - // Update locked checkbox if anyone - if (null != lockedCheckbox) - { - int numLocked = 0; - int numUnlocked = 0; - foreach (GameObject gobject in Selection.SelectedObjects) - { - ParametersController parameters = gobject.GetComponent(); - if (null != parameters) - { - if (parameters.Lock) { ++numLocked; } - else { ++numUnlocked; } - } - } - lockedCheckbox.Disabled = false; - if (numLocked > 0 && numUnlocked == 0) - { - lockedCheckbox.Checked = true; - } - else if (numUnlocked > 0 && numLocked == 0) - { - lockedCheckbox.Checked = false; - } - else - { - lockedCheckbox.Disabled = true; - } - } - } - - protected CameraController GetSingleSelectedCamera() - { - if (Selection.ActiveObjects.Count != 1) - return null; - - CameraController controller = null; - foreach (GameObject gObject in Selection.ActiveObjects) - { - controller = gObject.GetComponent(); - } - return controller; - } - - protected bool HasDamping() - { - if (!Gripping) - return false; - - if (Selection.ActiveObjects.Count != 1) - return false; - - foreach (GameObject gObject in Selection.ActiveObjects) - { - if (null == gObject.GetComponent()) - return false; - } - return true; - } - - private void GetControllerPositionRotation() - { - VRInput.GetControllerTransform(VRInput.primaryController, out Vector3 position, out Quaternion rotation); - - if (!HasDamping()) - { - damping.Clear(); - rightControllerPosition = position; - rightControllerRotation = rotation; - return; - } - - // Compute damping - float currentTime = Time.time; - ControllerDamping dampingElement = new ControllerDamping(currentTime, position, rotation); - damping.Add(dampingElement); - - // remove too old values - ControllerDamping elem = damping[0]; - float dampingDuration = GlobalState.Settings.cameraDamping / 100f * 0.5f; - while (currentTime - elem.time > dampingDuration) - { - damping.RemoveAt(0); - elem = damping[0]; - } - - Vector3 positionSum = Vector3.zero; - Quaternion rotationSum = Quaternion.identity; - rotationSum.w = 0f; - float count = damping.Count; - float factor = 1f / count; - foreach (ControllerDamping dampingElem in damping) - { - positionSum += factor * dampingElem.position; - rotationSum.x += factor * dampingElem.rotation.x; - rotationSum.y += factor * dampingElem.rotation.y; - rotationSum.z += factor * dampingElem.rotation.z; - rotationSum.w += factor * dampingElem.rotation.w; - } - rightControllerPosition = positionSum; - rightControllerRotation = rotationSum.normalized; - } - - private void UpdateSelect() - { - GetControllerPositionRotation(); - // Move & Duplicate selection - - // Duplicate / Stop Record - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.primaryButton, - () => { }, - () => - { - if (GlobalState.Animation.animationState == AnimationState.AnimationRecording || GlobalState.Animation.animationState == AnimationState.Preroll) - { - GlobalState.Animation.Pause(); - return; - } - - if (!IsHandleSelected()) - { - if (Selection.ActiveObjects.Count > 0) - { - DuplicateSelection(); - - InitControllerMatrix(); - InitSnap(); - InitTransforms(); - outOfDeadZone = true; - } - } - } - ); - - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.grip, OnStartGrip, OnEndGrip); - - if (Gripping) - { - Vector3 p = rightControllerPosition; - Quaternion r = rightControllerRotation; - - if (!outOfDeadZone && Vector3.Distance(p, initControllerPosition) > deadZoneDistance) - outOfDeadZone = true; - - if (!outOfDeadZone) - return; - - // Joystick zoom only for non-handle objects - if (!IsHandleSelected()) - { - if (navigation.CanUseControls(NavigationMode.UsedControls.RIGHT_JOYSTICK)) - { - Vector2 joystickAxis = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - float scaleFactor = 1f + GlobalState.Settings.scaleSpeed / 1000.0f; - if (joystickAxis.y > deadZone) - scale *= scaleFactor; - if (joystickAxis.y < -deadZone) - scale /= scaleFactor; - } - } - - // right controller filtered matrix - Matrix4x4 mouthPieceLocalToWorld = GlobalState.Instance.toolsController.parent.localToWorldMatrix * Matrix4x4.TRS(p, r, Vector3.one) * - Matrix4x4.TRS(mouthpieces.localPosition, mouthpieces.localRotation, Vector3.one * scale); - - Snap(ref mouthPieceLocalToWorld); - TransformSelection(mouthPieceLocalToWorld * initMouthPieceWorldToLocal); - ComputeSelectionBounds(); - } - - - if (navigation.CanUseControls(NavigationMode.UsedControls.RIGHT_JOYSTICK)) - { - Vector2 joystickAxis = VRInput.GetValue(VRInput.primaryController, CommonUsages.primary2DAxis); - - if (joystickAxis != Vector2.zero) - { - CameraController cameraController = GetSingleSelectedCamera(); - if (null != cameraController) - { - if (null == cameraFocalCommand && !Gripping) - { - // allow camera focal change when not gripped - cameraFocalCommand = new CommandSetValue(cameraController.gameObject, "Camera Focal", "/CameraController/focal"); - } - - float currentFocal = cameraController.focal; - float focalFactor = 1f + GlobalState.Settings.scaleSpeed / 1000.0f; - - if (joystickAxis.x > deadZone) - currentFocal *= focalFactor; - if (joystickAxis.x < -deadZone) - currentFocal /= focalFactor; - - if (currentFocal < 10f) - currentFocal = 10f; - if (currentFocal > 300f) - currentFocal = 300f; - - // Don't RoundToInt here since currentFocal may stick to the lowest value 10 - cameraController.focal = currentFocal; - SendCameraFocal(cameraController); - } - - foreach (GameObject obj in Selection.SelectedObjects) - { - ParametersController controller = obj.GetComponent(); - if (null == controller) - { - Vector3 currentScale = obj.transform.localScale; - float newScale = 1f + GlobalState.Settings.scaleSpeed / 1000.0f; - if (joystickAxis.x > deadZone) - currentScale *= newScale; - if (joystickAxis.x < -deadZone) - currentScale /= newScale; - - if (currentScale.x < 0.0001f) - continue; - if (currentScale.x > 1000f) - continue; - - obj.transform.localScale = currentScale; - } - - if (!joystickScaling && !Gripping) - { - InitTransforms(); - joystickScaling = true; - } - } - } - else - { - SubmitCameraFocalCommand(); - if (joystickScaling) - { - joystickScaling = false; - ManageMoveObjectsUndo(); - ManageAutoKeyframe(); - } - } - } - } - - public void ComputeSelectionBounds() - { - // Get bounds - minBound = Vector3.positiveInfinity; - maxBound = Vector3.negativeInfinity; - hasBounds = false; - int selectionCount = Selection.ActiveObjects.Count; - - bool foundHierarchicalObject = false; - if (selectionCount == 1) - { - foundHierarchicalObject = IsHierarchical(Selection.ActiveObjects); - } - - GameObject firstSelectedObject = null; - foreach (GameObject obj in Selection.ActiveObjects) - { - if (null == firstSelectedObject) - firstSelectedObject = obj; - MeshFilter meshFilter = obj.GetComponentInChildren(); - if (null != meshFilter) - { - Matrix4x4 transformMatrix; - if (selectionCount > 1 || foundHierarchicalObject) - { - if (meshFilter.gameObject != obj) - { - transformMatrix = SceneManager.RightHanded.worldToLocalMatrix * meshFilter.transform.localToWorldMatrix; - } - else - { - transformMatrix = SceneManager.RightHanded.worldToLocalMatrix * obj.transform.localToWorldMatrix; - } - } - else - { - transformMatrix = Matrix4x4.identity; - } - - Mesh mesh = meshFilter.mesh; - // Get vertices - Vector3[] vertices = new Vector3[8]; - vertices[0] = new Vector3(mesh.bounds.min.x, mesh.bounds.min.y, mesh.bounds.min.z); - vertices[1] = new Vector3(mesh.bounds.min.x, mesh.bounds.min.y, mesh.bounds.max.z); - vertices[2] = new Vector3(mesh.bounds.min.x, mesh.bounds.max.y, mesh.bounds.min.z); - vertices[3] = new Vector3(mesh.bounds.min.x, mesh.bounds.max.y, mesh.bounds.max.z); - vertices[4] = new Vector3(mesh.bounds.max.x, mesh.bounds.min.y, mesh.bounds.min.z); - vertices[5] = new Vector3(mesh.bounds.max.x, mesh.bounds.min.y, mesh.bounds.max.z); - vertices[6] = new Vector3(mesh.bounds.max.x, mesh.bounds.max.y, mesh.bounds.min.z); - vertices[7] = new Vector3(mesh.bounds.max.x, mesh.bounds.max.y, mesh.bounds.max.z); - - for (int i = 0; i < vertices.Length; i++) - { - vertices[i] = transformMatrix.MultiplyPoint(vertices[i]); - // Compute min and max bounds - if (vertices[i].x < minBound.x) { minBound.x = vertices[i].x; } - if (vertices[i].y < minBound.y) { minBound.y = vertices[i].y; } - if (vertices[i].z < minBound.z) { minBound.z = vertices[i].z; } - - if (vertices[i].x > maxBound.x) { maxBound.x = vertices[i].x; } - if (vertices[i].y > maxBound.y) { maxBound.y = vertices[i].y; } - if (vertices[i].z > maxBound.z) { maxBound.z = vertices[i].z; } - } - hasBounds = true; - } - } - if (hasBounds) - { - planePositions = new Vector3[6]; - planePositions[0] = new Vector3((maxBound.x + minBound.x) * 0.5f, maxBound.y, (maxBound.z + minBound.z) * 0.5f); - planePositions[1] = new Vector3((maxBound.x + minBound.x) * 0.5f, minBound.y, (maxBound.z + minBound.z) * 0.5f); - planePositions[2] = new Vector3(minBound.x, (maxBound.y + minBound.y) * 0.5f, (maxBound.z + minBound.z) * 0.5f); - planePositions[3] = new Vector3(maxBound.x, (maxBound.y + minBound.y) * 0.5f, (maxBound.z + minBound.z) * 0.5f); - planePositions[4] = new Vector3((maxBound.x + minBound.x) * 0.5f, (maxBound.y + minBound.y) * 0.5f, minBound.z); - planePositions[5] = new Vector3((maxBound.x + minBound.x) * 0.5f, (maxBound.y + minBound.y) * 0.5f, maxBound.z); - } - - if (selectionCount == 1 && !foundHierarchicalObject) - { - Transform transform = firstSelectedObject.GetComponentInChildren().transform; - planeContainerMatrix = SceneManager.RightHanded.worldToLocalMatrix * transform.localToWorldMatrix; - } - else - { - planeContainerMatrix = Matrix4x4.identity; - } - - UpdateSelectionPlanes(); - } - - public void UpdateSelectionPlanes() - { - Maths.DecomposeMatrix(planeContainerMatrix, out Vector3 planePosition, out Quaternion planeRotation, out Vector3 planeScale); - boundingBox.transform.localPosition = planePosition; - boundingBox.transform.localRotation = planeRotation; - boundingBox.transform.localScale = planeScale; - - if (!hasBounds) - { - snapUIContainer.SetActive(false); - boundingBox.SetActive(false); - return; - } - - Vector3 bs = boundingBox.transform.localScale; // boundsScale - - // Collider Scale - Vector3 cs = new Vector3( - collidersThickness * (1.0f / bs.x), - collidersThickness * (1.0f / bs.y), - collidersThickness * (1.0f / bs.z) - ); - - // GAP: fixed in camera space. Scales with world and objet scales, inverse. - Vector3 g = new Vector3( - cameraSpaceGap * (1.0f / bs.x), - cameraSpaceGap * (1.0f / bs.y), - cameraSpaceGap * (1.0f / bs.z) - ); - - Vector3 minGapBound = minBound - new Vector3(g.x, g.y, g.z); - Vector3 maxGapBound = maxBound + new Vector3(g.x, g.y, g.z); - - Vector3 delta = (maxGapBound - minGapBound) * 0.5f; - - // Set planes (depending on their initial rotation) - // Top - planes[0].transform.localPosition = planePositions[0]; - planes[0].GetComponent().mesh = CreatePlaneMesh(new Vector3(-delta.x, g.y, -delta.z), new Vector3(-delta.x, g.y, delta.z), new Vector3(delta.x, g.y, delta.z), new Vector3(delta.x, g.y, -delta.z)); - SetPlaneCollider(planes[0], new Vector3(0, g.y, 0), new Vector3(delta.x * 2f, cs.y, delta.z * 2f)); - - // Bottom - planes[1].transform.localPosition = planePositions[1]; - planes[1].GetComponent().mesh = CreatePlaneMesh(new Vector3(delta.x, -g.y, -delta.z), new Vector3(delta.x, -g.y, delta.z), new Vector3(-delta.x, -g.y, delta.z), new Vector3(-delta.x, -g.y, -delta.z)); - SetPlaneCollider(planes[1], new Vector3(0, -g.y, 0), new Vector3(delta.x * 2f, cs.y, delta.z * 2f)); - - // Left - planes[2].transform.localPosition = planePositions[2]; - planes[2].GetComponent().mesh = CreatePlaneMesh(new Vector3(-g.x, -delta.y, -delta.z), new Vector3(-g.x, -delta.y, delta.z), new Vector3(-g.x, delta.y, delta.z), new Vector3(-g.x, delta.y, -delta.z)); - SetPlaneCollider(planes[2], new Vector3(-g.x, 0, 0), new Vector3(cs.x, delta.y * 2f, delta.z * 2f)); - - // Right - planes[3].transform.localPosition = planePositions[3]; - planes[3].GetComponent().mesh = CreatePlaneMesh(new Vector3(g.x, delta.y, -delta.z), new Vector3(g.x, delta.y, delta.z), new Vector3(g.x, -delta.y, delta.z), new Vector3(g.x, -delta.y, -delta.z)); - SetPlaneCollider(planes[3], new Vector3(g.x, 0, 0), new Vector3(cs.x, delta.y * 2f, delta.z * 2f)); - - // Front - planes[4].transform.localPosition = planePositions[4]; - planes[4].GetComponent().mesh = CreatePlaneMesh(new Vector3(-delta.x, -delta.y, -g.z), new Vector3(-delta.x, delta.y, -g.z), new Vector3(delta.x, delta.y, -g.z), new Vector3(delta.x, -delta.y, -g.z)); - SetPlaneCollider(planes[4], new Vector3(0, 0, -g.z), new Vector3(delta.x * 2f, delta.y * 2f, cs.z)); - - // Back - planes[5].transform.localPosition = planePositions[5]; - planes[5].GetComponent().mesh = CreatePlaneMesh(new Vector3(delta.x, -delta.y, g.z), new Vector3(delta.x, delta.y, g.z), new Vector3(-delta.x, delta.y, g.z), new Vector3(-delta.x, -delta.y, g.z)); - SetPlaneCollider(planes[5], new Vector3(0, 0, g.z), new Vector3(delta.x * 2f, delta.y * 2f, cs.z)); - - - } - - protected void InitControllerMatrix() - { - initMouthPieceWorldToLocal = mouthpieces.worldToLocalMatrix; - } - - protected void InitSnap() - { - if (!hasBounds) - return; - - snapRays = new Ray[6]; - Vector3 worldPlanePosition; - - worldPlanePosition = boundingBox.transform.TransformPoint(planePositions[0]); - snapRays[0] = new Ray(mouthpieces.transform.InverseTransformPoint(worldPlanePosition), mouthpieces.transform.InverseTransformDirection(boundingBox.transform.up)); - worldPlanePosition = boundingBox.transform.TransformPoint(planePositions[1]); - snapRays[1] = new Ray(mouthpieces.transform.InverseTransformPoint(worldPlanePosition), mouthpieces.transform.InverseTransformDirection(-boundingBox.transform.up)); - worldPlanePosition = boundingBox.transform.TransformPoint(planePositions[2]); - snapRays[2] = new Ray(mouthpieces.transform.InverseTransformPoint(worldPlanePosition), mouthpieces.transform.InverseTransformDirection(boundingBox.transform.right)); - worldPlanePosition = boundingBox.transform.TransformPoint(planePositions[3]); - snapRays[3] = new Ray(mouthpieces.transform.InverseTransformPoint(worldPlanePosition), mouthpieces.transform.InverseTransformDirection(-boundingBox.transform.right)); - worldPlanePosition = boundingBox.transform.TransformPoint(planePositions[4]); - snapRays[4] = new Ray(mouthpieces.transform.InverseTransformPoint(worldPlanePosition), mouthpieces.transform.InverseTransformDirection(-boundingBox.transform.forward)); - worldPlanePosition = boundingBox.transform.TransformPoint(planePositions[5]); - snapRays[5] = new Ray(mouthpieces.transform.InverseTransformPoint(worldPlanePosition), mouthpieces.transform.InverseTransformDirection(boundingBox.transform.forward)); - } - - protected void Snap(ref Matrix4x4 currentMouthPieceLocalToWorld) - { - foreach (Transform snapUI in snapTargets) - snapUI.gameObject.SetActive(false); - - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.secondaryButton, () => - { - }, - () => - { - IsSnapping = !IsSnapping; - }); - - if (!IsSnapping || !IsSelectionSnappable()) - { - boundingBox.SetActive(false); - return; - } - - if (isSnappingToGround) - { - int bestIndex = 0; - float bestY = 0; - for (int i = 0; i < 6; i++) - { - Vector3 normalDirection = currentMouthPieceLocalToWorld.MultiplyVector(snapRays[i].direction).normalized; - if (normalDirection.y < bestY) - { - bestY = normalDirection.y; - bestIndex = i; - } - } - SnapPlane(ref currentMouthPieceLocalToWorld, bestIndex); - } - else - { - int i = 0; - int notSnappedCount = 0; - while (notSnappedCount < 6 && i < 18) - { - if (!SnapPlane(ref currentMouthPieceLocalToWorld, i % 6)) - notSnappedCount++; - else - notSnappedCount = 1; - i++; - } - } - } - - protected int GetOppositePlaneIndex(int planeIndex) - { - switch (planeIndex) - { - case 0: return 1; - case 1: return 0; - case 2: return 3; - case 3: return 2; - case 4: return 5; - case 5: return 4; - default: - break; - } - return -1; - } - - protected bool SnapPlane(ref Matrix4x4 currentMouthPieceLocalToWorld, int planeIndex) - { - if (!hasBounds) - return false; - - int layersMask = LayerMask.GetMask(new string[] { "Default" }); - - Vector3 origin = currentMouthPieceLocalToWorld.MultiplyPoint(snapRays[planeIndex].origin); - Vector3 originOppositePlane = currentMouthPieceLocalToWorld.MultiplyPoint(snapRays[GetOppositePlaneIndex(planeIndex)].origin); - - Ray ray = new Ray(originOppositePlane, currentMouthPieceLocalToWorld.MultiplyVector(snapRays[planeIndex].direction).normalized); - - LineRenderer line = planeLines[planeIndex]; - Transform snapTarget = snapTargets[planeIndex]; - bool enableSnapUI = false; - - float plansDistance = Vector3.Distance(originOppositePlane, origin); - if (Physics.Raycast(ray, out RaycastHit hit, plansDistance + snapVisibleRayFactor * snapDistance / GlobalState.WorldScale, layersMask)) - { - float hitDistance = hit.distance - plansDistance; - snapUIContainer.SetActive(hitDistance > 0); - boundingBox.SetActive(true); - enableSnapUI = true; - line.positionCount = 2; - line.SetPosition(0, origin); - line.SetPosition(1, hit.point); - line.material.SetFloat("_Threshold", 1f - (snapDistance / GlobalState.WorldScale / hitDistance)); - line.endWidth = line.startWidth = 0.001f / GlobalState.WorldScale; - - snapTarget.localScale = Vector3.one * 0.03f / GlobalState.WorldScale; - snapTarget.LookAt(hit.point - 1000f * hit.normal); - snapTarget.position = hit.point + hit.normal * 0.001f / GlobalState.WorldScale; - - if (Mathf.Abs(hitDistance) <= snapDistance / GlobalState.WorldScale) - { - snapTarget.gameObject.SetActive(false); - if (Mathf.Abs(hitDistance) > epsilonDistance / GlobalState.WorldScale) - { - Vector3 hitPoint = currentMouthPieceLocalToWorld.MultiplyPoint(currentMouthPieceLocalToWorld.inverse.MultiplyPoint(hit.point) - snapRays[planeIndex].origin); - // set position to hit point - currentMouthPieceLocalToWorld.SetColumn(3, new Vector4(hitPoint.x, hitPoint.y, hitPoint.z, 1)); - - // compute rotation to align up vector to hit normal - Matrix4x4 T = Matrix4x4.Translate(-hit.point); - Matrix4x4 R = Matrix4x4.TRS(Vector3.zero, Quaternion.FromToRotation(-currentMouthPieceLocalToWorld.MultiplyVector(snapRays[planeIndex].direction).normalized, hit.normal), Vector3.one); - - currentMouthPieceLocalToWorld = T.inverse * R * T * currentMouthPieceLocalToWorld; - return true; - } - } - - } - - snapTarget.gameObject.SetActive(enableSnapUI); - return false; - } - - private bool IsSelectionSnappable() - { - int layersMask = LayerMask.NameToLayer("HoverCameraHidden"); - foreach (GameObject obj in Selection.ActiveObjects) - { - if (obj.layer == layersMask) - return false; - ParametersController controller = obj.GetComponent(); - if (controller != null && !controller.IsSnappable()) - return false; - } - return true; - } - - protected void TransformSelection(Matrix4x4 transformation) - { - foreach (GameObject obj in Selection.ActiveObjects) - { - if (!initParentMatrix.ContainsKey(obj)) { continue; } - - // Check constraints - if (ConstraintManager.IsLocked(obj)) { continue; } - - var meshParentTransform = obj.transform.parent; - Matrix4x4 meshParentMatrixInverse; - if (meshParentTransform) - meshParentMatrixInverse = meshParentTransform.worldToLocalMatrix; - else - meshParentMatrixInverse = Matrix4x4.identity; - Matrix4x4 transformed = meshParentMatrixInverse * transformation * initParentMatrix[obj] * Matrix4x4.TRS(initPositions[obj], initRotations[obj], initScales[obj]); - - if (obj.transform.localToWorldMatrix != transformed) - { - // UI objects - if (obj.GetComponent()) - { - obj.transform.localPosition = new Vector3(transformed.GetColumn(3).x, transformed.GetColumn(3).y, transformed.GetColumn(3).z); - obj.transform.localRotation = Quaternion.LookRotation(transformed.GetColumn(2), transformed.GetColumn(1)); - //obj.transform.localScale = new Vector3(transformed.GetColumn(0).magnitude, transformed.GetColumn(1).magnitude, transformed.GetColumn(2).magnitude); - } - // Standard game objects - else - { - Matrix4x4 mat = transformed; // copy - - // Constraints and locked properties may change the final transform - // TODO - - OnPreTransformSelection(obj.transform, ref mat); - SceneManager.SetObjectMatrix(obj, mat); - } - } - } - } - - public void OnPreTransformSelection(Transform transform, ref Matrix4x4 transformed) - { - // Constrain movement - bool lockPosition = false; - bool lockRotation = false; - bool lockScale = false; - ParametersController parametersController = transform.gameObject.GetComponent(); - if (null != parametersController) - { - lockPosition = parametersController.lockPosition; - lockRotation = parametersController.lockRotation; - lockScale = parametersController.lockScale; - } - - Maths.DecomposeMatrix(transformed, out Vector3 newPosition, out Quaternion newRotation, out Vector3 newScale); - - // Translate - if (lockPosition) - { - newPosition = transform.localPosition; - } - - if (lockRotation) - { - newRotation = transform.localRotation; - } - - if (lockScale) - { - newScale = transform.localScale; - } - // transformation matrix (local) - transformed = Matrix4x4.TRS(newPosition, newRotation, newScale); - - } - - private void UpdateEraser() - { - // Nothing for now - } - - private List GetGroupSiblings(GameObject gObject) - { - List objects = new List(); - Transform parent = gObject.transform.parent; - if (parent.name.StartsWith("Group__")) - { - for (int i = 0; i < parent.childCount; i++) - objects.Add(parent.GetChild(i).gameObject); - } - else - { - objects.Add(gObject); - } - return objects; - } - - public bool AddToSelection(GameObject gObject) - { - // Selection is EXCLUSIVE between windows and objects. - if (gObject.GetComponent()) // if we select a UI handle, deselect all other objects first. - { - ClearSelection(); - bool res = Selection.AddToSelection(gObject); - new CommandAddToSelection(gObject).Submit(); - return res; - } - else if (!IsHandleSelected()) // Dont select things if we have a window selected. - { - bool res = Selection.AddToSelection(gObject); - new CommandAddToSelection(gObject).Submit(); - return res; - } - - return false; - } - - public void AddSiblingsToSelection(GameObject gObject, bool haptic = true) - { - List objects = GetGroupSiblings(gObject); - List objectsAddedToSelection = new List(); - foreach (GameObject gobj in objects) - { - if (Selection.IsSelected(gobj)) - continue; - if (AddToSelection(gobj)) - objectsAddedToSelection.Add(gobj); - } - - if (haptic && objectsAddedToSelection.Count > 0) - { - VRInput.SendHapticImpulse(VRInput.primaryController, 0, 1, 0.1f); - } - } - - public bool RemoveFromSelection(GameObject gObject) - { - new CommandRemoveFromSelection(gObject).Submit(); - return Selection.RemoveFromSelection(gObject); - } - - public void RemoveSiblingsFromSelection(GameObject gObject, bool haptic = true) - { - List objects = GetGroupSiblings(gObject); - - List objectsRemovedFromSelection = new List(); - foreach (GameObject gobj in objects) - { - if (!Selection.IsSelected(gobj)) - continue; - - if (RemoveFromSelection(gobj)) - { - objectsRemovedFromSelection.Add(gobj); - } - } - - if (haptic && objectsRemovedFromSelection.Count > 0) - { - VRInput.SendHapticImpulse(VRInput.primaryController, 0, 1, 0.1f); - } - } - - public void ClearSelection() - { - new CommandRemoveFromSelection(new List(Selection.SelectedObjects)).Submit(); - Selection.ClearSelection(); - } - - public GameObject DuplicateObject(GameObject source, bool withVFX = true) - { - if (source.GetComponent()) - return null; - - GameObject clone = SceneManager.DuplicateObject(source); - if (null == clone) - return null; - new CommandDuplicateGameObject(clone).Submit(); - - // Add a selectionVFX instance on the duplicated objects - if (withVFX) - { - ToolsUIManager.Instance.SpawnCreateInstanceVFX(clone); - } - - if (Selection.IsSelected(source)) - { - Selection.RemoveFromSelection(source); - new CommandRemoveFromSelection(source).Submit(); - Selection.AddToSelection(clone); - new CommandAddToSelection(clone).Submit(); - } - if (source == Selection.AuxiliarySelection) - { - Selection.AuxiliarySelection = clone; - } - if (source == Selection.HoveredObject) - { - Selection.HoveredObject = clone; - } - - selectorTrigger.ClearCollidedObjects(); - return clone; - } - - public void DuplicateSelection() - { - CommandGroup group = new CommandGroup("Duplicate Selection"); - try - { - HashSet activeObjectsCopy = new HashSet(Selection.ActiveObjects); - foreach (GameObject obj in activeObjectsCopy) - DuplicateObject(obj); - ManageMoveObjectsUndo(); - } - finally - { - group.Submit(); - } - } - - public void EraseSelection() - { - CommandGroup group = new CommandGroup("Erase Selection"); - try - { - foreach (GameObject o in Selection.ActiveObjects) - { - //RemoveCollidedObject(o); - RemoveSiblingsFromSelection(o, false); - new CommandRemoveGameObject(o).Submit(); - } - } - finally - { - group.Submit(); - } - } - - public void OnSelectMode() - { - mode = SelectorModes.Select; - mouthpiece.GetComponent().material.SetColor("_BaseColor", selectionColor); - UpdateButtonsColor(); - } - - public void OnEraserMode() - { - mode = SelectorModes.Eraser; - mouthpiece.GetComponent().material.SetColor("_BaseColor", eraseColor); - UpdateButtonsColor(); - } - - public Color GetModeColor() - { - if (mode == SelectorModes.Select) { return selectionColor; } - return eraseColor; - } - - void UpdateButtonsColor() - { - if (!panel) - return; - - // NOTE: currently the SelectorPanel has 4 children of type UIButton - // which have on Canvas children, with in turn has one Image and one Text children. - // TODO: do a proper Radio Button Group - for (int i = 0; i < panel.childCount; i++) - { - GameObject child = panel.GetChild(i).gameObject; - UIButton button = child.GetComponent(); - if (button != null) - { - button.Checked = false; - - if (child.name == "Select" && mode == SelectorModes.Select) - { - button.Checked = true; - } - if (child.name == "Eraser" && mode == SelectorModes.Eraser) - { - button.Checked = true; - } - } - } - } - - public void OnLinkAction() - { - // TODO - /* - if (Selection.selection.Count <= 1) - return; - - GameObject container = new GameObject("Group__" + groupId.ToString()); - groupId++; - - SortedSet groups = new SortedSet(); - - bool groupHasParent = false; - foreach (KeyValuePair data in Selection.selection) - { - GameObject gobject = data.Value; - Transform parent = gobject.transform.parent; - if (parent && parent.name.StartsWith("Group__")) - { - if (!groupHasParent) - { - container.transform.parent = parent.parent; - container.transform.localPosition = Vector3.zero; - container.transform.localRotation = Quaternion.identity; - container.transform.localScale = Vector3.one; - groupHasParent = true; - } - - // reparent - groups.Add(gobject.transform.parent); - gobject.transform.parent = container.transform; - } - else - { - if (!groupHasParent) - { - container.transform.parent = data.Value.transform.parent; - groupHasParent = true; - } - data.Value.transform.parent = container.transform; - } - } - - foreach (Transform group in groups) - { - if (group.childCount == 0) - Destroy(group.gameObject); - } - */ - } - - public void OnUnlinkAction() - { - // TODO - /* - SortedSet groups = new SortedSet(); - foreach (KeyValuePair data in Selection.selection) - { - GameObject gobject = data.Value; - Transform parent = gobject.transform.parent; - if (parent && parent.name.StartsWith("Group__")) - { - groups.Add(gobject.transform.parent); - } - } - - foreach (Transform group in groups) - { - for (int i = group.childCount - 1; i >= 0; i--) - { - group.GetChild(i).parent = group.parent; - } - Destroy(group.gameObject); - } - */ - } - - } -} diff --git a/Assets/Scripts/Tools/SelectorBase.cs.meta b/Assets/Scripts/Tools/SelectorBase.cs.meta deleted file mode 100644 index e965738b..00000000 --- a/Assets/Scripts/Tools/SelectorBase.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b2f406d09d8d7e742afddfd3aae3cfd1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/SelectorTrigger.cs b/Assets/Scripts/Tools/SelectorTrigger.cs deleted file mode 100644 index f0f797af..00000000 --- a/Assets/Scripts/Tools/SelectorTrigger.cs +++ /dev/null @@ -1,230 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class SelectorTrigger : MonoBehaviour - { - public SelectorBase selector = null; - private readonly List collidedObjects = new List(); - - private void OnDisable() - { - collidedObjects.Clear(); - Selection.HoveredObject = null; - } - - void Update() - { - switch (selector.mode) - { - case SelectorBase.SelectorModes.Select: UpdateSelection(); break; - case SelectorBase.SelectorModes.Eraser: UpdateEraser(); break; - } - } - - GameObject GetRootIfCollectionInstance(GameObject gObject) - { - if (null == gObject) - return null; - - Transform obj = gObject.transform.parent; - while (null != obj) - { - if (obj.name == Utils.blenderCollectionInstanceOffset) - { - return GetRootIfCollectionInstance(obj.parent.gameObject); - } - obj = obj.parent; - } - return gObject; - } - - private void OnTriggerEnter(Collider other) - { - if (other.tag == "PhysicObject") - { - GameObject gObject = GetRootIfCollectionInstance(other.gameObject); - - if (!collidedObjects.Contains(gObject)) - { - collidedObjects.Add(gObject); - } - if (Selection.HoveredObject != gObject) - { - // when moving object, we don't want to hover other objects - if (!GlobalState.Instance.selectionGripped) - { - Selection.HoveredObject = gObject; - selector.OnSelectorTriggerEnter(other); - } - } - } - } - - private void OnTriggerExit(Collider other) - { - if (other.tag == "PhysicObject") - { - GameObject gObject = GetRootIfCollectionInstance(other.gameObject); - - if (gObject == Selection.HoveredObject) - { - selector.OnSelectorTriggerExit(other); - } - - RemoveCollidedObject(gObject); - } - } - - public void ClearCollidedObjects() - { - collidedObjects.Clear(); - } - - private void RemoveCollidedObject(GameObject obj) - { - collidedObjects.Remove(obj); - - // manage successive imbrication of objects - GameObject hoveredObject = Selection.HoveredObject; - if (hoveredObject == obj) - { - hoveredObject = null; - while (collidedObjects.Count > 0) - { - int index = collidedObjects.Count - 1; - hoveredObject = collidedObjects[index]; - if (!SceneManager.IsInTrash(hoveredObject)) - break; - collidedObjects.RemoveAt(index); - hoveredObject = null; - } - if (!GlobalState.Instance.selectionGripped) - Selection.HoveredObject = hoveredObject; - } - } - - public void OnEndGrip() - { - // manage successive imbrication of objects - GameObject hoveredObject = null; - while (collidedObjects.Count > 0) - { - int index = collidedObjects.Count - 1; - hoveredObject = collidedObjects[index]; - if (!SceneManager.IsInTrash(hoveredObject)) - break; - collidedObjects.RemoveAt(index); - hoveredObject = null; - } - Selection.HoveredObject = hoveredObject; - } - - - private void UpdateSelection() - { - // Get right controller buttons states - bool primaryButtonState = VRInput.GetValue(VRInput.primaryController, CommonUsages.primaryButton); - bool triggerState = VRInput.GetValue(VRInput.primaryController, CommonUsages.triggerButton); - - GameObject hoveredObject = Selection.HoveredObject; - - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.grip, - () => - { - Selection.HoveredObject = hoveredObject; - }, - () => { Selection.AuxiliarySelection = null; }); - - // Multi-selection using the trigger button - if (triggerState && !GlobalState.Instance.selectionGripped && null != hoveredObject && !selector.Deforming) - { - if (!primaryButtonState) - { - foreach (GameObject obj in collidedObjects) - selector.AddSiblingsToSelection(obj); - } - } - } - - private void UpdateEraser() - { - GameObject hoveredObject = Selection.HoveredObject; - if (null == hoveredObject && Selection.SelectedObjects.Count == 0) - return; - - // If we have a hovered object, only destroy it - if (null != hoveredObject) - { - // Don't delete UI handles - if (hoveredObject.GetComponent()) - return; - - if (VRInput.GetValue(VRInput.primaryController, CommonUsages.triggerButton)) - { - CommandGroup group = new CommandGroup("Erase Hovered Object"); - try - { - RemoveCollidedObject(hoveredObject); - selector.RemoveSiblingsFromSelection(hoveredObject, false); - - new CommandRemoveGameObject(hoveredObject).Submit(); - } - finally - { - group.Submit(); - } - } - } - - // If we don't have any hovered object but we collided with a selection, delete the whole selection - else if (collidedObjects.Count > 0 && Selection.IsSelected(collidedObjects[0])) - { - if (VRInput.GetValue(VRInput.primaryController, CommonUsages.triggerButton)) - { - CommandGroup group = new CommandGroup("Erase Selected Objects"); - try - { - foreach (GameObject gobject in Selection.SelectedObjects) - { - RemoveCollidedObject(gobject); - selector.RemoveSiblingsFromSelection(gobject, false); - - new CommandRemoveGameObject(gobject).Submit(); - } - } - finally - { - group.Submit(); - } - } - } - } - } -} diff --git a/Assets/Scripts/Tools/SelectorTrigger.cs.meta b/Assets/Scripts/Tools/SelectorTrigger.cs.meta deleted file mode 100644 index 6daf5868..00000000 --- a/Assets/Scripts/Tools/SelectorTrigger.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d4a9a4cccd459d04e8aa2474d2f826e0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/SkyTool.cs b/Assets/Scripts/Tools/SkyTool.cs deleted file mode 100644 index ac810973..00000000 --- a/Assets/Scripts/Tools/SkyTool.cs +++ /dev/null @@ -1,225 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine; - -namespace VRtist -{ - public class SkyTool : SelectorBase - { - private UIButton topButton; - private UIButton middleButton; - private UIButton bottomButton; - private UIDynamicList gradientList; - SkySettings previousSky; - - void Start() - { - Init(); - ToolsUIManager.Instance.onPaletteOpened.AddListener(OnPaletteOpened); - } - - protected override void OnEnable() - { - if (null == topButton) - { - topButton = panel.Find("TopButton").GetComponent(); - middleButton = panel.Find("MiddleButton").GetComponent(); - bottomButton = panel.Find("BottomButton").GetComponent(); - - topButton.ImageColor = GlobalState.Settings.sky.topColor; - middleButton.ImageColor = GlobalState.Settings.sky.middleColor; - bottomButton.ImageColor = GlobalState.Settings.sky.bottomColor; - } - - GlobalState.colorChangedEvent.AddListener(OnColorPickerChanged); - GlobalState.colorReleasedEvent.AddListener(OnColorPickerReleased); - GlobalState.colorClickedEvent.AddListener(OnColorPickerPressed); - GlobalState.Instance.skyChangedEvent.AddListener(OnSkyChanged); - - - if (null == gradientList) - { - gradientList = panel.Find("ListPanel/List").GetComponent(); - gradientList.ItemClickedEvent += OnListItemClicked; - - // Fill list from Settings - RebuildGradientList(); - gradientList.CurrentIndex = -1; - } - - OnSkyChanged(GlobalState.Instance.SkySettings); - } - - protected override void OnDisable() - { - try - { - GlobalState.colorChangedEvent.RemoveListener(OnColorPickerChanged); - GlobalState.colorReleasedEvent.RemoveListener(OnColorPickerReleased); - GlobalState.colorClickedEvent.RemoveListener(OnColorPickerPressed); - GlobalState.Instance.skyChangedEvent.RemoveListener(OnSkyChanged); - } - catch (Exception) - { - // Nothing - } - } - void OnPaletteOpened() - { - gradientList.NeedsRebuild = true; - } - private void OnListItemClicked(object sender, IndexedGameObjectArgs args) - { - GameObject item = args.gobject; - GradientItem gradientItem = item.GetComponent(); - SkySettings itemSky = gradientItem.Colors; - - SkySettings oldSky = new SkySettings { topColor = topButton.ImageColor, middleColor = middleButton.ImageColor, bottomColor = bottomButton.ImageColor }; - SetSkyColors(oldSky, itemSky); - } - - private void OnColorPickerChanged(Color color) - { - if (topButton.Checked) { topButton.ImageColor = color; } - else if (middleButton.Checked) { middleButton.ImageColor = color; } - else if (bottomButton.Checked) { bottomButton.ImageColor = color; } - - SkySettings sky = new SkySettings { topColor = topButton.ImageColor, middleColor = middleButton.ImageColor, bottomColor = bottomButton.ImageColor }; - GlobalState.Instance.SkySettings = sky; - } - - private void OnColorPickerPressed() - { - previousSky = GlobalState.Instance.SkySettings; - } - - private void OnColorPickerReleased(Color _) - { - SetSkyColors(previousSky, GlobalState.Instance.SkySettings); - } - - void OnSkyChanged(SkySettings skySettings) - { - // update buttons - topButton.ImageColor = skySettings.topColor; - middleButton.ImageColor = skySettings.middleColor; - bottomButton.ImageColor = skySettings.bottomColor; - - Color color = skySettings.topColor; - if (middleButton.Checked) - color = skySettings.middleColor; - if (bottomButton.Checked) - color = skySettings.bottomColor; - GlobalState.CurrentColor = color; - } - - public static void SetSkyColors(SkySettings oldSky, SkySettings newSky) - { - GlobalState.Settings.sky = newSky; - new CommandSky(oldSky, newSky).Submit(); - } - - public void OnTopButtonClicked() - { - topButton.Checked = true; - middleButton.Checked = false; - bottomButton.Checked = false; - - GlobalState.CurrentColor = topButton.ImageColor; - } - - public void OnMiddleButtonClicked() - { - topButton.Checked = false; - middleButton.Checked = true; - bottomButton.Checked = false; - GlobalState.CurrentColor = middleButton.ImageColor; - } - - public void OnBottomButtonClicked() - { - topButton.Checked = false; - middleButton.Checked = false; - bottomButton.Checked = true; - GlobalState.CurrentColor = bottomButton.ImageColor; - } - - public void OnSaveNewGradientButtonClicked() - { - GlobalState.Settings.skies.Add(GlobalState.Settings.sky); - AddGradient(GlobalState.Settings.sky); - } - - public void OnSaveCurrentGradientButtonClicked() - { - if (gradientList.CurrentIndex >= 0) - { - GlobalState.Settings.skies[gradientList.CurrentIndex] = GlobalState.Settings.sky; - - GradientItem currentItem = gradientList.GetItems()[gradientList.CurrentIndex].Content.GetComponent(); - currentItem.Colors = GlobalState.Settings.sky; - } - } - - public void OnDeleteGradientItem() - { - GlobalState.Settings.skies.RemoveAt(gradientList.CurrentIndex); - - var currentDLItem = gradientList.GetItems()[gradientList.CurrentIndex]; - gradientList.RemoveItem(currentDLItem); - - gradientList.CurrentIndex = -1; // TODO: select the previous one? the one at the same index? - RebuildGradientList(); - } - - public void OnDuplicateGradientItem() - { - SkySettings sourceSky = GlobalState.Settings.skies[gradientList.CurrentIndex]; - GlobalState.Settings.skies.Add(sourceSky); - AddGradient(sourceSky); // or rebuild all - // TODO: make the new one SELECTED? - } - - private void AddGradient(SkySettings sky) - { - GradientItem gradientItem = GradientItem.GenerateGradientItem(sky); - gradientItem.AddListeners(OnDuplicateGradientItem, OnDeleteGradientItem); - UIDynamicListItem dlItem = gradientList.AddItem(gradientItem.transform); - dlItem.UseColliderForUI = false; // dont use the default global collider, sub-widget will catch UI events and propagate them. - gradientItem.transform.localScale = Vector3.one; // Items are hidden (scale 0) while they are not added into a list, so activate the item here. - gradientItem.SetListItem(dlItem); // link individual elements to their parent list in order to be able to send messages upwards. - } - - private void RebuildGradientList() - { - gradientList.Clear(); - foreach (SkySettings sky in GlobalState.Settings.skies) - { - AddGradient(sky); - } - } - } -} diff --git a/Assets/Scripts/Tools/SkyTool.cs.meta b/Assets/Scripts/Tools/SkyTool.cs.meta deleted file mode 100644 index 9687aeea..00000000 --- a/Assets/Scripts/Tools/SkyTool.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 79a515c22187dc14da9aa8f337ccac80 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/ToolBase.cs b/Assets/Scripts/Tools/ToolBase.cs deleted file mode 100644 index dff5f15b..00000000 --- a/Assets/Scripts/Tools/ToolBase.cs +++ /dev/null @@ -1,205 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public abstract class ToolBase : MonoBehaviour - { - [Header("Panel")] - [SerializeField] protected Transform panel = null; - - // Does this tool authorizes the swap-to-alt-tool operation. - protected bool enableToggleTool = true; - - // State that is TRUE if the tool is inside a GUI volume. - private bool isInGui = false; - public bool IsInGui { get { return isInGui; } set { isInGui = value; ShowTool(!value); } } - - protected ICommand parameterCommand = null; - - public Transform mouthpiece; - - protected static Transform mouthpieces; - - protected virtual void Awake() - { - ToolsManager.RegisterTool(gameObject); - mouthpieces = GlobalState.Instance.toolsController.Find("mouthpieces"); - } - - protected virtual void Init() - { - - } - - public static void ToggleMouthpiece(Transform mouthPiece, bool activate) - { - foreach (Transform child in mouthpieces) - { - child.gameObject.SetActive(activate && child == mouthPiece); - } - } - - protected void SetControllerVisible(bool visible) - { - GlobalState.SetPrimaryControllerVisible(visible); - // Mouth piece have the selectorTrigger script attached to them which has to be always enabled - // So don't deactivate mouth piece, but hide it instead - ShowMouthpiece(visible); - } - - protected void ShowMouthpiece(bool value) - { - if (null == mouthpiece) // some tools dont have mouthpieces (WindowTool) - return; - - foreach (var meshRenderer in mouthpiece.GetComponentsInChildren(true)) - { - meshRenderer.enabled = value; - } - } - - public void ActivateMouthpiece(bool value) - { - if (null == mouthpiece) // some tools dont have mouthpieces (WindowTool) - return; - - mouthpiece.gameObject.SetActive(value); - } - - void Start() - { - Init(); - } - - void Update() - { - if (VRInput.TryGetDevices()) - { - // Toggle selection - if (enableToggleTool) - { - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.secondaryButton, () => - { - ToolsManager.ToggleTool(); - }); - } - - // if tool has switch, THIS is now disabled, we dont want updates. - if (!gameObject.activeSelf) - return; - - // Custom tool update - if (IsInGui) - { - DoUpdateGui(); - } - else // TODO: voir si il faut pas quand meme faire DoUpdate dans tous les cas. - // le probleme de faire les deux vient quand ils reagissent au meme input (ex: Grip dans UI) - { - DoUpdate(); // call children DoUpdate - } - } - } - - protected virtual void UpdateUI() - { - - } - - protected virtual void OnParametersChanged(GameObject gObject, Curve curve) - { - if (Selection.IsSelected(gObject)) - UpdateUI(); - } - - protected virtual void OnEnable() - { - Settings.onSettingsChanged.AddListener(OnSettingsChanged); - SetTooltips(); - } - - protected virtual void OnDisable() - { - Settings.onSettingsChanged.RemoveListener(OnSettingsChanged); - } - protected virtual void OnSettingsChanged() - { - } - - - protected void OnSliderPressed(string title, string parameterPath) - { - parameterCommand = new CommandSetValue(title, parameterPath); - } - - protected void OnCheckboxPressed(string title, string parameterPath) - { - parameterCommand = new CommandSetValue(title, parameterPath); - } - protected void OnColorPressed(string title, string parameterPath) - { - parameterCommand = new CommandSetValue(title, parameterPath); - } - public void OnReleased() - { - if (!gameObject.activeSelf) { return; } - if (null != parameterCommand) - { - parameterCommand.Submit(); - parameterCommand = null; - } - } - protected abstract void DoUpdate(); - protected virtual void DoUpdateGui() { } - - protected virtual void ShowTool(bool show) - { - ToggleMouthpiece(mouthpiece, show); - } - - //protected virtual void ShowController(bool show) - //{ - // if (rightController != null) - // { - // rightController.gameObject.transform.localScale = show ? Vector3.one : Vector3.zero; - // } - //} - - public virtual void OnUIObjectEnter(int gohash) { } - public virtual void OnUIObjectExit(int gohash) { } - - public virtual bool SubToggleTool() - { - return false; - } - - public virtual void SetTooltips() - { - // Empty - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Tools/ToolBase.cs.meta b/Assets/Scripts/Tools/ToolBase.cs.meta deleted file mode 100644 index 1cdb9c9c..00000000 --- a/Assets/Scripts/Tools/ToolBase.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: de5c9f475dd473c47ad25eba8cecae2c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/ToolsManager.cs b/Assets/Scripts/Tools/ToolsManager.cs deleted file mode 100644 index ceabd1ff..00000000 --- a/Assets/Scripts/Tools/ToolsManager.cs +++ /dev/null @@ -1,190 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - // TODO: create a real singleton instead of a MonoBehaviour - public class ToolsManager : MonoBehaviour - { - private static ToolsManager instance = null; - private static ToolsManager Instance - { - get - { - if (instance == null) - { - instance = GameObject.FindObjectOfType(); - } - return instance; - } - } - // Must be done before Start of ToolsUIManager - void Awake() - { - _ = Instance; - SetCurrentTool(defaultTool); - } - - private Dictionary tools = new Dictionary(); - public Dictionary Tools - { - get - { - return tools; - } - } - - public GameObject defaultTool = null; - public GameObject altTool = null; - public GameObject windowTool = null; - - private GameObject currentToolRef = null; - private GameObject previousTool = null; - - private bool isInWindowTool = false; - private GameObject pushedTool = null; - - public static void PushWindowTool() - { - if (!Instance.isInWindowTool && Instance.currentToolRef != Instance.windowTool) // protect against multiple PUSH - { - Instance.isInWindowTool = true; - Instance.pushedTool = Instance.currentToolRef; - - Instance.currentToolRef.SetActive(false); - Instance.currentToolRef = Instance.windowTool; - Instance.currentToolRef.SetActive(true); - } - } - - public static void PopWindowTool() - { - if (Instance.isInWindowTool && Instance.pushedTool != null) // protect against multiple POP - { - Instance.isInWindowTool = false; - Instance.currentToolRef.SetActive(false); - Instance.currentToolRef = Instance.pushedTool; - Instance.currentToolRef.SetActive(true); - Instance.pushedTool = null; - } - } - - public static bool CurrentToolIsGripping() - { - if (Instance.currentToolRef == null) - return false; - - SelectorBase t = Instance.currentToolRef.GetComponent(); - if (t == null) - return false; - - return t.Gripping; - } - - public static void RegisterTool(GameObject tool) - { - Instance.tools.Add(tool.name, tool); - tool.SetActive(tool == Instance.defaultTool); - tool.GetComponent().ActivateMouthpiece(tool == Instance.defaultTool); - } - - public static void ToggleTool() - { - // Toggle to alt tool - if (Instance.currentToolRef.name != Instance.altTool.name) - { - Instance.previousTool = Instance.currentToolRef; - ToolsUIManager.Instance.ChangeTool(Instance.altTool.name); - ToolsUIManager.Instance.ChangeTab(Instance.altTool.name); - } - // Toggle to previous tool or sub toggle alt tool - else if (Instance.currentToolRef.name == Instance.altTool.name) - { - ToolBase toolBase = Instance.altTool.GetComponent(); - if (!toolBase.SubToggleTool()) - { - // Toggle to previous tool - if (null != Instance.previousTool) - { - ToolsUIManager.Instance.ChangeTool(Instance.previousTool.name); - ToolsUIManager.Instance.ChangeTab(Instance.previousTool.name); - Instance.previousTool = null; - } - } - } - } - - public static GameObject CurrentToolGameObject() - { - return Instance.currentToolRef; - } - - public static string CurrentToolName() - { - return Instance.currentToolRef.name; - } - - public static ToolBase CurrentTool() - { - if (null != Instance.currentToolRef) { return Instance.currentToolRef.GetComponent(); } - return null; - } - - public static void SetCurrentTool(GameObject tool) - { - Instance.currentToolRef = tool; - } - - public static GameObject GetTool(string name) - { - return Instance.Tools[name]; - } - - public static void ActivateCurrentTool(bool value) - { - // Activate/deactivate the tool and its mouthpiece - Instance.currentToolRef.SetActive(value); - Instance.currentToolRef.GetComponent().ActivateMouthpiece(value); - } - - public static void ChangeTool(string toolName) - { - Instance.currentToolRef.SetActive(false); - Instance.currentToolRef = Instance.Tools[toolName]; - Instance.currentToolRef.SetActive(true); - } - - public static void OnChangeTool(object sender, ToolChangedArgs args) - { - ChangeTool(args.toolName); - } - - public static void OnChangeToolParameter(object sender, ToolParameterChangedArgs args) - { - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Tools/ToolsManager.cs.meta b/Assets/Scripts/Tools/ToolsManager.cs.meta deleted file mode 100644 index d04f10a0..00000000 --- a/Assets/Scripts/Tools/ToolsManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 23983726066085f4eb4f0064b41eb8d5 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Tools/WindowTool.cs b/Assets/Scripts/Tools/WindowTool.cs deleted file mode 100644 index 0fceaf94..00000000 --- a/Assets/Scripts/Tools/WindowTool.cs +++ /dev/null @@ -1,46 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -namespace VRtist -{ - // NOTE: Derives from SelectorBase to inherit only the Grip functionality, to grip windows toolbars. - // Disables all Selection with trigger by overriding DoUpdate() to nothing. - - public class WindowTool : SelectorBase - { - public void Start() - { - Init(); - - // TODO: use new tooltips API - - //gripTooltip = Tooltips.CreateTooltip(rightController.gameObject, Tooltips.Anchors.Grip, "Grab"); - //Tooltips.SetTooltipVisibility(gripTooltip, true); - } - - protected override void DoUpdateGui() - { - base.DoUpdate(); - } - } -} diff --git a/Assets/Scripts/Tools/WindowTool.cs.meta b/Assets/Scripts/Tools/WindowTool.cs.meta deleted file mode 100644 index ed105fe5..00000000 --- a/Assets/Scripts/Tools/WindowTool.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 31bcdacd52f98ab4f8db7d5e2b9e2c99 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI.meta b/Assets/Scripts/UI.meta deleted file mode 100644 index 5091d689..00000000 --- a/Assets/Scripts/UI.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 7336e7b3cf06b2f4b9c103e833fe3ef5 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/AnimateControllerButtons.cs b/Assets/Scripts/UI/AnimateControllerButtons.cs deleted file mode 100644 index 1b489164..00000000 --- a/Assets/Scripts/UI/AnimateControllerButtons.cs +++ /dev/null @@ -1,173 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class AnimateControllerButtons : MonoBehaviour - { - private Transform gripTransform = null; - private float gripRotationAmplitude = 15.0f; - private Quaternion initGripRotation = Quaternion.identity; - - private Transform triggerTransform = null; - private float triggerRotationAmplitude = 15.0f; - private Quaternion initTriggerRotation = Quaternion.identity; - - private Transform joystickTransform = null; - private float joystickRotationAmplitude = 15.0f; - private Quaternion initJoystickRotation = Quaternion.identity; - - private Transform primaryTransform = null; - private float primaryTranslationAmplitude = -0.0016f; - private Vector3 initPrimaryTranslation = Vector3.zero; - - private Transform secondaryTransform = null; - private float secondaryTranslationAmplitude = -0.0016f; - private Vector3 initSecondaryTranslation = Vector3.zero; - - public bool rightHand = true; - private InputDevice device; - - public float gripDirection = 1.0f; - - // Start is called before the first frame update - void Start() - { - CaptureController(); - CaptureInitialTransforms(); - } - - private void CaptureController() - { - if (rightHand) - { - device = VRInput.primaryController; - } - else - { - device = VRInput.secondaryController; - } - } - - private void CaptureInitialTransforms() - { - gripTransform = transform.Find("GripButtonPivot/GripButton"); - if (null != gripTransform) - { - initGripRotation = gripTransform.localRotation; - } - - triggerTransform = transform.Find("TriggerButtonPivot/TriggerButton"); - if (null != triggerTransform) - { - initTriggerRotation = triggerTransform.localRotation; - } - - joystickTransform = transform.Find("PrimaryAxisPivot/PrimaryAxis"); - if (null != joystickTransform) - { - initJoystickRotation = joystickTransform.localRotation; - } - - primaryTransform = transform.Find("PrimaryButtonPivot/PrimaryButton"); - if (null != primaryTransform) - { - initPrimaryTranslation = primaryTransform.localPosition; - } - - secondaryTransform = transform.Find("SecondaryButtonPivot/SecondaryButton"); - if (null != secondaryTransform) - { - initSecondaryTranslation = secondaryTransform.localPosition; - } - } - - public void OnRightHanded(bool isRightHanded) - { - // TODO: handle what needs to be handled when we change hands. - - //gripDirection = isRightHanded ? 1.0f : -1.0f; - } - - // Update is called once per frame - void Update() - { - if (!device.isValid) - { - CaptureController(); - CaptureInitialTransforms(); - } - - // GRIP - if (null != gripTransform) - { - float gripAmount = VRInput.GetValue(device, CommonUsages.grip); - gripTransform.localRotation = initGripRotation * Quaternion.Euler(0, gripAmount * gripRotationAmplitude * gripDirection, 0); - gripTransform.gameObject.GetComponent().material.SetColor("_BaseColor", gripAmount > 0.01f ? UIOptions.SelectedColor : Color.black); - } - - // TRIGGER - if (null != triggerTransform) - { - float triggerAmount = VRInput.GetValue(device, CommonUsages.trigger); - triggerTransform.localRotation = initTriggerRotation * Quaternion.Euler(triggerAmount * triggerRotationAmplitude, 0, 0); - triggerTransform.gameObject.GetComponent().material.SetColor("_BaseColor", triggerAmount > 0.01f ? UIOptions.SelectedColor : Color.black); - } - - // JOYSTICK - if (null != joystickTransform) - { - Vector2 joystick = VRInput.GetValue(device, CommonUsages.primary2DAxis); - joystickTransform.localRotation = initJoystickRotation * Quaternion.Euler(joystick.y * joystickRotationAmplitude, 0, joystick.x * -joystickRotationAmplitude); - joystickTransform.gameObject.GetComponent().materials[1].SetColor("_BaseColor", joystick.magnitude > 0.05f ? UIOptions.SelectedColor : Color.black); - } - - // PRIMARY - if (null != primaryTransform) - { - bool primaryState = VRInput.GetValue(device, CommonUsages.primaryButton); - primaryTransform.localPosition = initPrimaryTranslation; - primaryTransform.gameObject.GetComponent().material.SetColor("_BaseColor", primaryState ? UIOptions.SelectedColor : Color.black); - if (primaryState) - { - primaryTransform.localPosition += new Vector3(0, 0, primaryTranslationAmplitude); // TODO: quick anim? CoRoutine. - } - } - - // SECONDARY - if (null != secondaryTransform) - { - bool secondaryState = VRInput.GetValue(device, CommonUsages.secondaryButton); - secondaryTransform.localPosition = initSecondaryTranslation; - secondaryTransform.gameObject.GetComponent().material.SetColor("_BaseColor", secondaryState ? UIOptions.SelectedColor : Color.black); - if (secondaryState) - { - secondaryTransform.localPosition += new Vector3(0, 0, secondaryTranslationAmplitude); // TODO: quick anim? CoRoutine. - } - } - } - } -} diff --git a/Assets/Scripts/UI/AnimateControllerButtons.cs.meta b/Assets/Scripts/UI/AnimateControllerButtons.cs.meta deleted file mode 100644 index 0c668e7c..00000000 --- a/Assets/Scripts/UI/AnimateControllerButtons.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 99524ccc75c306840a64d770d82ee8b3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Attributes.meta b/Assets/Scripts/UI/Attributes.meta deleted file mode 100644 index de0c0792..00000000 --- a/Assets/Scripts/UI/Attributes.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 68dd68e859274b245a567256c11bd500 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Attributes/CentimeterFloatAttribute.cs b/Assets/Scripts/UI/Attributes/CentimeterFloatAttribute.cs deleted file mode 100644 index 11c48565..00000000 --- a/Assets/Scripts/UI/Attributes/CentimeterFloatAttribute.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace VRtist -{ - [AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = true)] - public class CentimeterFloatAttribute : PropertyAttribute - { - } -} diff --git a/Assets/Scripts/UI/Attributes/CentimeterFloatAttribute.cs.meta b/Assets/Scripts/UI/Attributes/CentimeterFloatAttribute.cs.meta deleted file mode 100644 index 6f2b70ae..00000000 --- a/Assets/Scripts/UI/Attributes/CentimeterFloatAttribute.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e9aafba0f8becfe47a20a29bd48ca1fc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Attributes/CentimeterVector3Attribute.cs b/Assets/Scripts/UI/Attributes/CentimeterVector3Attribute.cs deleted file mode 100644 index c5bd60a5..00000000 --- a/Assets/Scripts/UI/Attributes/CentimeterVector3Attribute.cs +++ /dev/null @@ -1,35 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace VRtist -{ - [AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = true)] - public class CentimeterVector3Attribute : PropertyAttribute - { - } -} diff --git a/Assets/Scripts/UI/Attributes/CentimeterVector3Attribute.cs.meta b/Assets/Scripts/UI/Attributes/CentimeterVector3Attribute.cs.meta deleted file mode 100644 index 0ee8e929..00000000 --- a/Assets/Scripts/UI/Attributes/CentimeterVector3Attribute.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 399876f46c368fe4898f7c7b716dc829 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Attributes/PercentageAttribute.cs b/Assets/Scripts/UI/Attributes/PercentageAttribute.cs deleted file mode 100644 index 2d9bed1a..00000000 --- a/Assets/Scripts/UI/Attributes/PercentageAttribute.cs +++ /dev/null @@ -1,33 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using UnityEngine; - -namespace VRtist -{ - [AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = true)] - public class PercentageAttribute : PropertyAttribute - { - } -} diff --git a/Assets/Scripts/UI/Attributes/PercentageAttribute.cs.meta b/Assets/Scripts/UI/Attributes/PercentageAttribute.cs.meta deleted file mode 100644 index c2d25671..00000000 --- a/Assets/Scripts/UI/Attributes/PercentageAttribute.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ee427da38770b3149ab8e1c7270f87aa -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Attributes/SpaceHeaderAttribute.cs b/Assets/Scripts/UI/Attributes/SpaceHeaderAttribute.cs deleted file mode 100644 index 9c8cf311..00000000 --- a/Assets/Scripts/UI/Attributes/SpaceHeaderAttribute.cs +++ /dev/null @@ -1,46 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace VRtist -{ - - [System.AttributeUsage(AttributeTargets.Field, Inherited = true, AllowMultiple = true)] - public class SpaceHeaderAttribute : PropertyAttribute - { - public readonly string caption; - public readonly float spaceHeight; - public readonly Color lineColor = Color.red; - - public SpaceHeaderAttribute(string caption, float spaceHeight, float r, float g, float b) - { - this.caption = caption; - this.spaceHeight = spaceHeight; - this.lineColor = new Color(r, g, b); - } - } -} diff --git a/Assets/Scripts/UI/Attributes/SpaceHeaderAttribute.cs.meta b/Assets/Scripts/UI/Attributes/SpaceHeaderAttribute.cs.meta deleted file mode 100644 index 15c2f3d6..00000000 --- a/Assets/Scripts/UI/Attributes/SpaceHeaderAttribute.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d51f09141b7863c4688ccd97ebfd501d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/ColorReference.cs b/Assets/Scripts/UI/ColorReference.cs deleted file mode 100644 index 4a416578..00000000 --- a/Assets/Scripts/UI/ColorReference.cs +++ /dev/null @@ -1,56 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using UnityEngine; - -namespace VRtist -{ - [Serializable] - public class ColorReference - { - public bool useConstant = true; - public Color constant = Color.grey; - public ColorVar reference; - - public Color Value - { - get - { - return (useConstant || reference == null ) ? constant : reference.value; - } - - set - { - if (useConstant) - { - constant = value; - } - else - { - reference.value = value; // NOTE: pas sur de vouloir ca par code. - } - } - } - } -} diff --git a/Assets/Scripts/UI/ColorReference.cs.meta b/Assets/Scripts/UI/ColorReference.cs.meta deleted file mode 100644 index 35c90bb6..00000000 --- a/Assets/Scripts/UI/ColorReference.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 43382dbd20988d049b356d302cf8587d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Countdown.cs b/Assets/Scripts/UI/Countdown.cs deleted file mode 100644 index bdfb47b6..00000000 --- a/Assets/Scripts/UI/Countdown.cs +++ /dev/null @@ -1,79 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public class Countdown : MonoBehaviour - { - public Sprite[] sprites; - public UnityEvent onCountdownFinished = new UnityEvent(); - - private MeshRenderer meshRenderer = null; - private bool countdownActive = false; - private float accTime = 0.0f; - private int prevIdx = -1; - - public void OnEnable() - { - meshRenderer = GetComponentInChildren(); - meshRenderer.material.SetTexture("_UnlitColorMap", sprites[0].texture); // 3 - accTime = 0.0f; - prevIdx = 0; - countdownActive = true; - } - - public void OnDisable() - { - countdownActive = false; - } - - void Update() - { - if (countdownActive) - { - float dt = Time.unscaledDeltaTime; - if (accTime >= 3.0f) - { - onCountdownFinished.Invoke(); - countdownActive = false; - gameObject.SetActive(false); - } - else - { - // TODO: pulse scale anim - - int idx = Mathf.FloorToInt(accTime); - if (idx != prevIdx) - { - meshRenderer.material.SetTexture("_UnlitColorMap", sprites[idx].texture); - prevIdx = idx; - } - accTime += dt; - } - } - } - } -} diff --git a/Assets/Scripts/UI/Countdown.cs.meta b/Assets/Scripts/UI/Countdown.cs.meta deleted file mode 100644 index 55a97b3f..00000000 --- a/Assets/Scripts/UI/Countdown.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b8b3b39a1847c7d4faf5db3fbf2e2062 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/DebugUI.cs b/Assets/Scripts/UI/DebugUI.cs deleted file mode 100644 index edadc583..00000000 --- a/Assets/Scripts/UI/DebugUI.cs +++ /dev/null @@ -1,1207 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; -#if UNITY_EDITOR -using UnityEditor; -using UnityEditor.SceneManagement; -#endif -using UnityEngine; -using UnityEngine.UI; - -namespace VRtist -{ - public class DebugUI : MonoBehaviour - { - public UIHandle[] windows = null; - - public GameObject[] assetBankPages = null; - -#if UNITY_EDITOR - - public void UIOPTIONS_Refresh() - { - // refresh all items - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - element.NeedsRebuild = true; - //element.ResetColor(); - } - } - } - - public void UIOPTIONS_ResetAllThickness() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - checkbox.thickness = 0.005f; - } - - UISlider slider = element.GetComponent(); - if (slider != null) - { - slider.thickness = 0.005f; - } - - UIVerticalSlider vslider = element.GetComponent(); - if (vslider != null) - { - vslider.thickness = 0.005f; - } - - element.NeedsRebuild = true; - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - public void UIOPTIONS_ResetAllColors() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; -#if toto - element.baseColor.useConstant = false; - element.baseColor.constant = UIOptions.BackgroundColor; - element.baseColor.reference = UIOptions.BackgroundColorVar; - - element.textColor.useConstant = false; - element.textColor.constant = UIOptions.ForegroundColor; - element.textColor.reference = UIOptions.ForegroundColorVar; - - element.disabledColor.useConstant = false; - element.disabledColor.constant = UIOptions.DisabledColor; - element.disabledColor.reference = UIOptions.DisabledColorVar; - - element.pushedColor.useConstant = false; - element.pushedColor.constant = UIOptions.PushedColor; - element.pushedColor.reference = UIOptions.PushedColorVar; - - element.selectedColor.useConstant = false; - element.selectedColor.constant = UIOptions.SelectedColor; - element.selectedColor.reference = UIOptions.SelectedColorVar; - - element.hoveredColor.useConstant = false; - element.hoveredColor.constant = UIOptions.HoveredColor; - element.hoveredColor.reference = UIOptions.HoveredColorVar; - - UIButton button = element.GetComponent(); - if (button != null) - { - // CheckedColor - button.checkedColor.useConstant = false; - button.checkedColor.constant = UIOptions.CheckedColor; - button.checkedColor.reference = UIOptions.CheckedColorVar; - - // Text Color - button.textColor.useConstant = false; - button.textColor.constant = UIOptions.ForegroundColor; - button.textColor.reference = UIOptions.ForegroundColorVar; - - if (button.transform.parent.gameObject.name == "CloseButton") - { - button.baseColor.useConstant = false; - button.baseColor.constant = UIOptions.CloseWindowButtonColor; - button.baseColor.reference = UIOptions.CloseWindowButtonColorVar; - } - - if (button.transform.parent.gameObject.name == "PinButton") - { - button.baseColor.useConstant = false; - button.baseColor.constant = UIOptions.PinWindowButtonColor; - button.baseColor.reference = UIOptions.PinWindowButtonColorVar; - } - - if (button.gameObject.name == "ExitButton") - { - button.baseColor.useConstant = false; - button.baseColor.constant = UIOptions.ExitButtonColor; - button.baseColor.reference = UIOptions.ExitButtonColorVar; - } - } - - UILabel label = element.GetComponent(); - if (label != null) - { - label.baseColor.useConstant = false; - label.baseColor.constant = UIOptions.InvisibleColor; - label.baseColor.reference = UIOptions.InvisibleColorVar; - - label.textColor.useConstant = false; - label.textColor.constant = UIOptions.ForegroundColor; - label.textColor.reference = UIOptions.ForegroundColorVar; - - if (label.gameObject.name == "SectionLabel") - { - label.textColor.useConstant = false; - label.textColor.constant = UIOptions.SectionTextColor; - label.textColor.reference = UIOptions.SectionTextColorVar; - } - - if (label.gameObject.name == "TitleBar") - { - label.baseColor.useConstant = false; - label.baseColor.constant = UIOptions.PanelColor; - label.baseColor.reference = UIOptions.PanelColorVar; - } - } -#endif - UIPanel panel = element.GetComponent(); - if (panel != null) - { - // Specific BASE color for Panels - panel.baseColor.useConstant = false; - panel.baseColor.constant = UIOptions.PanelColor; - panel.baseColor.reference = UIOptions.PanelColorVar; - - // Specific HOVER color for Panels - panel.hoveredColor.useConstant = false; - panel.hoveredColor.constant = UIOptions.PanelHoverColor; - panel.hoveredColor.reference = UIOptions.PanelHoverColorVar; - } -#if toto - UIGrabber grabber = element.GetComponent(); - if (grabber) - { - grabber.baseColor.useConstant = false; - grabber.baseColor.constant = UIOptions.GrabberBaseColor; - grabber.baseColor.reference = UIOptions.GrabberBaseColorVar; - - grabber.pushedColor.useConstant = false; - grabber.pushedColor.constant = UIOptions.GrabberHoverColor; - grabber.pushedColor.reference = UIOptions.GrabberHoverColorVar; - - SerializedObject so = new SerializedObject(grabber); - so.FindProperty("baseColor").FindPropertyRelative("useConstant").boolValue = true; - so.FindProperty("baseColor").FindPropertyRelative("constant").colorValue = UIOptions.GrabberBaseColor; - //so.FindProperty("baseColor").FindPropertyRelative("reference").objectReferenceValue = UIOptions.GrabberBaseColorVar; - - so.FindProperty("pushedColor").FindPropertyRelative("useConstant").boolValue = true; - so.FindProperty("pushedColor").FindPropertyRelative("constant").colorValue = UIOptions.GrabberHoverColor; - //so.FindProperty("pushedColor").FindPropertyRelative("reference").objectReferenceValue = UIOptions.GrabberHoverColorVar; - so.ApplyModifiedProperties(); - } - - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - checkbox.baseColor.useConstant = false; - checkbox.baseColor.constant = UIOptions.InvisibleColor; - checkbox.baseColor.reference = UIOptions.InvisibleColorVar; - } - - UISlider slider = element.GetComponent(); - if (slider != null) - { - slider.rail._color.useConstant = false; - slider.rail._color.constant = UIOptions.SliderRailColor; - slider.rail._color.reference = UIOptions.SliderRailColorVar; - - slider.knob._color.useConstant = false; - slider.knob._color.constant = UIOptions.SliderKnobColor; - slider.knob._color.reference = UIOptions.SliderKnobColorVar; - } - - UIVerticalSlider vslider = element.GetComponent(); - if (vslider != null) - { - vslider.rail._color.useConstant = false; - vslider.rail._color.constant = UIOptions.SliderRailColor; - vslider.rail._color.reference = UIOptions.SliderRailColorVar; - - vslider.knob._color.useConstant = false; - vslider.knob._color.constant = UIOptions.SliderKnobColor; - vslider.knob._color.reference = UIOptions.SliderKnobColorVar; - } - - UISpinner spinner = element.GetComponent(); - if (spinner) - { - } - - UITimeBar timebar = element.GetComponent(); - if (timebar) - { - } -#endif - element.NeedsRebuild = true; - //element.ResetColor(); - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - public void UIOPTIONS_HoveredColor() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - element.hoveredColor.useConstant = false; - element.hoveredColor.constant = UIOptions.HoveredColor; - element.hoveredColor.reference = UIOptions.HoveredColorVar; - - UIPanel panel = element.GetComponent(); - if (panel != null) - { - // Specific base color for Panels - panel.hoveredColor.useConstant = false; - panel.hoveredColor.constant = UIOptions.PanelHoverColor; - panel.hoveredColor.reference = UIOptions.PanelHoverColorVar; - } - - element.NeedsRebuild = true; - //element.ResetColor(); - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - - - - - public void MATERIALS_RelinkAndFix() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - UIButton button = element.GetComponent(); - if (button != null) - { - button.source_material = UIUtils.LoadMaterial(UIButton.default_material_name); - } - - UILabel label = element.GetComponent(); - if (label != null) - { - if (label.name == "TitleBar") - { - label.source_material = UIUtils.LoadMaterial("UIBase"); - } - else - { - label.source_material = UIUtils.LoadMaterial(UILabel.default_material_name); - } - } - - UIPanel panel = element.GetComponent(); - if (panel != null) - { - panel.source_material = UIUtils.LoadMaterial(UIPanel.default_material_name); - } - - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - checkbox.source_material = UIUtils.LoadMaterial(UICheckbox.default_material_name); - } - - UISlider slider = element.GetComponent(); - if (slider != null) - { - slider.sourceMaterial = UIUtils.LoadMaterial(UISlider.default_material_name); - slider.sourceKnobMaterial = UIUtils.LoadMaterial(UISlider.default_rail_material_name); - slider.sourceRailMaterial = UIUtils.LoadMaterial(UISlider.default_knob_material_name); - } - - UIVerticalSlider vslider = element.GetComponent(); - if (vslider != null) - { - vslider.sourceMaterial = UIUtils.LoadMaterial(UIVerticalSlider.default_material_name); - vslider.sourceKnobMaterial = UIUtils.LoadMaterial(UIVerticalSlider.default_rail_material_name); - vslider.sourceRailMaterial = UIUtils.LoadMaterial(UIVerticalSlider.default_knob_material_name); - } - - UISpinner spinner = element.GetComponent(); - if (spinner) - { - spinner.sourceMaterial = UIUtils.LoadMaterial(UISpinner.default_background_material_name); - } - - // These UIElements do not have source_material yet - - - //UITimeBar timebar = element.GetComponent(); - //if (timebar) - //{ - // timebar.source_material = UIUtils.LoadMaterial(UIPanel.default_material_name); - //} - - //UIColorPickerHue colorpickerhue = element.GetComponent(); - //if (colorpickerhue) - //{ - // colorpickerhue.source_material = UIUtils.LoadMaterial(UIPanel.default_material_name); - //} - - //UIColorPickerSaturation colorpickersat = element.GetComponent(); - //if (colorpickersat) - //{ - // colorpickersat.source_material = UIUtils.LoadMaterial(UIPanel.default_material_name); - //} - - //UIColorPickerPreview colorpickerprev = element.GetComponent(); - //if (colorpickerprev) - //{ - // colorpickerprev.source_material = UIUtils.LoadMaterial(UIPanel.default_material_name); - //} - - element.ResetMaterial(); - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - public void CheckBox_SortingOrder() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - Canvas canvas = checkbox.transform.Find("Canvas").gameObject.GetComponent(); - canvas.sortingOrder = 1; - - MeshRenderer r = canvas.transform.Find("Text").gameObject.GetComponent(); - if (r != null) - { - r.sortingOrder = 1; - } - - element.NeedsRebuild = true; - } - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - // - // Text Mesh Pro - // - - private void TMP_2_TMPUI(TextMeshPro tmp, GameObject gObj) - { - - TMPro.TextAlignmentOptions align = tmp.alignment; - float tmin = tmp.fontSizeMin; - float tmax = tmp.fontSizeMax; - bool autoS = tmp.enableAutoSizing; - TMPro.FontStyles fs = tmp.fontStyle; - Color c = tmp.color; - string s = tmp.text; - - DestroyImmediate(tmp); - - if (gObj.GetComponent() == null) - { - TextMeshProUGUI tui = gObj.AddComponent(); - tui.alignment = align; - tui.fontSizeMin = tmin; - tui.fontSizeMax = tmax; - tui.enableAutoSizing = autoS; - tui.fontStyle = fs; - tui.color = c; - tui.text = s; - } - } - - public void Replace_TextMeshPro_By_TextMeshProUGUI() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - #region button - UIButton button = element.GetComponent(); - if (button != null) - { - Transform textObjectTransform = button.transform.Find("Canvas/Text"); - - TextMeshPro oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - if (oldText != null) - { - TMP_2_TMPUI(oldText, textObjectTransform.gameObject); - } - - textObjectTransform.gameObject.SetActive(button.content != UIButton.ButtonContent.ImageOnly); - } - #endregion - - #region label - UILabel label = element.GetComponent(); - if (label != null) - { - Transform textObjectTransform = label.transform.Find("Canvas/Text"); - TextMeshPro oldText = label.gameObject.GetComponentInChildren(true); - if (oldText != null) - { - TMP_2_TMPUI(oldText, textObjectTransform.gameObject); - } - } - #endregion - - #region checkbox - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - Transform textObjectTransform = checkbox.transform.Find("Canvas/Text"); - TextMeshPro oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - if (oldText != null) - { - TMP_2_TMPUI(oldText, textObjectTransform.gameObject); - } - } - #endregion - - UISlider slider = element.GetComponent(); - if (slider != null) - { - Transform textObjectTransform = slider.transform.Find("Canvas/Text"); - TextMeshPro oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - if (oldText != null) - { - TMP_2_TMPUI(oldText, textObjectTransform.gameObject); - } - - Transform textValueObjectTransform = slider.transform.Find("Canvas/TextValue"); - TextMeshPro oldTextValue = textValueObjectTransform.gameObject.GetComponentInChildren(true); - if (oldTextValue != null) - { - TMP_2_TMPUI(oldTextValue, textValueObjectTransform.gameObject); - } - } - - UIVerticalSlider vslider = element.GetComponent(); - if (vslider != null) - { - Transform textValueObjectTransform = vslider.transform.Find("Canvas/TextValue"); - TextMeshPro oldTextValue = textValueObjectTransform.gameObject.GetComponentInChildren(true); - if (oldTextValue != null) - { - TMP_2_TMPUI(oldTextValue, textValueObjectTransform.gameObject); - } - } - - UISpinner spinner = element.GetComponent(); - if (spinner) - { - bool hasText = (spinner.textAndValueVisibilityType == UISpinner.TextAndValueVisibilityType.ShowTextAndValue); - - Transform textObjectTransform = spinner.transform.Find("Canvas/Text"); - TextMeshPro oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - if (oldText != null) - { - TMP_2_TMPUI(oldText, textObjectTransform.gameObject); - } - - textObjectTransform.gameObject.SetActive(hasText); - - Transform textValueObjectTransform = spinner.transform.Find("Canvas/TextValue"); - TextMeshPro oldTextValue = textValueObjectTransform.gameObject.GetComponentInChildren(true); - if (oldTextValue != null) - { - TMP_2_TMPUI(oldTextValue, textValueObjectTransform.gameObject); - } - } - - //UIPanel panel = element.GetComponent(); - //if (panel != null) - //{ - - //} - - //UITimeBar timebar = element.GetComponent(); - //if (timebar) - //{ - - //} - - //UIColorPickerHue colorpickerhue = element.GetComponent(); - //if (colorpickerhue) - //{ - - //} - - //UIColorPickerSaturation colorpickersat = element.GetComponent(); - //if (colorpickersat) - //{ - - //} - - //UIColorPickerPreview colorpickerprev = element.GetComponent(); - //if (colorpickerprev) - //{ - - //} - - element.NeedsRebuild = true; - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - #region UTILS - static void PrintObjectProperties(Object o) - { - SerializedObject so = new SerializedObject(o); - SerializedProperty sp = so.GetIterator(); - do - { - Debug.Log($"n: {sp.name} dn: {sp.displayName} p: {sp.propertyPath}"); - } while (sp.Next(true)); - } - #endregion - - #region TEMPLATE - public void TEMPLATE() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - UIButton button = element.GetComponent(); - if (button != null) - { - - } - - UILabel label = element.GetComponent(); - if (label != null) - { - - } - - UIPanel panel = element.GetComponent(); - if (panel != null) - { - - } - - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - - } - - UISlider slider = element.GetComponent(); - if (slider != null) - { - - } - - UIVerticalSlider vslider = element.GetComponent(); - if (vslider != null) - { - - } - - UISpinner spinner = element.GetComponent(); - if (spinner) - { - - } - - - UITimeBar timebar = element.GetComponent(); - if (timebar) - { - - } - - UIColorPickerHue colorpickerhue = element.GetComponent(); - if (colorpickerhue) - { - - } - - UIColorPickerSaturation colorpickersat = element.GetComponent(); - if (colorpickersat) - { - - } - - UIColorPickerPreview colorpickerprev = element.GetComponent(); - if (colorpickerprev) - { - - } - - element.NeedsRebuild = true; - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - #endregion - - #region DEPRECATED - - // - // Add Colliders to UIPanel - // - - public void AddCollidersToUIPanels() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - UIPanel panel = element.GetComponent(); - if (panel != null) - { - MeshFilter meshFilter = panel.gameObject.GetComponent(); - if (meshFilter != null) // some panels have no geometry (containers only). - { - BoxCollider coll = panel.gameObject.GetComponent(); - if (coll == null) // get first in cas we already clicked on the button. - { - coll = panel.gameObject.AddComponent(); - } - if (coll != null && meshFilter.sharedMesh != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - coll.center = initColliderCenter; - coll.size = initColliderSize; - coll.isTrigger = true; - } - } - } - - element.NeedsRebuild = true; - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - // - // Text Mesh Pro - // - - public void Replace_Text_By_TextMeshPro() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - #region button - UIButton button = element.GetComponent(); - if (button != null) - { - Transform textObjectTransform = button.transform.Find("Canvas/Text"); - - Text oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - if (oldText != null) - { - DestroyImmediate(oldText); - } - - if (textObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textObjectTransform.gameObject.AddComponent(); - t.text = button.textContent; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = button.TextColor; - } - - textObjectTransform.gameObject.SetActive(button.content != UIButton.ButtonContent.ImageOnly); - } - #endregion - - #region label - UILabel label = element.GetComponent(); - if (label != null) - { - Text oldText = label.gameObject.GetComponentInChildren(true); - TMPro.TextAlignmentOptions align = TextAlignmentOptions.Left; - if (oldText != null) - { - if (oldText.alignment == TextAnchor.MiddleCenter) - { - align = TextAlignmentOptions.Midline; - } - else if (oldText.alignment == TextAnchor.UpperLeft) - { - align = TextAlignmentOptions.TopLeft; - } - DestroyImmediate(oldText); - } - - Transform textObjectTransform = label.transform.Find("Canvas/Text"); - - if (textObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textObjectTransform.gameObject.AddComponent(); - t.text = label.textContent; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.renderer.sortingOrder = 1; - t.fontStyle = FontStyles.Normal; - t.alignment = align; - t.color = label.TextColor; - } - } - #endregion - - #region checkbox - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - Transform textObjectTransform = checkbox.transform.Find("Canvas/Text"); - - Text oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - string oldTextContent = ""; - if (oldText != null) - { - oldTextContent = oldText.text; - checkbox.textContent = oldTextContent; // fix empty textContent. - DestroyImmediate(oldText); - } - - if (textObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textObjectTransform.gameObject.AddComponent(); - t.text = checkbox.textContent; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = checkbox.TextColor; - } - } - #endregion - - UISlider slider = element.GetComponent(); - if (slider != null) - { - Transform textObjectTransform = slider.transform.Find("Canvas/Text"); - Text oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - string oldTextContent = ""; - if (oldText != null) - { - oldTextContent = oldText.text; - slider.textContent = oldTextContent; // fix empty textContent. - DestroyImmediate(oldText); - } - - if (textObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textObjectTransform.gameObject.AddComponent(); - t.text = slider.textContent; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = slider.TextColor; - } - - Transform textValueObjectTransform = slider.transform.Find("Canvas/TextValue"); - Text oldTextValue = textValueObjectTransform.gameObject.GetComponentInChildren(true); - if (oldTextValue != null) - { - DestroyImmediate(oldTextValue); - } - - if (textValueObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textValueObjectTransform.gameObject.AddComponent(); - t.text = slider.currentValue.ToString("#0.00"); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Right; - t.color = slider.TextColor; - } - } - - UIVerticalSlider vslider = element.GetComponent(); - if (vslider != null) - { - Transform textValueObjectTransform = vslider.transform.Find("Canvas/TextValue"); - Text oldTextValue = textValueObjectTransform.gameObject.GetComponentInChildren(true); - TextAlignmentOptions align = TextAlignmentOptions.Right; - if (oldTextValue != null) - { - if (oldTextValue.alignment == TextAnchor.MiddleLeft) - { - align = TextAlignmentOptions.Left; - } - DestroyImmediate(oldTextValue); - } - - if (textValueObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textValueObjectTransform.gameObject.AddComponent(); - t.text = vslider.currentValue.ToString("#0.00"); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = align; - t.color = vslider.TextColor; - } - } - - UISpinner spinner = element.GetComponent(); - if (spinner) - { - bool hasText = (spinner.textAndValueVisibilityType == UISpinner.TextAndValueVisibilityType.ShowTextAndValue); - - Transform textObjectTransform = spinner.transform.Find("Canvas/Text"); - Text oldText = textObjectTransform.gameObject.GetComponentInChildren(true); - string oldTextContent = ""; - if (oldText != null) - { - oldTextContent = oldText.text; - spinner.textContent = oldTextContent; // fix empty textContent. - DestroyImmediate(oldText); - } - - if (textObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textObjectTransform.gameObject.AddComponent(); - t.text = spinner.textContent; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = spinner.TextColor; - - // hide if ValueOnly - textObjectTransform.gameObject.SetActive(hasText); - } - - Transform textValueObjectTransform = spinner.transform.Find("Canvas/TextValue"); - Text oldTextValue = textValueObjectTransform.gameObject.GetComponentInChildren(true); - if (oldTextValue != null) - { - DestroyImmediate(oldTextValue); - } - - if (textValueObjectTransform.gameObject.GetComponent() == null) - { - TextMeshPro t = textValueObjectTransform.gameObject.AddComponent(); - t.text = (spinner.spinnerValueType == UISpinner.SpinnerValueType.Float) - ? spinner.FloatValue.ToString("#0.00") - : spinner.IntValue.ToString(); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = hasText ? TextAlignmentOptions.Right : TextAlignmentOptions.Center; - t.color = spinner.TextColor; - } - } - - //UIPanel panel = element.GetComponent(); - //if (panel != null) - //{ - - //} - - //UITimeBar timebar = element.GetComponent(); - //if (timebar) - //{ - - //} - - //UIColorPickerHue colorpickerhue = element.GetComponent(); - //if (colorpickerhue) - //{ - - //} - - //UIColorPickerSaturation colorpickersat = element.GetComponent(); - //if (colorpickersat) - //{ - - //} - - //UIColorPickerPreview colorpickerprev = element.GetComponent(); - //if (colorpickerprev) - //{ - - //} - - element.NeedsRebuild = true; - } - } - EditorSceneManager.MarkSceneDirty(EditorSceneManager.GetActiveScene()); - } - - // - // FONT BOLD TO NORMAL - // - - public void FONT_BoldToNormal() - { - int index = 0; // "0: Normal 1: Bold 2: Italic" - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - UIButton button = element.GetComponent(); - if (button != null) - { - Text t = button.gameObject.GetComponentInChildren(true); - if (t != null) - { - //t.fontStyle = FontStyle.Normal; - SerializedObject so = new SerializedObject(t); - so.FindProperty("m_FontData.m_FontStyle").enumValueIndex = index; // "Normal" - so.ApplyModifiedProperties(); - } - } - - UILabel label = element.GetComponent(); - if (label != null) - { - Text t = label.gameObject.GetComponentInChildren(true); - if (t != null) - { - //t.fontStyle = FontStyle.Normal; - SerializedObject so = new SerializedObject(t); - so.FindProperty("m_FontData.m_FontStyle").enumValueIndex = index; // "Normal" - so.ApplyModifiedProperties(); - } - } - - UIPanel panel = element.GetComponent(); - if (panel != null) - { - - } - - UICheckbox checkbox = element.GetComponent(); - if (checkbox != null) - { - Text t = checkbox.gameObject.GetComponentInChildren(true); - if (t != null) - { - //t.fontStyle = FontStyle.Normal; - SerializedObject so = new SerializedObject(t); - so.FindProperty("m_FontData.m_FontStyle").enumValueIndex = index; // "Normal" - so.ApplyModifiedProperties(); - } - } - - UISlider slider = element.GetComponent(); - if (slider != null) - { - Text[] texts = slider.gameObject.GetComponentsInChildren(); - foreach (Text t in texts) - { - //t.fontStyle = FontStyle.Normal; - SerializedObject so = new SerializedObject(t); - so.FindProperty("m_FontData.m_FontStyle").enumValueIndex = index; // "Normal" - so.ApplyModifiedProperties(); - } - } - - UIVerticalSlider vslider = element.GetComponent(); - if (vslider != null) - { - Text t = vslider.gameObject.GetComponentInChildren(true); - if (t != null) - { - //t.fontStyle = FontStyle.Normal; - SerializedObject so = new SerializedObject(t); - so.FindProperty("m_FontData.m_FontStyle").enumValueIndex = index; // "Normal" - so.ApplyModifiedProperties(); - } - } - - UISpinner spinner = element.GetComponent(); - if (spinner) - { - Text[] texts = spinner.gameObject.GetComponentsInChildren(); - foreach (Text t in texts) - { - //t.fontStyle = FontStyle.Normal; - SerializedObject so = new SerializedObject(t); - so.FindProperty("m_FontData.m_FontStyle").enumValueIndex = index; // "Normal" - so.ApplyModifiedProperties(); - } - } - - - UITimeBar timebar = element.GetComponent(); - if (timebar) - { - - } - - UIColorPickerHue colorpickerhue = element.GetComponent(); - if (colorpickerhue) - { - - } - - UIColorPickerSaturation colorpickersat = element.GetComponent(); - if (colorpickersat) - { - - } - - UIColorPickerPreview colorpickerprev = element.GetComponent(); - if (colorpickerprev) - { - - } - - element.NeedsRebuild = true; - } - } - } - - // - // Set Base Sprite - // - - public void Checkable_SetBaseSprite() - { - for (int w = 0; w < windows.Length; ++w) - { - UIElement[] uiElements = windows[w].GetComponentsInChildren(true); - for (int e = 0; e < uiElements.Length; ++e) - { - UIElement element = uiElements[e]; - - UIButton button = element.GetComponent(); - if (button != null && button.baseSprite == null) - { - Image img = button.GetComponentInChildren(); - if (img != null && img.sprite != null) - { - //button.baseSprite = img.sprite; - - SerializedObject so = new SerializedObject(button); - so.FindProperty("baseSprite").objectReferenceValue = img.sprite; - so.ApplyModifiedProperties(); - - element.NeedsRebuild = true; - } - } - } - } - } - - public void UIOPTIONS_RandomChangeColors() - { - UIOptions.BackgroundColorVar.value = Random.ColorHSV(); - - UIOPTIONS_Refresh(); - } - - // - // Asset Bank Reorder - // - - public void AssetBank_Reorder() - { - float startx = 0.05f; - float starty = -0.08f; - float startz = -0.025f; - - float offsetx = 0.075f; - float offsety = -0.07f; - - for (int p = 0; p < assetBankPages.Length; ++p) - { - float currentx = startx; - float currenty = starty; - - GameObject page = assetBankPages[p]; - for (int i = 0; i < page.transform.childCount; ++i) - { - Transform assetTransform = page.transform.GetChild(i); - UIGrabber grabber = assetTransform.GetComponent(); - if (grabber != null) - { - currentx = startx + (float)(i % 4) * offsetx; - currenty = starty + (float)(i / 4) * offsety; - SerializedObject so = new SerializedObject(grabber); - so.FindProperty("relativeLocation").vector3Value = new Vector3(currentx, currenty, startz); - so.ApplyModifiedProperties(); - grabber.NeedsRebuild = true; - } - } - } - } - - - #endregion - -#endif - } -} diff --git a/Assets/Scripts/UI/DebugUI.cs.meta b/Assets/Scripts/UI/DebugUI.cs.meta deleted file mode 100644 index e24d7950..00000000 --- a/Assets/Scripts/UI/DebugUI.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ff1402548d027de49b7bb3a601025a37 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor.meta b/Assets/Scripts/UI/Editor.meta deleted file mode 100644 index 1d7ad2da..00000000 --- a/Assets/Scripts/UI/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f4fe059cba4327343b41981450f4ad31 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/BuiltInResourcesWindow.cs b/Assets/Scripts/UI/Editor/BuiltInResourcesWindow.cs deleted file mode 100644 index 2ba494c4..00000000 --- a/Assets/Scripts/UI/Editor/BuiltInResourcesWindow.cs +++ /dev/null @@ -1,249 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; - -public class BuiltInResourcesWindow : EditorWindow -{ - [MenuItem("Window/Built-in styles and icons")] - public static void ShowWindow() - { - BuiltInResourcesWindow w = (BuiltInResourcesWindow)EditorWindow.GetWindow(); - w.Show(); - } - - private struct Drawing - { - public Rect Rect; - public Action Draw; - } - - private List Drawings; - - private List _objects; - private float _scrollPos; - private float _maxY; - private Rect _oldPosition; - - private bool _showingStyles = true; - private bool _showingIcons = false; - - private string _search = ""; - - void OnGUI() - { - if (position.width != _oldPosition.width && Event.current.type == EventType.Layout) - { - Drawings = null; - _oldPosition = position; - } - - GUILayout.BeginHorizontal(); - - if (GUILayout.Toggle(_showingStyles, "Styles", EditorStyles.toolbarButton) != _showingStyles) - { - _showingStyles = !_showingStyles; - _showingIcons = !_showingStyles; - Drawings = null; - } - - if (GUILayout.Toggle(_showingIcons, "Icons", EditorStyles.toolbarButton) != _showingIcons) - { - _showingIcons = !_showingIcons; - _showingStyles = !_showingIcons; - Drawings = null; - } - - GUILayout.EndHorizontal(); - - string newSearch = GUILayout.TextField(_search); - if (newSearch != _search) - { - _search = newSearch; - Drawings = null; - } - - float top = 36; - - if (Drawings == null) - { - string lowerSearch = _search.ToLower(); - - Drawings = new List(); - - GUIContent inactiveText = new GUIContent("inactive"); - GUIContent activeText = new GUIContent("active"); - - float x = 5.0f; - float y = 5.0f; - - if (_showingStyles) - { - foreach (GUIStyle ss in GUI.skin.customStyles) - { - if (lowerSearch != "" && !ss.name.ToLower().Contains(lowerSearch)) - continue; - - GUIStyle thisStyle = ss; - - Drawing draw = new Drawing(); - - float width = Mathf.Max( - 100.0f, - GUI.skin.button.CalcSize(new GUIContent(ss.name)).x, - ss.CalcSize(inactiveText).x + ss.CalcSize(activeText).x - ) + 16.0f; - - float height = 60.0f; - - if (x + width > position.width - 32 && x > 5.0f) - { - x = 5.0f; - y += height + 10.0f; - } - - draw.Rect = new Rect(x, y, width, height); - - width -= 8.0f; - - draw.Draw = () => - { - if (GUILayout.Button(thisStyle.name, GUILayout.Width(width))) - CopyText("(GUIStyle)\"" + thisStyle.name + "\""); - - GUILayout.BeginHorizontal(); - GUILayout.Toggle(false, inactiveText, thisStyle, GUILayout.Width(width / 2)); - GUILayout.Toggle(false, activeText, thisStyle, GUILayout.Width(width / 2)); - GUILayout.EndHorizontal(); - }; - - x += width + 18.0f; - - Drawings.Add(draw); - } - } - else if (_showingIcons) - { - if (_objects == null) - { - _objects = new List(Resources.FindObjectsOfTypeAll(typeof(Texture))); - _objects.Sort((pA, pB) => System.String.Compare(pA.name, pB.name, System.StringComparison.OrdinalIgnoreCase)); - } - - float rowHeight = 0.0f; - - foreach (UnityEngine.Object oo in _objects) - { - Texture texture = (Texture)oo; - - if (texture.name == "") - continue; - - if (lowerSearch != "" && !texture.name.ToLower().Contains(lowerSearch)) - continue; - - Drawing draw = new Drawing(); - - float width = Mathf.Max( - GUI.skin.button.CalcSize(new GUIContent(texture.name)).x, - texture.width - ) + 8.0f; - - float height = texture.height + GUI.skin.button.CalcSize(new GUIContent(texture.name)).y + 8.0f; - - if (x + width > position.width - 32.0f) - { - x = 5.0f; - y += rowHeight + 8.0f; - rowHeight = 0.0f; - } - - draw.Rect = new Rect(x, y, width, height); - - rowHeight = Mathf.Max(rowHeight, height); - - width -= 8.0f; - - draw.Draw = () => - { - if (GUILayout.Button(texture.name, GUILayout.Width(width))) - CopyText("EditorGUIUtility.FindTexture( \"" + texture.name + "\" )"); - - Rect textureRect = GUILayoutUtility.GetRect(texture.width, texture.width, texture.height, texture.height, GUILayout.ExpandHeight(false), GUILayout.ExpandWidth(false)); - EditorGUI.DrawTextureTransparent(textureRect, texture); - }; - - x += width + 8.0f; - - Drawings.Add(draw); - } - } - - _maxY = y; - } - - Rect r = position; - r.y = top; - r.height -= r.y; - r.x = r.width - 16; - r.width = 16; - - float areaHeight = position.height - top; - _scrollPos = GUI.VerticalScrollbar(r, _scrollPos, areaHeight, 0.0f, _maxY); - - Rect area = new Rect(0, top, position.width - 16.0f, areaHeight); - GUILayout.BeginArea(area); - - int count = 0; - foreach (Drawing draw in Drawings) - { - Rect newRect = draw.Rect; - newRect.y -= _scrollPos; - - if (newRect.y + newRect.height > 0 && newRect.y < areaHeight) - { - GUILayout.BeginArea(newRect, GUI.skin.textField); - draw.Draw(); - GUILayout.EndArea(); - - count++; - } - } - - GUILayout.EndArea(); - } - - void CopyText(string pText) - { - TextEditor editor = new TextEditor(); - - //editor.content = new GUIContent(pText); // Unity 4.x code - editor.text = pText; // Unity 5.x code - - editor.SelectAll(); - editor.Copy(); - } -} diff --git a/Assets/Scripts/UI/Editor/BuiltInResourcesWindow.cs.meta b/Assets/Scripts/UI/Editor/BuiltInResourcesWindow.cs.meta deleted file mode 100644 index 698ae233..00000000 --- a/Assets/Scripts/UI/Editor/BuiltInResourcesWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a3bff9c1e21a0864bb402d2eabfac4df -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers.meta b/Assets/Scripts/UI/Editor/Drawers.meta deleted file mode 100644 index c17eb250..00000000 --- a/Assets/Scripts/UI/Editor/Drawers.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: cdd57698d5725fa45a3745b8a1cd5701 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers/CentimeterFloatDrawer.cs b/Assets/Scripts/UI/Editor/Drawers/CentimeterFloatDrawer.cs deleted file mode 100644 index cd47c13e..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/CentimeterFloatDrawer.cs +++ /dev/null @@ -1,40 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomPropertyDrawer(typeof(CentimeterFloatAttribute))] - internal sealed class CentimeterFloatDrawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - property.floatValue = 0.01f * EditorGUI.FloatField(position, property.displayName + " (cm)", property.floatValue * 100.0f); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Drawers/CentimeterFloatDrawer.cs.meta b/Assets/Scripts/UI/Editor/Drawers/CentimeterFloatDrawer.cs.meta deleted file mode 100644 index 8d6e3233..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/CentimeterFloatDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: fd31a31ce83776e4a89f45cd19a08331 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers/CentimeterVector3Drawer.cs b/Assets/Scripts/UI/Editor/Drawers/CentimeterVector3Drawer.cs deleted file mode 100644 index 25519ca3..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/CentimeterVector3Drawer.cs +++ /dev/null @@ -1,40 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomPropertyDrawer(typeof(CentimeterVector3Attribute))] - internal sealed class CentimeterVector3Drawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - property.vector3Value = 0.01f * EditorGUI.Vector3Field(position, property.displayName + " (cm)", property.vector3Value * 100.0f); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Drawers/CentimeterVector3Drawer.cs.meta b/Assets/Scripts/UI/Editor/Drawers/CentimeterVector3Drawer.cs.meta deleted file mode 100644 index f16367e1..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/CentimeterVector3Drawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ccb17a78174cf20448da5afc9ad5b44e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers/ColorReferenceDrawer.cs b/Assets/Scripts/UI/Editor/Drawers/ColorReferenceDrawer.cs deleted file mode 100644 index 18d690fc..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/ColorReferenceDrawer.cs +++ /dev/null @@ -1,92 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomPropertyDrawer(typeof(ColorReference))] - public class ColorReferenceDrawer : PropertyDrawer - { - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - return EditorGUIUtility.singleLineHeight; - } - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - EditorGUI.BeginProperty(position, label, property); - { - bool useConstant = property.FindPropertyRelative("useConstant").boolValue; - - // Draw Label (advances "position") - position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); - - var rect = new Rect(position.position, Vector2.one * 20); // small square - - if (EditorGUI.DropdownButton(rect, new GUIContent(GetDropdownTexture()), FocusType.Keyboard, - new GUIStyle() { fixedWidth = 50.0f, border = new RectOffset(1, 1, 1, 1) })) - { - GenericMenu menu = new GenericMenu(); - menu.AddItem(new GUIContent("Constant"), useConstant, () => SetProperty(property, true)); - menu.AddItem(new GUIContent("Reference"), !useConstant, () => SetProperty(property, false)); - menu.ShowAsContext(); - } - - position.position += Vector2.right * 20; - - Color constantColorValue = property.FindPropertyRelative("constant").colorValue; - - if (useConstant) - { - Rect colorPickerRect = position; - colorPickerRect.width -= 20; - Color newConstantColorValue = EditorGUI.ColorField(colorPickerRect, GUIContent.none, constantColorValue, true, true, false); - if (GUI.changed) - { - property.FindPropertyRelative("constant").colorValue = newConstantColorValue; - property.serializedObject.ApplyModifiedProperties(); - } - } - else - { - SerializedProperty referenceProperty = property.FindPropertyRelative("reference"); - ColorVarDrawer.DrawColorVar(position, referenceProperty, GUIContent.none, true); - } - } - EditorGUI.EndProperty(); - } - - private void SetProperty(SerializedProperty property, bool value) - { - property.FindPropertyRelative("useConstant").boolValue = value; - property.serializedObject.ApplyModifiedProperties(); - } - - private Texture GetDropdownTexture() - { - return UIUtils.LoadIcon("editor-dropdown").texture; - } - } -} diff --git a/Assets/Scripts/UI/Editor/Drawers/ColorReferenceDrawer.cs.meta b/Assets/Scripts/UI/Editor/Drawers/ColorReferenceDrawer.cs.meta deleted file mode 100644 index 589998f9..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/ColorReferenceDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a312ab578d0e11d489c33f54353f53c0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers/ColorVarDrawer.cs b/Assets/Scripts/UI/Editor/Drawers/ColorVarDrawer.cs deleted file mode 100644 index bf29d1ac..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/ColorVarDrawer.cs +++ /dev/null @@ -1,69 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomPropertyDrawer(typeof(ColorVar))] - public class ColorVarDrawer : PropertyDrawer - { - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - return EditorGUIUtility.singleLineHeight; - } - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - DrawColorVar(position, property, label, false); - } - - public static void DrawColorVar(Rect position, SerializedProperty property, GUIContent label, bool isEmbedded) - { - EditorGUI.BeginProperty(position, label, property); - { - // Draw Label (advances "position") - if (!isEmbedded) - { - position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); - } - else - { - position.width -= 20; - } - - bool isHdrValue = property.FindPropertyRelative("isHdr").boolValue; - - Color constantColorValue = property.FindPropertyRelative("value").colorValue; - Color newConstantColorValue = EditorGUI.ColorField(position, GUIContent.none, constantColorValue, true, true, isHdrValue); - if (GUI.changed) - { - property.FindPropertyRelative("value").colorValue = newConstantColorValue; - property.serializedObject.ApplyModifiedProperties(); - } - } - EditorGUI.EndProperty(); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Drawers/ColorVarDrawer.cs.meta b/Assets/Scripts/UI/Editor/Drawers/ColorVarDrawer.cs.meta deleted file mode 100644 index a2bba86b..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/ColorVarDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9940c76040e46e84db637dafe14fb591 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers/ExtendedScriptableObjectDrawer.cs b/Assets/Scripts/UI/Editor/Drawers/ExtendedScriptableObjectDrawer.cs deleted file mode 100644 index 986faabc..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/ExtendedScriptableObjectDrawer.cs +++ /dev/null @@ -1,351 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -// Must be placed within a folder named "Editor" -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; - -/// -/// Extends how ScriptableObject object references are displayed in the inspector -/// Shows you all values under the object reference -/// Also provides a button to create a new ScriptableObject if property is null. -/// -[CustomPropertyDrawer(typeof(ScriptableObject), true)] -public class ExtendedScriptableObjectDrawer : PropertyDrawer -{ - - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - float totalHeight = EditorGUIUtility.singleLineHeight; - if (property.objectReferenceValue == null || !AreAnySubPropertiesVisible(property)) - { - return totalHeight; - } - if (property.isExpanded) - { - var data = property.objectReferenceValue as ScriptableObject; - if (data == null) return EditorGUIUtility.singleLineHeight; - SerializedObject serializedObject = new SerializedObject(data); - SerializedProperty prop = serializedObject.GetIterator(); - if (prop.NextVisible(true)) - { - do - { - if (prop.name == "m_Script") continue; - var subProp = serializedObject.FindProperty(prop.name); - float height = EditorGUI.GetPropertyHeight(subProp, null, true) + EditorGUIUtility.standardVerticalSpacing; - totalHeight += height; - } - while (prop.NextVisible(false)); - } - // Add a tiny bit of height if open for the background - totalHeight += EditorGUIUtility.standardVerticalSpacing; - } - return totalHeight; - } - - const int buttonWidth = 66; - - static readonly List ignoreClassFullNames = new List { "TMPro.TMP_FontAsset" }; - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - EditorGUI.BeginProperty(position, label, property); - var type = GetFieldType(); - - if (type == null || ignoreClassFullNames.Contains(type.FullName)) - { - EditorGUI.PropertyField(position, property, label); - EditorGUI.EndProperty(); - return; - } - - ScriptableObject propertySO = null; - if (!property.hasMultipleDifferentValues && property.serializedObject.targetObject != null && property.serializedObject.targetObject is ScriptableObject) - { - propertySO = (ScriptableObject)property.serializedObject.targetObject; - } - - var propertyRect = Rect.zero; - var guiContent = new GUIContent(property.displayName); - var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); - if (property.objectReferenceValue != null && AreAnySubPropertiesVisible(property)) - { - property.isExpanded = EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true); - } - else - { - // So yeah having a foldout look like a label is a weird hack - // but both code paths seem to need to be a foldout or - // the object field control goes weird when the codepath changes. - // I guess because foldout is an interactable control of its own and throws off the controlID? - foldoutRect.x += 12; - EditorGUI.Foldout(foldoutRect, property.isExpanded, guiContent, true, EditorStyles.label); - } - var indentedPosition = EditorGUI.IndentedRect(position); - var indentOffset = indentedPosition.x - position.x; - propertyRect = new Rect(position.x + (EditorGUIUtility.labelWidth - indentOffset), position.y, position.width - (EditorGUIUtility.labelWidth - indentOffset), EditorGUIUtility.singleLineHeight); - - if (propertySO != null || property.objectReferenceValue == null) - { - propertyRect.width -= buttonWidth; - } - - property.objectReferenceValue = EditorGUI.ObjectField(propertyRect, GUIContent.none, property.objectReferenceValue, type, false); - if (GUI.changed) property.serializedObject.ApplyModifiedProperties(); - - var buttonRect = new Rect(position.x + position.width - buttonWidth, position.y, buttonWidth, EditorGUIUtility.singleLineHeight); - - if (property.propertyType == SerializedPropertyType.ObjectReference && property.objectReferenceValue != null) - { - var data = (ScriptableObject)property.objectReferenceValue; - - if (property.isExpanded) - { - // Draw a background that shows us clearly which fields are part of the ScriptableObject - GUI.Box(new Rect(0, position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing - 1, Screen.width, position.height - EditorGUIUtility.singleLineHeight - EditorGUIUtility.standardVerticalSpacing), ""); - - EditorGUI.indentLevel++; - SerializedObject serializedObject = new SerializedObject(data); - - // Iterate over all the values and draw them - SerializedProperty prop = serializedObject.GetIterator(); - float y = position.y + EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; - if (prop.NextVisible(true)) - { - do - { - // Don't bother drawing the class file - if (prop.name == "m_Script") continue; - float height = EditorGUI.GetPropertyHeight(prop, new GUIContent(prop.displayName), true); - EditorGUI.PropertyField(new Rect(position.x, y, position.width - buttonWidth, height), prop, true); - y += height + EditorGUIUtility.standardVerticalSpacing; - } - while (prop.NextVisible(false)); - } - if (GUI.changed) - serializedObject.ApplyModifiedProperties(); - - EditorGUI.indentLevel--; - } - } - else - { - if (GUI.Button(buttonRect, "Create")) - { - string selectedAssetPath = "Assets"; - if (property.serializedObject.targetObject is MonoBehaviour) - { - MonoScript ms = MonoScript.FromMonoBehaviour((MonoBehaviour)property.serializedObject.targetObject); - selectedAssetPath = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(ms)); - } - - property.objectReferenceValue = CreateAssetWithSavePrompt(type, selectedAssetPath); - } - } - property.serializedObject.ApplyModifiedProperties(); - EditorGUI.EndProperty(); - } - - public static T _GUILayout(string label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject - { - return _GUILayout(new GUIContent(label), objectReferenceValue, ref isExpanded); - } - - public static T _GUILayout(GUIContent label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject - { - Rect position = EditorGUILayout.BeginVertical(); - - var propertyRect = Rect.zero; - var guiContent = label; - var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); - if (objectReferenceValue != null) - { - isExpanded = EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true); - - var indentedPosition = EditorGUI.IndentedRect(position); - var indentOffset = indentedPosition.x - position.x; - propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset, EditorGUIUtility.singleLineHeight); - } - else - { - // So yeah having a foldout look like a label is a weird hack - // but both code paths seem to need to be a foldout or - // the object field control goes weird when the codepath changes. - // I guess because foldout is an interactable control of its own and throws off the controlID? - foldoutRect.x += 12; - EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true, EditorStyles.label); - - var indentedPosition = EditorGUI.IndentedRect(position); - var indentOffset = indentedPosition.x - position.x; - propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset - 60, EditorGUIUtility.singleLineHeight); - } - - EditorGUILayout.BeginHorizontal(); - objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent(" "), objectReferenceValue, typeof(T), false) as T; - - if (objectReferenceValue != null) - { - - EditorGUILayout.EndHorizontal(); - if (isExpanded) - { - DrawScriptableObjectChildFields(objectReferenceValue); - } - } - else - { - if (GUILayout.Button("Create", GUILayout.Width(buttonWidth))) - { - string selectedAssetPath = "Assets"; - var newAsset = CreateAssetWithSavePrompt(typeof(T), selectedAssetPath); - if (newAsset != null) - { - objectReferenceValue = (T)newAsset; - } - } - EditorGUILayout.EndHorizontal(); - } - EditorGUILayout.EndVertical(); - return objectReferenceValue; - } - - static void DrawScriptableObjectChildFields(T objectReferenceValue) where T : ScriptableObject - { - // Draw a background that shows us clearly which fields are part of the ScriptableObject - EditorGUI.indentLevel++; - EditorGUILayout.BeginVertical(GUI.skin.box); - - var serializedObject = new SerializedObject(objectReferenceValue); - // Iterate over all the values and draw them - SerializedProperty prop = serializedObject.GetIterator(); - if (prop.NextVisible(true)) - { - do - { - // Don't bother drawing the class file - if (prop.name == "m_Script") continue; - EditorGUILayout.PropertyField(prop, true); - } - while (prop.NextVisible(false)); - } - if (GUI.changed) - serializedObject.ApplyModifiedProperties(); - EditorGUILayout.EndVertical(); - EditorGUI.indentLevel--; - } - - public static T DrawScriptableObjectField(GUIContent label, T objectReferenceValue, ref bool isExpanded) where T : ScriptableObject - { - Rect position = EditorGUILayout.BeginVertical(); - - var propertyRect = Rect.zero; - var guiContent = label; - var foldoutRect = new Rect(position.x, position.y, EditorGUIUtility.labelWidth, EditorGUIUtility.singleLineHeight); - if (objectReferenceValue != null) - { - isExpanded = EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true); - - var indentedPosition = EditorGUI.IndentedRect(position); - var indentOffset = indentedPosition.x - position.x; - propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset, EditorGUIUtility.singleLineHeight); - } - else - { - // So yeah having a foldout look like a label is a weird hack - // but both code paths seem to need to be a foldout or - // the object field control goes weird when the codepath changes. - // I guess because foldout is an interactable control of its own and throws off the controlID? - foldoutRect.x += 12; - EditorGUI.Foldout(foldoutRect, isExpanded, guiContent, true, EditorStyles.label); - - var indentedPosition = EditorGUI.IndentedRect(position); - var indentOffset = indentedPosition.x - position.x; - propertyRect = new Rect(position.x + EditorGUIUtility.labelWidth - indentOffset, position.y, position.width - EditorGUIUtility.labelWidth - indentOffset - 60, EditorGUIUtility.singleLineHeight); - } - - EditorGUILayout.BeginHorizontal(); - objectReferenceValue = EditorGUILayout.ObjectField(new GUIContent(" "), objectReferenceValue, typeof(T), false) as T; - - if (objectReferenceValue != null) - { - EditorGUILayout.EndHorizontal(); - if (isExpanded) - { - - } - } - else - { - if (GUILayout.Button("Create", GUILayout.Width(buttonWidth))) - { - string selectedAssetPath = "Assets"; - var newAsset = CreateAssetWithSavePrompt(typeof(T), selectedAssetPath); - if (newAsset != null) - { - objectReferenceValue = (T)newAsset; - } - } - EditorGUILayout.EndHorizontal(); - } - EditorGUILayout.EndVertical(); - return objectReferenceValue; - } - - // Creates a new ScriptableObject via the default Save File panel - static ScriptableObject CreateAssetWithSavePrompt(Type type, string path) - { - path = EditorUtility.SaveFilePanelInProject("Save ScriptableObject", type.Name + ".asset", "asset", "Enter a file name for the ScriptableObject.", path); - if (path == "") return null; - ScriptableObject asset = ScriptableObject.CreateInstance(type); - AssetDatabase.CreateAsset(asset, path); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - AssetDatabase.ImportAsset(path, ImportAssetOptions.ForceUpdate); - EditorGUIUtility.PingObject(asset); - return asset; - } - - Type GetFieldType() - { - Type type = fieldInfo.FieldType; - if (type.IsArray) type = type.GetElementType(); - else if (type.IsGenericType && type.GetGenericTypeDefinition() == typeof(List<>)) type = type.GetGenericArguments()[0]; - return type; - } - - static bool AreAnySubPropertiesVisible(SerializedProperty property) - { - var data = (ScriptableObject)property.objectReferenceValue; - SerializedObject serializedObject = new SerializedObject(data); - SerializedProperty prop = serializedObject.GetIterator(); - while (prop.NextVisible(true)) - { - if (prop.name == "m_Script") continue; - return true; //if theres any visible property other than m_script - } - return false; - } -} diff --git a/Assets/Scripts/UI/Editor/Drawers/ExtendedScriptableObjectDrawer.cs.meta b/Assets/Scripts/UI/Editor/Drawers/ExtendedScriptableObjectDrawer.cs.meta deleted file mode 100644 index daf806ab..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/ExtendedScriptableObjectDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 879f620f22bdea14b990e871d6366774 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers/PercentageDrawer.cs b/Assets/Scripts/UI/Editor/Drawers/PercentageDrawer.cs deleted file mode 100644 index 9995ac85..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/PercentageDrawer.cs +++ /dev/null @@ -1,37 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomPropertyDrawer(typeof(PercentageAttribute))] - internal sealed class PercentageDrawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - property.floatValue = 0.01f * EditorGUI.FloatField(position, property.displayName + " (%)", property.floatValue * 100.0f); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Drawers/PercentageDrawer.cs.meta b/Assets/Scripts/UI/Editor/Drawers/PercentageDrawer.cs.meta deleted file mode 100644 index 54ed3e08..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/PercentageDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c0fc131850e67674baae186a4abc9817 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Drawers/SpaceHeaderDrawer.cs b/Assets/Scripts/UI/Editor/Drawers/SpaceHeaderDrawer.cs deleted file mode 100644 index 1cb43b0f..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/SpaceHeaderDrawer.cs +++ /dev/null @@ -1,59 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomPropertyDrawer(typeof(SpaceHeaderAttribute))] - internal sealed class SpaceHeaderDrawer : DecoratorDrawer - { - public override void OnGUI(Rect position) - { - SpaceHeaderAttribute att = attribute as SpaceHeaderAttribute; - - GUIStyle style = new GUIStyle(); - style.normal.textColor = att.lineColor; - style.richText = true; - int textSize = Mathf.FloorToInt(EditorGUIUtility.singleLineHeight * 0.8f); - string richText = - "" - + "" - + "" - + att.caption - + ""; - position.yMin += att.spaceHeight; - position = EditorGUI.IndentedRect(position); - GUI.Label(position, richText, style); - } - - public override float GetHeight() - { - return EditorGUIUtility.singleLineHeight + 3.0f * (attribute as SpaceHeaderAttribute).spaceHeight; - } - } -} diff --git a/Assets/Scripts/UI/Editor/Drawers/SpaceHeaderDrawer.cs.meta b/Assets/Scripts/UI/Editor/Drawers/SpaceHeaderDrawer.cs.meta deleted file mode 100644 index 2a455893..00000000 --- a/Assets/Scripts/UI/Editor/Drawers/SpaceHeaderDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b644589dfe37f8241a5b039f65312696 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors.meta b/Assets/Scripts/UI/Editor/Editors.meta deleted file mode 100644 index 21fa52f2..00000000 --- a/Assets/Scripts/UI/Editor/Editors.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a979e201b5d7fab428487686d59d2404 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/DebugUIEditor.cs b/Assets/Scripts/UI/Editor/Editors/DebugUIEditor.cs deleted file mode 100644 index c09474fb..00000000 --- a/Assets/Scripts/UI/Editor/Editors/DebugUIEditor.cs +++ /dev/null @@ -1,130 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomEditor(typeof(DebugUI))] - public class DebugUIEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - } - - private void OnSceneGUI() - { - DebugUI debug = target as DebugUI; - - Handles.BeginGUI(); - - GUILayout.BeginArea(new Rect(10, 10, Screen.width, Screen.height)); - GUILayout.BeginVertical(); - { - GUIStyle textStyle = new GUIStyle(); - textStyle.normal.textColor = Color.white; - - // - // UI OPTIONS - // - - GUILayout.Space(20); - - GUILayout.Label(new GUIContent("Debug UIOptions"), textStyle, GUILayout.Height(30)); - - if (GUILayout.Button("Refresh", GUILayout.Width(200), GUILayout.Height(30))) - { - debug.UIOPTIONS_Refresh(); - } - - if (GUILayout.Button("Relink Widgets <-> Colors", GUILayout.Width(200), GUILayout.Height(30))) - { - debug.UIOPTIONS_ResetAllColors(); - } - - //if (GUILayout.Button("Link Widgets HOVERED Color", GUILayout.Width(200), GUILayout.Height(30))) - //{ - // debug.UIOPTIONS_HoveredColor(); - //} - - //if (GUILayout.Button("Add Collider to UIPanel", GUILayout.Width(200), GUILayout.Height(30))) - //{ - // debug.AddCollidersToUIPanels(); - //} - - // - // Asset Bank - // - - //GUILayout.Space(20); - - //GUILayout.Label(new GUIContent("Asset Bank"), textStyle, GUILayout.Height(30)); - - //if (GUILayout.Button("Reorder", GUILayout.Width(200), GUILayout.Height(30))) - //{ - // debug.AssetBank_Reorder(); - //} - - // - // Checkable icons. - // - - //GUILayout.Space(20); - - //GUILayout.Label(new GUIContent("Checkable Buttons"), textStyle, GUILayout.Height(30)); - - //if (GUILayout.Button("SetBaseSprite", GUILayout.Width(200), GUILayout.Height(30))) - //{ - // debug.Checkable_SetBaseSprite(); - //} - - // - // - // - GUILayout.Space(20); - - GUILayout.Label(new GUIContent("Materials"), textStyle, GUILayout.Height(30)); - - if (GUILayout.Button("Relink/Fix Widgets Materials", GUILayout.Width(200), GUILayout.Height(30))) - { - debug.MATERIALS_RelinkAndFix(); - } - - //GUILayout.Space(20); - - //GUILayout.Label(new GUIContent("TextMeshPro"), textStyle, GUILayout.Height(30)); - - //if (GUILayout.Button("Replace Text <-> TexMeshPro", GUILayout.Width(200), GUILayout.Height(30))) - //{ - // debug.Replace_Text_By_TextMeshPro(); - //} - } - GUILayout.EndVertical(); - GUILayout.EndArea(); - - Handles.EndGUI(); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/UI/Editor/Editors/DebugUIEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/DebugUIEditor.cs.meta deleted file mode 100644 index e2a693b3..00000000 --- a/Assets/Scripts/UI/Editor/Editors/DebugUIEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 7ff38b57d94fbed4696df8cbf695ca4d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/LightingEditor.cs b/Assets/Scripts/UI/Editor/Editors/LightingEditor.cs deleted file mode 100644 index b63f351f..00000000 --- a/Assets/Scripts/UI/Editor/Editors/LightingEditor.cs +++ /dev/null @@ -1,67 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(Lighting))] - public class LightingEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - } - - private void OnSceneGUI() - { - Lighting lighting = target as Lighting; - - Handles.BeginGUI(); - - GUILayout.BeginArea(new Rect(10, 10, Screen.width, Screen.height)); - GUILayout.BeginVertical(); - { - if (GUILayout.Button("Create POINT", GUILayout.Width(100), GUILayout.Height(30))) - { - lighting.CreateLight("Point"); - } - if (GUILayout.Button("Create SPOT", GUILayout.Width(100), GUILayout.Height(30))) - { - lighting.CreateLight("Spot"); - } - if (GUILayout.Button("Create SUN", GUILayout.Width(100), GUILayout.Height(30))) - { - lighting.CreateLight("Sun"); - } - } - GUILayout.EndVertical(); - GUILayout.EndArea(); - - Handles.EndGUI(); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/LightingEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/LightingEditor.cs.meta deleted file mode 100644 index 67afa319..00000000 --- a/Assets/Scripts/UI/Editor/Editors/LightingEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9f0969a1411b39145a7408fe60a94c00 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/PaintEditor.cs b/Assets/Scripts/UI/Editor/Editors/PaintEditor.cs deleted file mode 100644 index 0391caba..00000000 --- a/Assets/Scripts/UI/Editor/Editors/PaintEditor.cs +++ /dev/null @@ -1,57 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomEditor(typeof(Paint))] - public class PaintEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - } - - private void OnSceneGUI() - { - Paint paint = target as Paint; - - Handles.BeginGUI(); - - GUILayout.BeginArea(new Rect(10, 10, Screen.width, Screen.height)); - GUILayout.BeginVertical(); - { - //if (GUILayout.Button("Generate Random BrushStroke", GUILayout.Width(200), GUILayout.Height(30))) - //{ - // paint.GenerateRandomBrushStroke(); - //} - } - GUILayout.EndVertical(); - GUILayout.EndArea(); - - Handles.EndGUI(); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/PaintEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/PaintEditor.cs.meta deleted file mode 100644 index e9427fba..00000000 --- a/Assets/Scripts/UI/Editor/Editors/PaintEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 156cc5fc18a640541a45f98356e2f3b9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UIButtonEditor.cs b/Assets/Scripts/UI/Editor/Editors/UIButtonEditor.cs deleted file mode 100644 index 1747bfd4..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIButtonEditor.cs +++ /dev/null @@ -1,124 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - - [CustomEditor(typeof(UIButton))] - public class UIButtonEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UIButton uiButton = target as UIButton; - - Transform T = uiButton.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiButton.width, -uiButton.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiButton.width / 2.0f, -uiButton.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiButton.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - //Vector3 newTargetPosition_anchor = hasUIElementParent ? Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap) : posAnchor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - //Vector3 localDeltaRight = T.InverseTransformPoint(deltaRight); - //uiButton.RelativeLocation += new Vector3(deltaRight.x / 2.0f, 0.0f, 0.0f); - uiButton.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - //Vector3 localDeltaBottom = T.InverseTransformPoint(deltaBottom); - //uiButton.RelativeLocation += new Vector3(0.0f, deltaBottom.y / 2.0f, 0.0f); - uiButton.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiButton.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UIButtonEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UIButtonEditor.cs.meta deleted file mode 100644 index 49580006..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIButtonEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 66a8327fcc52c1a4080607d4498dfba6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UICheckboxEditor.cs b/Assets/Scripts/UI/Editor/Editors/UICheckboxEditor.cs deleted file mode 100644 index aac63c53..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UICheckboxEditor.cs +++ /dev/null @@ -1,119 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(UICheckbox))] - public class UICheckboxEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UICheckbox uiCheckbox = target as UICheckbox; - - Transform T = uiCheckbox.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiCheckbox.width, -uiCheckbox.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiCheckbox.width / 2.0f, -uiCheckbox.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiCheckbox.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - //Vector3 newTargetPosition_anchor = hasUIElementParent ? Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap) : posAnchor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - uiCheckbox.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - uiCheckbox.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiCheckbox.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UICheckboxEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UICheckboxEditor.cs.meta deleted file mode 100644 index 5e4d8add..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UICheckboxEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2de1807ee24b53d4fa93c8026cc6d5bc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UIColorPickerEditor.cs b/Assets/Scripts/UI/Editor/Editors/UIColorPickerEditor.cs deleted file mode 100644 index 73ee1213..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIColorPickerEditor.cs +++ /dev/null @@ -1,116 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(UIColorPicker))] - public class UIColorPickerEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UIColorPicker uiColorPicker = target as UIColorPicker; - - Transform T = uiColorPicker.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiColorPicker.width, -uiColorPicker.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiColorPicker.width / 2.0f, -uiColorPicker.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiColorPicker.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - //Vector3 newTargetPosition_anchor = hasUIElementParent ? Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap) : posAnchor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - //Vector3 localDeltaRight = T.InverseTransformPoint(deltaRight); - //uiButton.RelativeLocation += new Vector3(deltaRight.x / 2.0f, 0.0f, 0.0f); - uiColorPicker.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - //Vector3 localDeltaBottom = T.InverseTransformPoint(deltaBottom); - //uiButton.RelativeLocation += new Vector3(0.0f, deltaBottom.y / 2.0f, 0.0f); - uiColorPicker.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiColorPicker.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UIColorPickerEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UIColorPickerEditor.cs.meta deleted file mode 100644 index 807eeb23..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIColorPickerEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 40e0c33d1a6978341b15f8e9ea8c354c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UIDynamicListEditor.cs b/Assets/Scripts/UI/Editor/Editors/UIDynamicListEditor.cs deleted file mode 100644 index b3e96db1..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIDynamicListEditor.cs +++ /dev/null @@ -1,118 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(UIDynamicList))] - public class UIDynamicListEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UIDynamicList uiList = target as UIDynamicList; - - Transform T = uiList.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiList.width, -uiList.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiList.width / 2.0f, -uiList.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiList.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - uiList.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - uiList.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiList.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UIDynamicListEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UIDynamicListEditor.cs.meta deleted file mode 100644 index 03d4c695..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIDynamicListEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0c3827def4702024fa13b52bb5b98e2f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UIKeyViewEditor.cs b/Assets/Scripts/UI/Editor/Editors/UIKeyViewEditor.cs deleted file mode 100644 index 46a50976..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIKeyViewEditor.cs +++ /dev/null @@ -1,121 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomEditor(typeof(UIKeyView))] - public class UIKeyViewEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UIKeyView uiKeyView = target as UIKeyView; - - Transform T = uiKeyView.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiKeyView.width, -uiKeyView.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiKeyView.width / 2.0f, -uiKeyView.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiKeyView.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - //Vector3 newTargetPosition_anchor = hasUIElementParent ? Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap) : posAnchor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - //Vector3 localDeltaRight = T.InverseTransformPoint(deltaRight); - //uiKeyView.RelativeLocation += new Vector3(deltaRight.x / 2.0f, 0.0f, 0.0f); - uiKeyView.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - //Vector3 localDeltaBottom = T.InverseTransformPoint(deltaBottom); - //uiKeyView.RelativeLocation += new Vector3(0.0f, deltaBottom.y / 2.0f, 0.0f); - uiKeyView.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiKeyView.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UIKeyViewEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UIKeyViewEditor.cs.meta deleted file mode 100644 index 2e02049e..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIKeyViewEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3c0ab068ae1830a448da0350be9b960e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UILabelEditor.cs b/Assets/Scripts/UI/Editor/Editors/UILabelEditor.cs deleted file mode 100644 index a6b28194..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UILabelEditor.cs +++ /dev/null @@ -1,123 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(UILabel))] - public class UILabelEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UILabel uiLabel = target as UILabel; - - Transform T = uiLabel.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiLabel.width, -uiLabel.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiLabel.width / 2.0f, -uiLabel.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiLabel.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - //Vector3 newTargetPosition_anchor = hasUIElementParent ? Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap) : posAnchor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - //Vector3 localDeltaRight = T.InverseTransformPoint(deltaRight); - //uiLabel.RelativeLocation += new Vector3(deltaRight.x / 2.0f, 0.0f, 0.0f); - uiLabel.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - //Vector3 localDeltaBottom = T.InverseTransformPoint(deltaBottom); - //uiLabel.RelativeLocation += new Vector3(0.0f, deltaBottom.y / 2.0f, 0.0f); - uiLabel.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiLabel.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UILabelEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UILabelEditor.cs.meta deleted file mode 100644 index a75fe107..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UILabelEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 66dc825d79d1e034185d3531af14ec68 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UIPanelEditor.cs b/Assets/Scripts/UI/Editor/Editors/UIPanelEditor.cs deleted file mode 100644 index 939fcd29..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIPanelEditor.cs +++ /dev/null @@ -1,117 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using System.Collections; -using UnityEditor; - -namespace VRtist -{ - - [CustomEditor(typeof(UIPanel))] - public class UIPanelEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - Tools.hidden = true; - } - - private void OnDisable() - { - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UIPanel uiPanel = target as UIPanel; - - Transform T = uiPanel.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(uiPanel.width, -uiPanel.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiPanel.width / 2.0f, -uiPanel.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiPanel.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - //Vector3 newTargetPosition_anchor = hasUIElementParent ? Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap) : posAnchor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - //Vector3 localDeltaRight = T.InverseTransformPoint(deltaRight); - //uiPanel.RelativeLocation += new Vector3(deltaRight.x / 2.0f, 0.0f, 0.0f); - uiPanel.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - //Vector3 localDeltaBottom = T.InverseTransformPoint(deltaBottom); - //uiPanel.RelativeLocation += new Vector3(0.0f, deltaBottom.y / 2.0f, 0.0f); - uiPanel.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiPanel.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UIPanelEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UIPanelEditor.cs.meta deleted file mode 100644 index 22e69847..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIPanelEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 594d22f73b8fb064bba627b04b01c68a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UIRangeEditor.cs b/Assets/Scripts/UI/Editor/Editors/UIRangeEditor.cs deleted file mode 100644 index eb4731e8..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIRangeEditor.cs +++ /dev/null @@ -1,212 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomEditor(typeof(UIRange))] - public class UIRangeEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UIRange uiRange = target as UIRange; - - Transform T = uiRange.transform; - - float h2 = -uiRange.height / 2.0f; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiRange.width, h2, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiRange.width / 2.0f, -uiRange.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiRange.Anchor); - - float widthWithoutMargins = (uiRange.width - 2 * uiRange.margin); - - float localLabelPositionEndX = uiRange.margin + widthWithoutMargins * uiRange.labelPositionEnd; - float localRangePositionBeginX = uiRange.margin + widthWithoutMargins * uiRange.sliderPositionBegin; - float localRangePositionEndX = uiRange.margin + widthWithoutMargins * uiRange.sliderPositionEnd; - - Vector3 posLabelEnd = T.TransformPoint(new Vector3(localLabelPositionEndX, h2, 0)); - Vector3 posRangeBegin = T.TransformPoint(new Vector3(localRangePositionBeginX, h2, 0)); - Vector3 posRangeEnd = T.TransformPoint(new Vector3(localRangePositionEndX, h2, 0)); - - float localRangeWidth = localRangePositionEndX - localRangePositionBeginX; - - Vector2 globalRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - float pctRangeMin = (uiRange.currentRange.x -globalRange.x) / (globalRange.y - globalRange.x); - float pctRangeMax = (uiRange.currentRange.y -globalRange.x) / (globalRange.y - globalRange.x); - float pctRangeMid = (pctRangeMin + pctRangeMax) / 2.0f; - - float localPosRangeMinX = localRangePositionBeginX + localRangeWidth * pctRangeMin; - float localPosRangeMaxX = localRangePositionBeginX + localRangeWidth * pctRangeMax; - float localPosRangeMidX = localRangePositionBeginX + localRangeWidth * pctRangeMid; - - Vector3 posRangeMin = T.TransformPoint(new Vector3(localPosRangeMinX, h2, 0)); - Vector3 posRangeMax = T.TransformPoint(new Vector3(localPosRangeMaxX, h2, 0)); - Vector3 posRangeMid = T.TransformPoint(new Vector3(localPosRangeMidX, h2, 0)); - - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_labelEnd = Handles.FreeMoveHandle(posLabelEnd, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_sliderBegin = Handles.FreeMoveHandle(posRangeBegin, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_sliderEnd = Handles.FreeMoveHandle(posRangeEnd, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_rangeMin = Handles.FreeMoveHandle(posRangeMin, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_rangeMax = Handles.FreeMoveHandle(posRangeMax, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Color.white; - Vector3 newTargetPosition_rangeMid = Handles.FreeMoveHandle(posRangeMid, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - Vector3 deltaLabelEnd = newTargetPosition_labelEnd - posLabelEnd; - Vector3 deltaRangeBegin = newTargetPosition_sliderBegin - posRangeBegin; - Vector3 deltaRangeEnd = newTargetPosition_sliderEnd - posRangeEnd; - Vector3 deltaRangeMin = newTargetPosition_rangeMin - posRangeMin; - Vector3 deltaRangeMax = newTargetPosition_rangeMax - posRangeMax; - Vector3 deltaRangeMid = newTargetPosition_rangeMid - posRangeMid; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - uiRange.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - uiRange.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaLabelEnd) > Mathf.Epsilon) - { - uiRange.LabelPositionEnd += deltaLabelEnd.x; - } - else if (Vector3.SqrMagnitude(deltaRangeBegin) > Mathf.Epsilon) - { - uiRange.RangePositionBegin += deltaRangeBegin.x; - } - else if (Vector3.SqrMagnitude(deltaRangeEnd) > Mathf.Epsilon) - { - uiRange.RangePositionEnd += deltaRangeEnd.x; - } - else if (Vector3.SqrMagnitude(deltaRangeMin) > Mathf.Epsilon) - { - Vector3 localDeltaRangeMin = T.InverseTransformVector(deltaRangeMin); - float newLocalPosRangeMinX = localPosRangeMinX + localDeltaRangeMin.x; - float newPctRangeMin = (newLocalPosRangeMinX - localRangePositionBeginX) / localRangeWidth; - float newValueRangeMin = globalRange.x + newPctRangeMin * (globalRange.y - globalRange.x); - - uiRange.CurrentRange = new Vector2(newValueRangeMin, uiRange.CurrentRange.y); - } - else if (Vector3.SqrMagnitude(deltaRangeMax) > Mathf.Epsilon) - { - Vector3 localDeltaRangeMax = T.InverseTransformVector(deltaRangeMax); - float newLocalPosRangeMaxX = localPosRangeMaxX + localDeltaRangeMax.x; - float newPctRangeMax = (newLocalPosRangeMaxX - localRangePositionBeginX) / localRangeWidth; - float newValueRangeMax = globalRange.x + newPctRangeMax * (globalRange.y - globalRange.x); - - uiRange.CurrentRange = new Vector2(uiRange.CurrentRange.x, newValueRangeMax); - } - else if (Vector3.SqrMagnitude(deltaRangeMid) > Mathf.Epsilon) - { - Vector3 localDeltaRangeMid = T.InverseTransformVector(deltaRangeMid); - - float newLocalPosRangeMinX = localPosRangeMinX + localDeltaRangeMid.x; - float newPctRangeMin = (newLocalPosRangeMinX - localRangePositionBeginX) / localRangeWidth; - float newValueRangeMin = globalRange.x + newPctRangeMin * (globalRange.y - globalRange.x); - - float newLocalPosRangeMaxX = localPosRangeMaxX + localDeltaRangeMid.x; - float newPctRangeMax = (newLocalPosRangeMaxX - localRangePositionBeginX) / localRangeWidth; - float newValueRangeMax = globalRange.x + newPctRangeMax * (globalRange.y - globalRange.x); - - uiRange.CurrentRange = new Vector2(newValueRangeMin, newValueRangeMax); - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiRange.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UIRangeEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UIRangeEditor.cs.meta deleted file mode 100644 index 7afa89bd..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIRangeEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 146a54be1bafa614d9d0806fc66f8bfc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UISliderEditor.cs b/Assets/Scripts/UI/Editor/Editors/UISliderEditor.cs deleted file mode 100644 index 2fa1140a..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UISliderEditor.cs +++ /dev/null @@ -1,136 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(UISlider))] - public class UISliderEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UISlider uiSlider = target as UISlider; - - Transform T = uiSlider.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiSlider.width, -uiSlider.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiSlider.width / 2.0f, -uiSlider.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiSlider.Anchor); - Vector3 posSliderBegin = T.TransformPoint(new Vector3(uiSlider.margin + (uiSlider.width - 2 * uiSlider.margin) * uiSlider.sliderPositionBegin, -uiSlider.height / 2.0f, 0)); - Vector3 posSliderEnd = T.TransformPoint(new Vector3(uiSlider.margin + (uiSlider.width - 2 * uiSlider.margin) * uiSlider.sliderPositionEnd, -uiSlider.height / 2.0f, 0)); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_sliderBegin = Handles.FreeMoveHandle(posSliderBegin, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_sliderEnd = Handles.FreeMoveHandle(posSliderEnd, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - Vector3 deltaSliderBegin = newTargetPosition_sliderBegin - posSliderBegin; - Vector3 deltaSliderEnd = newTargetPosition_sliderEnd - posSliderEnd; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - uiSlider.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - uiSlider.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaSliderBegin) > Mathf.Epsilon) - { - uiSlider.SliderPositionBegin += deltaSliderBegin.x; - } - else if (Vector3.SqrMagnitude(deltaSliderEnd) > Mathf.Epsilon) - { - uiSlider.SliderPositionEnd += deltaSliderEnd.x; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiSlider.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UISliderEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UISliderEditor.cs.meta deleted file mode 100644 index e05842dc..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UISliderEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 882afad3f4c077148a46720adbff3718 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UISpinnerEditor.cs b/Assets/Scripts/UI/Editor/Editors/UISpinnerEditor.cs deleted file mode 100644 index c2b7f2d5..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UISpinnerEditor.cs +++ /dev/null @@ -1,120 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [CustomEditor(typeof(UISpinner))] - public class UISpinnerEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - Tools.hidden = true; - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UISpinner uiSpinner = target as UISpinner; - - Transform T = uiSpinner.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiSpinner.width, -uiSpinner.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiSpinner.width / 2.0f, -uiSpinner.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiSpinner.Anchor); - Vector3 posSeparation = T.TransformPoint(new Vector3(uiSpinner.margin + (uiSpinner.width - 2 * uiSpinner.margin) * uiSpinner.separationPositionPct, -uiSpinner.height / 2.0f, 0)); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_separation = Handles.FreeMoveHandle(posSeparation, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - Vector3 deltaSeparation = newTargetPosition_separation - posSeparation; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - uiSpinner.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - uiSpinner.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaSeparation) > Mathf.Epsilon) - { - uiSpinner.separationPositionPct += deltaSeparation.x; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiSpinner.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UISpinnerEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UISpinnerEditor.cs.meta deleted file mode 100644 index 043a0b69..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UISpinnerEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 69c8c7323e6d5d24691eb91a7eb8355e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UITimeBarEditor.cs b/Assets/Scripts/UI/Editor/Editors/UITimeBarEditor.cs deleted file mode 100644 index 041c23d1..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UITimeBarEditor.cs +++ /dev/null @@ -1,118 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(UITimeBar))] - public class UITimeBarEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UITimeBar uiTimeBar = target as UITimeBar; - - Transform T = uiTimeBar.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiTimeBar.width, -uiTimeBar.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiTimeBar.width / 2.0f, -uiTimeBar.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiTimeBar.Anchor); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - uiTimeBar.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - uiTimeBar.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiTimeBar.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UITimeBarEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UITimeBarEditor.cs.meta deleted file mode 100644 index 93d572b4..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UITimeBarEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a5b7a266c4e1f5742abb655b3edc19ef -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Editors/UIVerticalSliderEditor.cs b/Assets/Scripts/UI/Editor/Editors/UIVerticalSliderEditor.cs deleted file mode 100644 index 8b18837b..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIVerticalSliderEditor.cs +++ /dev/null @@ -1,136 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - [CustomEditor(typeof(UIVerticalSlider))] - public class UIVerticalSliderEditor : Editor - { - public override void OnInspectorGUI() - { - DrawDefaultInspector(); - - UIElement uiElem = target as UIElement; - GUI.backgroundColor = Color.magenta; - if (GUILayout.Button("Fix Material")) - { - uiElem.ResetMaterial(); - } - } - - private bool HasUIElemParent() - { - UIElement uiElem = (UIElement)target; - UIElement parentElem = uiElem.transform.parent ? uiElem.transform.parent.gameObject.GetComponent() : null; - return parentElem != null; - } - - private void OnEnable() - { - //if (HasUIElemParent()) - { - // Hide the default handles, so that they don't get in the way. - // But not if this panel is a top level GUI widget. - Tools.hidden = true; - } - } - - private void OnDisable() - { - // Restore the default handles. - Tools.hidden = false; - } - - private void OnSceneGUI() - { - bool hasUIElementParent = HasUIElemParent(); - - UIVerticalSlider uiSlider = target as UIVerticalSlider; - - Transform T = uiSlider.transform; - - Vector3 posRight = T.TransformPoint(new Vector3(+uiSlider.width, -uiSlider.height / 2.0f, 0)); - Vector3 posBottom = T.TransformPoint(new Vector3(uiSlider.width / 2.0f, -uiSlider.height, 0)); - Vector3 posAnchor = T.TransformPoint(uiSlider.Anchor); - Vector3 posSliderBegin = T.TransformPoint(new Vector3(uiSlider.width / 2.0f, -uiSlider.height + uiSlider.margin + (uiSlider.height - 2 * uiSlider.margin) * uiSlider.sliderPositionBegin, 0)); - Vector3 posSliderEnd = T.TransformPoint(new Vector3(uiSlider.width / 2.0f, -uiSlider.height + uiSlider.margin + (uiSlider.height - 2 * uiSlider.margin) * uiSlider.sliderPositionEnd, 0)); - float handleSize = .3f * HandleUtility.GetHandleSize(posAnchor); - Vector3 snap = Vector3.one * 0.01f; - - EditorGUI.BeginChangeCheck(); - - Handles.color = Handles.xAxisColor; - Vector3 newTargetPosition_right = Handles.FreeMoveHandle(posRight, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.yAxisColor; - Vector3 newTargetPosition_bottom = Handles.FreeMoveHandle(posBottom, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = Handles.zAxisColor; - Vector3 newTargetPosition_anchor = Handles.FreeMoveHandle(posAnchor, Quaternion.identity, handleSize, snap, Handles.SphereHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_sliderBegin = Handles.FreeMoveHandle(posSliderBegin, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - Handles.color = new Color(0.8f, 0.4f, 0.1f); - Vector3 newTargetPosition_sliderEnd = Handles.FreeMoveHandle(posSliderEnd, Quaternion.identity, handleSize, snap, Handles.CubeHandleCap); - - if (EditorGUI.EndChangeCheck()) - { - Undo.RecordObject(target, "Change Dimensions"); - - Vector3 deltaRight = newTargetPosition_right - posRight; - Vector3 deltaBottom = newTargetPosition_bottom - posBottom; - Vector3 deltaAnchor = newTargetPosition_anchor - posAnchor; - Vector3 deltaSliderBegin = newTargetPosition_sliderBegin - posSliderBegin; - Vector3 deltaSliderEnd = newTargetPosition_sliderEnd - posSliderEnd; - - if (Vector3.SqrMagnitude(deltaRight) > Mathf.Epsilon) - { - uiSlider.Width += deltaRight.x; - } - else if (Vector3.SqrMagnitude(deltaBottom) > Mathf.Epsilon) - { - uiSlider.Height += -deltaBottom.y; - } - else if (Vector3.SqrMagnitude(deltaSliderBegin) > Mathf.Epsilon) - { - uiSlider.SliderPositionBegin += deltaSliderBegin.y; - } - else if (Vector3.SqrMagnitude(deltaSliderEnd) > Mathf.Epsilon) - { - uiSlider.SliderPositionEnd += deltaSliderEnd.y; - } - else if (Vector3.SqrMagnitude(deltaAnchor) > Mathf.Epsilon) - { - Vector3 localDeltaAnchor = T.InverseTransformVector(deltaAnchor); - uiSlider.RelativeLocation += new Vector3(localDeltaAnchor.x, localDeltaAnchor.y, 0.0f); - } - } - } - } -} diff --git a/Assets/Scripts/UI/Editor/Editors/UIVerticalSliderEditor.cs.meta b/Assets/Scripts/UI/Editor/Editors/UIVerticalSliderEditor.cs.meta deleted file mode 100644 index bd25c7e8..00000000 --- a/Assets/Scripts/UI/Editor/Editors/UIVerticalSliderEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e64f5653f8a1f024fa0d30e19719f98e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/ToolsWindow.cs b/Assets/Scripts/UI/Editor/ToolsWindow.cs deleted file mode 100644 index e1ca7a2d..00000000 --- a/Assets/Scripts/UI/Editor/ToolsWindow.cs +++ /dev/null @@ -1,158 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; - -using UnityEngine; - -namespace VRtist -{ - public class ToolsWindow : EditorWindow - { - [MenuItem("VRtist/Tools Window")] - public static void ShowWindow() - { - ToolsWindow w = GetWindow("VRtist Tools"); - w.minSize = new Vector2(1, 1); - w.Show(); - } - - private void OnGUI() - { - float labelWidth = 1.0f; - - minSize = new Vector2(1, 1); - - GUIStyle textStyle = new GUIStyle(); - textStyle.alignment = TextAnchor.MiddleLeft; - textStyle.normal.textColor = Color.white; - - GUILayout.BeginArea(new Rect(5, 5, position.width - 10, position.height - 10)); - { - GUILayout.BeginHorizontal(); - { - GUILayout.Label(new GUIContent("GOTO:"), textStyle, GUILayout.Width(60), GUILayout.Height(20)); - if (GUILayout.Button("Palette", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - GoToPalette(); - } - - if (GUILayout.Button("Panels", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - GoToPanels(); - } - - if (GUILayout.Button("Tools", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - GoToTools(); - } - } - GUILayout.EndHorizontal(); - - //DebugUI debug = GameObject.FindObjectOfType(); - GameObject singleton = GameObject.Find("Game Manager"); - DebugUI debug = (singleton != null) ? singleton.GetComponent() : null; - if (debug != null) - { - GUILayout.BeginHorizontal(); - { - GUILayout.Label(new GUIContent("UI Colors:"), textStyle, GUILayout.Width(60), GUILayout.Height(20)); - labelWidth = - EditorStyles.label.CalcSize(new GUIContent("Refresh")).x - + EditorStyles.label.padding.left + EditorStyles.label.border.left - + EditorStyles.label.padding.right + EditorStyles.label.border.right; - - //GUILayout.Width(labelWidth) - - if (GUILayout.Button("Refresh", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - debug.UIOPTIONS_Refresh(); - } - - if (GUILayout.Button("Relink Colors", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - debug.UIOPTIONS_ResetAllColors(); - } - - if (GUILayout.Button("TMPro text -> (ui)", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - debug.Replace_TextMeshPro_By_TextMeshProUGUI(); - } - - //if (GUILayout.Button("Relink Thickness", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - //{ - // debug.UIOPTIONS_ResetAllThickness(); - //} - - //if (GUILayout.Button("Link HOVERED Col", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - //{ - // debug.UIOPTIONS_HoveredColor(); - //} - } - GUILayout.EndHorizontal(); - - GUILayout.BeginHorizontal(); - { - GUILayout.Label(new GUIContent("Other:"), textStyle, GUILayout.Width(60), GUILayout.Height(20)); - //if (GUILayout.Button("+Coll in Panel", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - //{ - // debug.AddCollidersToUIPanels(); - //} - if (GUILayout.Button("Relink/Fix Mats", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - debug.MATERIALS_RelinkAndFix(); - } - if (GUILayout.Button("Checkbox sorting orger", GUILayout.ExpandWidth(false), GUILayout.Height(20))) - { - debug.CheckBox_SortingOrder(); - } - } - GUILayout.EndHorizontal(); - } - GUILayout.EndArea(); - } - } - - - [MenuItem("VRtist/GOTO/Palette")] - static void GoToPalette() - { - GameObject palette = GameObject.Find("Camera Rig/Pivot/PaletteController/PaletteHandle/Palette"); - UnityEditor.Selection.activeTransform = palette.transform; - } - - [MenuItem("VRtist/GOTO/Panels")] - static void GoToPanels() - { - GameObject panels = GameObject.Find("Camera Rig/Pivot/PaletteController/PaletteHandle/Palette/MainPanel/ToolsPanelGroup"); - UnityEditor.Selection.activeTransform = panels.transform; - } - - [MenuItem("VRtist/GOTO/Tools")] - static void GoToTools() - { - GameObject tools = GameObject.Find("Camera Rig/Pivot/ToolsController/Tools"); - UnityEditor.Selection.activeTransform = tools.transform; - } - } -} diff --git a/Assets/Scripts/UI/Editor/ToolsWindow.cs.meta b/Assets/Scripts/UI/Editor/ToolsWindow.cs.meta deleted file mode 100644 index c44ca82f..00000000 --- a/Assets/Scripts/UI/Editor/ToolsWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 246319f9202d399469f19d1a49e12346 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards.meta b/Assets/Scripts/UI/Editor/Wizards.meta deleted file mode 100644 index 660e7e4b..00000000 --- a/Assets/Scripts/UI/Editor/Wizards.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9bbda80c70cb5274690797bd2ddc4780 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateColorPicker.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateColorPicker.cs deleted file mode 100644 index b3b66a82..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateColorPicker.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUIColorPicker : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UIColorPicker", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UIColorPicker.Create(new UIColorPicker.CreateArgs - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateColorPicker.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateColorPicker.cs.meta deleted file mode 100644 index 00ab737c..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateColorPicker.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 28deda24df4eab7498f9e7616ef9d111 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIButton.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIButton.cs deleted file mode 100644 index e741965d..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIButton.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUIButton : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UIButton", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UIButton.Create(new UIButton.CreateButtonParams - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIButton.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIButton.cs.meta deleted file mode 100644 index 18b2e40e..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIButton.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d95e47ccdd517e44fbbb65c6c3a077b9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUICheckbox.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUICheckbox.cs deleted file mode 100644 index 28d1e9c5..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUICheckbox.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUICheckbox : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UICheckbox", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UICheckbox.Create(new UICheckbox.CreateParams - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUICheckbox.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUICheckbox.cs.meta deleted file mode 100644 index dced11e7..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUICheckbox.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3d3bed753e512f8459d72e73ca579920 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIDynamicList.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIDynamicList.cs deleted file mode 100644 index 4ab990e1..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIDynamicList.cs +++ /dev/null @@ -1,78 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; - -namespace VRtist -{ - public class WizardCreateUIDynamicList : ScriptableWizard - { - public UIPanel parentPanel = null; - public string listName = "List"; - public float width = 0.4f; - public float height = 0.6f; - public float margin = 0.02f; - public float itemWidth = 0.1f; - public float itemHeight = 0.1f; - public float itemDepth = 0.1f; - - private static readonly float default_width = 0.4f; - private static readonly float default_height = 0.6f; - private static readonly float default_margin = 0.02f; - private static readonly float default_item_width = 0.1f; - private static readonly float default_item_height = 0.1f; - private static readonly float default_item_depth = 0.1f; - - [MenuItem("VRtist/Create UI Dynamic List")] - static void CreateWizard() - { - ScriptableWizard.DisplayWizard("Create UI Dynamic List", "Create"); - } - - [MenuItem("GameObject/VRtist/UIDynamicList", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UIDynamicList.Create("List", parent, Vector3.zero, default_width, default_height, default_margin, default_item_width, default_item_height, default_item_depth); - } - - private void OnWizardUpdate() - { - helpString = "Create a new UIDynamicList"; - } - - private void OnWizardCreate() - { - UIDynamicList.Create(listName, parentPanel ? parentPanel.transform : null, Vector3.zero, width, height, margin, itemWidth, itemHeight, itemDepth); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIDynamicList.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIDynamicList.cs.meta deleted file mode 100644 index becb5d4a..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIDynamicList.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3650af1613ea97b42871f89c46265cc3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIKeyView.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIKeyView.cs deleted file mode 100644 index b8464a6a..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIKeyView.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUIKeyView : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UIKeyView", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UIKeyView.Create(new UIKeyView.CreateParams - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIKeyView.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIKeyView.cs.meta deleted file mode 100644 index 4c0351c3..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIKeyView.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 37614a9ce9af2f14d830324969e12ab4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUILabel.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUILabel.cs deleted file mode 100644 index 5879aff1..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUILabel.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUILabel : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UILabel", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UILabel.Create(new UILabel.CreateLabelParams - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUILabel.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUILabel.cs.meta deleted file mode 100644 index c8fdd401..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUILabel.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 81395808797b017438908ca2e2e47d52 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIPanel.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIPanel.cs deleted file mode 100644 index 1e675c04..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIPanel.cs +++ /dev/null @@ -1,48 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - - public class WizardCreateUIPanel : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UIPanel", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UIPanel.Create(new UIPanel.CreatePanelParams - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIPanel.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIPanel.cs.meta deleted file mode 100644 index 2523ac0f..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIPanel.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 209fcbe789bca654eb436f4783b5b011 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIRange.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIRange.cs deleted file mode 100644 index 4b94e1e8..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIRange.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUIRange : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UIRange", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UIRange.Create(new UIRange.CreateArgs - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIRange.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIRange.cs.meta deleted file mode 100644 index f65f10b4..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIRange.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a2a7187939ec737438e27085a910844b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISlider.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISlider.cs deleted file mode 100644 index a187a305..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISlider.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUISlider : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UISlider", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UISlider.Create(new UISlider.CreateArgs - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISlider.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISlider.cs.meta deleted file mode 100644 index 2cec5514..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISlider.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5b06fbaa29fe0104fb4b64b804b3df48 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISpinner.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISpinner.cs deleted file mode 100644 index 2f02d6b8..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISpinner.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUISpinner : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UISpinner", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UISpinner.Create(new UISpinner.CreateArgs - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISpinner.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISpinner.cs.meta deleted file mode 100644 index d9f3d9ec..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUISpinner.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5048bfdbeeb7ef44cb3d3e6c5effe66c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUITimeBar.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUITimeBar.cs deleted file mode 100644 index f8ee7b76..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUITimeBar.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUITimeBar : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UITimeBar", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UITimeBar.Create(new UITimeBar.CreateArgs - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUITimeBar.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUITimeBar.cs.meta deleted file mode 100644 index b8e5534c..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUITimeBar.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 77c1e9659501c0749af94e46df271183 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIVerticalSlider.cs b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIVerticalSlider.cs deleted file mode 100644 index 46723335..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIVerticalSlider.cs +++ /dev/null @@ -1,47 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - public class WizardCreateUIVerticalSlider : ScriptableWizard - { - [MenuItem("GameObject/VRtist/UIVerticalSlider", false, 49)] - public static void OnCreateFromHierarchy() - { - Transform parent = null; - Transform T = UnityEditor.Selection.activeTransform; - if (T != null) - { - parent = T; - } - - UIVerticalSlider.Create(new UIVerticalSlider.CreateArgs - { - parent = parent - }); - } - } -} diff --git a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIVerticalSlider.cs.meta b/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIVerticalSlider.cs.meta deleted file mode 100644 index 4a0ff129..00000000 --- a/Assets/Scripts/UI/Editor/Wizards/WizardCreateUIVerticalSlider.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 969dc620383fa684c86d721addaf4bf1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/GridVFX.cs b/Assets/Scripts/UI/GridVFX.cs deleted file mode 100644 index bc260976..00000000 --- a/Assets/Scripts/UI/GridVFX.cs +++ /dev/null @@ -1,108 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.VFX; - -public class GridVFX : MonoBehaviour -{ - private VisualEffect vfx = null; - - private int radiusID = -1; - private int stepID = -1; - private int oldStepID = -1; - private int pointSizeID = -1; - private int snapXID = -1; - private int snapYID = -1; - private int snapZID = -1; - private int targetPositionID = -1; - - private void Awake() - { - vfx = GetComponent(); - radiusID = Shader.PropertyToID("Radius"); - stepID = Shader.PropertyToID("Step"); - oldStepID = Shader.PropertyToID("OldStep"); - pointSizeID = Shader.PropertyToID("PointSize"); - snapXID = Shader.PropertyToID("SnapX"); - snapYID = Shader.PropertyToID("SnapY"); - snapZID = Shader.PropertyToID("SnapZ"); - targetPositionID = Shader.PropertyToID("TargetPosition"); - } - - void Start() - { - if (vfx == null) - { - vfx = GetComponent(); - } - - vfx.Play(); - } - - private void OnEnable() - { - - } - - private void OnDisable() - { - vfx.Stop(); - } - - public void Restart() - { - if (vfx != null) - { - vfx.Reinit(); - } - } - - public void SetStepSize(float s) - { - if (vfx != null) - { - vfx.SetFloat(stepID, s); - } - } - - public void SetAxis(bool x, bool y, bool z) - { - if (vfx != null) - { - vfx.SetBool(snapXID, x); - vfx.SetBool(snapYID, y); - vfx.SetBool(snapZID, z); - } - } - - public void SetTargetPosition(Vector3 pos) - { - if (vfx != null) - { - vfx.SetVector3(targetPositionID, pos); - } - } -} diff --git a/Assets/Scripts/UI/GridVFX.cs.meta b/Assets/Scripts/UI/GridVFX.cs.meta deleted file mode 100644 index 8f62e23f..00000000 --- a/Assets/Scripts/UI/GridVFX.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: eef5960e2bd341b41a9ef042dd507878 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/OutlineManager.cs b/Assets/Scripts/UI/OutlineManager.cs deleted file mode 100644 index 63012a4d..00000000 --- a/Assets/Scripts/UI/OutlineManager.cs +++ /dev/null @@ -1,232 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using UnityEngine; -using UnityEngine.Animations; - -namespace VRtist -{ - /// - /// Show selected objects. To do so we change the layer of the selected objects. - /// We also show the relationships between objects when there are constraints. - /// - public class OutlineManager - { - static OutlineManager instance = null; - public static OutlineManager Instance - { - get - { - if (null == instance) - { - instance = new OutlineManager(); - } - return instance; - } - } - - OutlineManager() - { - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - Selection.onHoveredChanged.AddListener(OnHoveredChanged); - } - - bool HasParentOrConstraintSelected(Transform t, ref string parentLayerName) - { - Transform parent = t.parent; - while (null != parent && parent.name != "RightHanded") - { - if (Selection.IsSelected(parent.gameObject)) - { - parentLayerName = LayerMask.LayerToName(parent.gameObject.layer); - return true; - } - parent = parent.parent; - } - - ParentConstraint constraint = t.gameObject.GetComponent(); - if (null != constraint) - { - if (constraint.sourceCount > 0) - { - GameObject sourceObject = constraint.GetSource(0).sourceTransform.gameObject; - if (Selection.IsSelected(sourceObject)) - { - parentLayerName = LayerMask.LayerToName(sourceObject.layer); - return true; - } - } - } - - LookAtConstraint lookAtConstraint = t.gameObject.GetComponent(); - if (null != lookAtConstraint) - { - if (lookAtConstraint.sourceCount > 0) - { - ConstraintSource constraintSource = lookAtConstraint.GetSource(0); - GameObject sourceObject = constraintSource.sourceTransform.gameObject; - if (Selection.IsSelected(lookAtConstraint.GetSource(0).sourceTransform.gameObject)) - { - parentLayerName = LayerMask.LayerToName(sourceObject.layer); - return true; - } - } - } - - return false; - } - - void SetRecursiveLayerSmart(GameObject gObject, LayerType layerType, bool isChild = false) - { - string layerName = LayerMask.LayerToName(gObject.layer); - - // - // SELECT - // - if (layerType == LayerType.Selection) - { - if (layerName == "Default") - { - if (isChild && !Selection.IsSelected(gObject)) - layerName = "SelectionChild"; - else - layerName = "Selection"; - } - else if (layerName == "Hover" || layerName == "HoverChild") - { - if (isChild && !Selection.IsSelected(gObject)) - layerName = "SelectionChild"; - else - layerName = "Selection"; - } - else if (layerName == "CameraHidden") { layerName = "SelectionCameraHidden"; } - else if (layerName == "HoverCameraHidden") { layerName = "SelectionCameraHidden"; } - } - // - // HOVER - // - else if (layerType == LayerType.Hover) - { - if (layerName == "Default") - { - if (isChild && !Selection.IsSelected(gObject)) - layerName = "HoverChild"; - else - layerName = "Hover"; - } - else if (layerName == "Selection" || layerName == "SelectionChild") - { - if (isChild && !Selection.IsSelected(gObject)) - layerName = "HoverChild"; - else - layerName = "Hover"; - } - else if (layerName == "CameraHidden") { layerName = "HoverCameraHidden"; } - else if (layerName == "SelectionCameraHidden") { layerName = "HoverCameraHidden"; } - } - // - // RESET layer - // - else if (layerType == LayerType.Default) - { - if (layerName == "SelectionCameraHidden") { layerName = "CameraHidden"; } - else if (layerName == "Hover" || layerName == "HoverChild") - { - string parentLayer = ""; - if (HasParentOrConstraintSelected(gObject.transform, ref parentLayer)) - { - layerName = parentLayer + "Child"; - } - else - { - layerName = "Default"; - } - } - else if (layerName == "HoverCameraHidden") { layerName = "CameraHidden"; } - else if (layerName == "Selection" || layerName == "SelectionChild") - { - string parentLayer = ""; - if (HasParentOrConstraintSelected(gObject.transform, ref parentLayer)) - { - layerName = parentLayer + "Child"; - } - else - { - layerName = "Default"; - } - } - } - - gObject.layer = LayerMask.NameToLayer(layerName); - for (int i = 0; i < gObject.transform.childCount; i++) - { - SetRecursiveLayerSmart(gObject.transform.GetChild(i).gameObject, layerType, true); - } - - ParametersController parametersConstroller = gObject.GetComponent(); - if (null != parametersConstroller) - { - foreach (GameObject sourceConstraint in parametersConstroller.constraintHolders) - { - if (!Selection.IsSelected(sourceConstraint)) - SetRecursiveLayerSmart(sourceConstraint, layerType, true); - } - } - } - private void OnSelectionChanged(HashSet previousSelection, HashSet currentSelection) - { - HashSet prev = previousSelection; - prev.ExceptWith(currentSelection); - foreach (GameObject o in prev) - { - if (Selection.IsHovered(o)) - SetRecursiveLayerSmart(o, LayerType.Hover); - else - SetRecursiveLayerSmart(o, LayerType.Default); - } - - HashSet curr = currentSelection; - curr.ExceptWith(previousSelection); - foreach (GameObject o in curr) - { - SetRecursiveLayerSmart(o, LayerType.Selection); - } - } - - private void OnHoveredChanged(GameObject previousHover, GameObject currentHover) - { - if (null != previousHover) - { - if (Selection.IsSelected(previousHover)) - SetRecursiveLayerSmart(previousHover, LayerType.Selection); - else - SetRecursiveLayerSmart(previousHover, LayerType.Default); - } - - if (null != currentHover && !Selection.IsSelected(currentHover)) - SetRecursiveLayerSmart(currentHover, LayerType.Hover); - } - } -} diff --git a/Assets/Scripts/UI/OutlineManager.cs.meta b/Assets/Scripts/UI/OutlineManager.cs.meta deleted file mode 100644 index 0051b2d9..00000000 --- a/Assets/Scripts/UI/OutlineManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a8f3c53c366c7d341a63ae008e7b3f77 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/PaletteCursor.cs b/Assets/Scripts/UI/PaletteCursor.cs deleted file mode 100644 index fde32326..00000000 --- a/Assets/Scripts/UI/PaletteCursor.cs +++ /dev/null @@ -1,589 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class PaletteCursor : MonoBehaviour - { - private UIRay ray = null; - - [Range(0, 1)] - public float rayStiffness = 0.5f; - - private UIElement widgetClicked = null; - - private IDisposable uiEnabledGuard = null; - - private AudioSource audioSource; - - UIElement prevWidget = null; // for RAY - GameObject hoveredObject = null; - Vector3 prevWorldDirection = Vector3.zero; - - bool WidgetIsClicked { get { return widgetClicked != null; } } - bool TitleBarIsGripped { get { return ToolsManager.CurrentToolIsGripping(); } } - - void Start() - { - audioSource = transform.Find("AudioSource").GetComponent(); - ray = GetComponentInChildren(); - } - - void Update() - { - if (!VRInput.TryGetDevices()) - return; - - // Device rotation - VRInput.GetControllerTransform(VRInput.primaryController, out Vector3 position, out Quaternion rotation); - - // The main cursor object always follows the controller - // so that the collider sticks to the actual hand position. - transform.localPosition = position; - transform.localRotation = rotation; - - if (null != ray) - { - if (GlobalState.IsGrippingWorld) - { - ray.gameObject.SetActive(false); - widgetClicked = null; - } - else - { - HandleRaycast(); - } - } - } - - private void ActivateRay(bool value) - { - ToolsUIManager.Instance.ShowTools(!value); - ray.gameObject.SetActive(value); - } - - private void HandleRaycast() - { - // TODO: - // - audioClick.Play(); ???? - // - VRInput.SendHaptic(VRInput.rightController, 0.005f, intensity); ??? - - // - // Find out if the trigger button was pressed, in order to send the info the the widget hit. - // - - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // - // Raycast, find out the closest volume, handle and widget. - // - - Vector3 worldStart = transform.TransformPoint(0.0104f, 0, 0.065f); - Vector3 worldEnd = transform.TransformPoint(0.0104f, 0, 1f); - Vector3 newWorldDirection = worldEnd - worldStart; - Vector3 worldDirection = prevWorldDirection != Vector3.zero ? Vector3.Lerp(prevWorldDirection, newWorldDirection, rayStiffness) : newWorldDirection; - worldDirection.Normalize(); - prevWorldDirection = worldDirection; - Vector3 rayEndPoint = worldEnd; - - Ray r = new Ray(worldStart, worldDirection); - - if (UIElement.UIEnabled.Value) - { - // If a widget is locked (trigger has been pressed on it), give it a chance to handle the ray endpoint. - if (WidgetIsClicked && widgetClicked.OverridesRayEndPoint()) - { - widgetClicked.OverrideRayEndPoint(r, ref rayEndPoint); - } - } - - // Lambda to avoid copy-paste. - System.Action handleHitNothing = () => - { - if (WidgetIsClicked && widgetClicked.OverridesRayEndPoint()) - { - ActivateRay(true); - ray.SetParameters(worldStart, rayEndPoint, newWorldDirection); - } - else - { - ActivateRay(false); - ReleaseUIEnabledGuard(); // release the guard if there was one. - } - HandleRayOutOfWidget(triggerJustReleased); - }; - - // - // First, try to hit anything, in order to findout if we hit a Non-UI object first. - // - - RaycastHit hitInfo; - int allLayersMask = -1; // ~0 - - float scale = 1f / GlobalState.WorldScale; - if (!Physics.Raycast(r, out hitInfo, 3.0f * scale, allLayersMask, QueryTriggerInteraction.Collide)) - { - // Nothing hit - HandleHoverPhysicObject(null); - handleHitNothing(); - return; - } - - bool UIHit = (null != hitInfo.transform.gameObject.GetComponent()) || - (null != hitInfo.transform.gameObject.GetComponent()) || - (null != hitInfo.transform.gameObject.GetComponent()); - if (!UIHit) - { - // hit a non-UI object. - HandleHoverPhysicObject(null); - handleHitNothing(); - return; - } - - // detect if the first ray was shoot from inside an object - Ray backRay = new Ray(hitInfo.point - 0.01f * worldDirection, -worldDirection); - float d = hitInfo.distance - 0.01f; - bool raycastOK = Physics.Raycast(backRay, out hitInfo, hitInfo.distance, allLayersMask, QueryTriggerInteraction.Collide); - if (raycastOK && hitInfo.distance < d) - { - HandleHoverPhysicObject(null); - handleHitNothing(); - return; - } - - // - // Raycast ALL UI elements - // - - RaycastHit[] hits; - //int layersMask = LayerMask.GetMask(new string[] { "CameraHidden", "SelectionCameraHidden", "HoverCameraHidden", "Default" }); - int layersMask = LayerMask.GetMask(new string[] { "CameraHidden", "SelectionCameraHidden", "HoverCameraHidden" }); - hits = Physics.RaycastAll(r, 3.0f * scale, layersMask, QueryTriggerInteraction.Collide); - if (hits.Length > 0) - { - if (!UIElement.UIEnabled.Value) - return; - - // Ray hits anything UI, but a tool action is happening. - // Create a guard to disable any action if not already created. - if (CommandManager.IsUndoGroupOpened()) - { - if (null == uiEnabledGuard) - { - uiEnabledGuard = UIElement.UIEnabled.SetValue(false); - } - ActivateRay(false); - return; - } - - bool volumeIsHit = false; - bool widgetIsHit = false; - bool physicIsHit = false; - - float closestVolumeDistance = Mathf.Infinity; - float closestWidgetDistance = Mathf.Infinity; - float closestHandleDistance = Mathf.Infinity; - float closestPhysicDistance = Mathf.Infinity; - - Vector3 volumeCollisionPoint = Vector3.zero; - Vector3 widgetCollisionPoint = Vector3.zero; - Vector3 handleCollisionPoint = Vector3.zero; - Vector3 physicCollisionPoint = Vector3.zero; - - UIElement widget = null; - UIHandle handle = null; - UIVolumeTag volume = null; - GameObject physic = null; - - // - // Find if a volume/handle/widget has been hit, and compute the closest hit distance/point. - // - - for (int i = 0; i < hits.Length; ++i) - { - Transform hit = hits[i].transform; - - UIVolumeTag volumeHit = hit.GetComponent(); - if (volumeHit != null) - { - volumeIsHit = true; - if (hits[i].distance < closestVolumeDistance) - { - volume = volumeHit; - volumeCollisionPoint = hits[i].point; // world space - closestVolumeDistance = hits[i].distance; - } - } - - UIHandle handleHit = hit.GetComponent(); - if (handleHit != null) - { - if (hits[i].distance < closestHandleDistance) - { - handle = handleHit; - handleCollisionPoint = hits[i].point; // world space - closestHandleDistance = hits[i].distance; - } - } - - UIElement widgetHit = hit.GetComponent(); - if (widgetHit != null) - { - widgetIsHit = true; - if (hits[i].distance < closestWidgetDistance) - { - widget = widgetHit; - widgetCollisionPoint = hits[i].point; // world space - closestWidgetDistance = hits[i].distance; - } - } - - GameObject objectHit = hit.gameObject; - if (objectHit.CompareTag("PhysicObject")) - { - physicIsHit = true; - if (hits[i].distance < closestPhysicDistance) - { - physic = objectHit; - physicCollisionPoint = hits[i].point; // world space - closestPhysicDistance = hits[i].distance; - } - } - } - - - - // - // Send messages and states to the widget hit, with priorities. - // - - - //else if (handleIsHit) - //{ - // HandleHoverPhysicObject(null); - - // if (WidgetIsClicked && widgetClicked.OverridesRayEndPoint()) - // { - // ActivateRay(true); - // ray.SetParameters(worldStart, rayEndPoint, newWorldDirection); - // } - // else - // { - // ActivateRay(false); - // } - // HandleRayOutOfWidget(triggerJustReleased); - //} - if (widgetIsHit) - { - HandleHoverPhysicObject(null); - - if (prevWidget != widget) // change widget - { - if (WidgetIsClicked) // trigger is held pushed. - { - if (widgetClicked == widget) // on same widget - { - if (!widgetClicked.IgnoreRayInteraction()) - widgetClicked.OnRayEnterClicked(); // act as if we re-click on widget. - } - else // click has been pushed on another widget - { - if (prevWidget == widgetClicked) - { - if (!widgetClicked.IgnoreRayInteraction()) - widgetClicked.OnRayExitClicked(); - } - // dont do anything for the new widget, not even hover. - } - } - else // no click, simple hover - { - if (prevWidget != null) - { - if (!prevWidget.IgnoreRayInteraction()) - prevWidget.OnRayExit(); - } - - if (!widget.IgnoreRayInteraction()) - widget.OnRayEnter(); - } - } - else // still on same widget - { - if (WidgetIsClicked) // trigger is held pushed. - { - if (widgetClicked == widget) // on same widget - { - if (!widgetClicked.IgnoreRayInteraction()) - widgetClicked.OnRayHoverClicked(); - } - else // still hovering a widget which is not the one clicked. - { - // TODO: should we add another state here? this is a FAKE hover. - // we want to show that this was the clicked widget but the ray is elsewhere. - //if (!widgetClicked.IgnoreRayInteraction()) - //widgetClicked.OnRayHover(r); // simple hover without the click effect. - - // do nothing for the new widget. - } - } - else - { - if (!widget.IgnoreRayInteraction()) - widget.OnRayHover(r); - } - } - - // "Just click" is independant of whether we stay or change hit widget. - if (triggerJustClicked) - { - if (!widget.IgnoreRayInteraction()) - { - widget.OnRayClick(); - SoundManager.Instance.Play3DSound(audioSource, SoundManager.Sounds.ClickIn); - UIElement.ClickHapticFeedback(); // TODO: voir si on le met individuellement dans chaque widget avec des exceptions. - } - - widgetClicked = widget; - if (widgetClicked.OverridesRayEndPoint()) - { - // call this here when the "triggerJustClicked" state of VRInput is still set. - widgetClicked.OverrideRayEndPoint(r, ref rayEndPoint); - } - } - - // I prefer treating "Just released" outside of the rest. - // BUT this leads to maybe 2 events sent for the same widget. - if (triggerJustReleased) - { - // do not send Release to another widget than the one which received the click. - if (WidgetIsClicked) - { - if (widgetClicked == widget) - { - if (!widget.IgnoreRayInteraction()) - { - widget.OnRayReleaseInside(); - SoundManager.Instance.Play3DSound(audioSource, SoundManager.Sounds.ClickOut); - UIElement.ClickHapticFeedback(); - } - } - else - { - // clear state of previously clicked widget - if (!widgetClicked.IgnoreRayInteraction()) - { - if (widgetClicked.OnRayReleaseOutside()) - { - SoundManager.Instance.Play3DSound(audioSource, SoundManager.Sounds.ClickOut); - UIElement.ClickHapticFeedback(); - } - } - - // give the new widget a chance to play some OnHover animation. - if (!widget.IgnoreRayInteraction()) - widget.OnRayEnter(); - } - } - else - { - Debug.LogWarning("Just Released received without having clicked before on any widget!!"); - } - - widgetClicked = null; - } - - prevWidget = widget; // even if the same. - - ActivateRay(true); - - if (widget.GetComponent()) - { - ray.SetPanelColor(); - } - else - { - ray.SetWidgetColor(); - } - - if (WidgetIsClicked && widgetClicked.OverridesRayEndPoint()) - { - ray.SetParameters(worldStart, rayEndPoint, newWorldDirection); - } - else - { - ray.SetParameters(worldStart, widgetCollisionPoint, newWorldDirection); - } - } - else if (physicIsHit) - { - if (WidgetIsClicked && widgetClicked.OverridesRayEndPoint()) - { - ActivateRay(true); - ray.SetParameters(worldStart, rayEndPoint, newWorldDirection); - HandleHoverPhysicObject(null); - } - else - { - ActivateRay(true); - ray.SetParameters(worldStart, physicCollisionPoint, newWorldDirection); - HandleHoverPhysicObject(physic); - } - HandleRayOutOfWidget(triggerJustReleased); - } - else if (volumeIsHit) - { - //HandleHoverPhysicObject(null); - - ray.gameObject.SetActive(true); - if (WidgetIsClicked && widgetClicked.OverridesRayEndPoint()) - { - ray.SetParameters(worldStart, rayEndPoint, newWorldDirection); - } - else - { - ray.SetVolumeColor(); - ray.SetParameters(worldStart, worldStart + worldDirection * 0.3f, newWorldDirection); // volumeCollisionPoint - } - - HandleRayOutOfWidget(triggerJustReleased); - } - else // Layer UI but neither UIVolumeTag nor UIElement ==> Grid or Tool Mouthpiece. - { - HandleHoverPhysicObject(null); - - if (WidgetIsClicked && widgetClicked.OverridesRayEndPoint()) - { - ActivateRay(true); - ray.SetParameters(worldStart, rayEndPoint, newWorldDirection); - } - else - { - ActivateRay(false); - } - HandleRayOutOfWidget(triggerJustReleased); - } - } - else // No collision, most common case. - { - HandleHoverPhysicObject(null); - handleHitNothing(); - } - } - - private void HandleHoverPhysicObject(GameObject gObj) - { - //Selection.SetHoveredObject(gObj); - - //TitleBarIsGripped - - if (gObj == null) // REMOVE - { - if (hoveredObject != null) // Only if we had hovered an object with the cursor => Dont un-hover general objects. - { - if (TitleBarIsGripped) - { - - } - else - { - Selection.HoveredObject = null; - hoveredObject = null; - ToolsManager.PopWindowTool(); - } - - // NOTE: problem here if the ray goes out of the titlebar, and we are GRIPPED on it. It will disable the tool and drop the window. - // TOOD: find a way here to know that we are gripped with the WindowTool. - } - } - else // ADD - { - if (hoveredObject != gObj) // Only once for gObj - { - Selection.HoveredObject = gObj; // will automatically switch with previously hovered object (UI or other). - hoveredObject = gObj; - - if (null != gObj.GetComponent()) - { - ToolsManager.PushWindowTool(); - } - } - } - } - - private void HandleRayOutOfWidget(bool triggerJustReleased) - { - if (WidgetIsClicked) // trigger is held pushed. - { - if (prevWidget != null) // do it only once. - { - if (prevWidget == widgetClicked) - { - if (!widgetClicked.IgnoreRayInteraction()) - widgetClicked.OnRayExitClicked(); - } - } - - if (triggerJustReleased) - { - if (!widgetClicked.IgnoreRayInteraction()) - { - if (widgetClicked.OnRayReleaseOutside()) - { - SoundManager.Instance.Play3DSound(audioSource, SoundManager.Sounds.ClickOut); - UIElement.ClickHapticFeedback(); - } - } - - widgetClicked = null; - } - } - else // no click, simple hover - { - if (prevWidget != null) - { - if (!prevWidget.IgnoreRayInteraction()) - prevWidget.OnRayExit(); - } - } - - prevWidget = null; - } - - private void ReleaseUIEnabledGuard() - { - if (null != uiEnabledGuard) - { - uiEnabledGuard.Dispose(); - uiEnabledGuard = null; - } - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/UI/PaletteCursor.cs.meta b/Assets/Scripts/UI/PaletteCursor.cs.meta deleted file mode 100644 index 2ad345f6..00000000 --- a/Assets/Scripts/UI/PaletteCursor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 017a061b0c70af14696cb860d0221d53 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/SelectionVFX.cs b/Assets/Scripts/UI/SelectionVFX.cs deleted file mode 100644 index f24ad036..00000000 --- a/Assets/Scripts/UI/SelectionVFX.cs +++ /dev/null @@ -1,239 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.VFX; - - -namespace VRtist { - - public class SelectionVFX : MonoBehaviour { - public ComputeShader computeShader = null; // compute shader to do stuff on the GPU - public GameObject duplicateVFXPrefab; - public GameObject deleteVFXPrefab; - - private GameObject source = null; // The source object from which to create the VFX - - private RenderTexture positionMap = null; // position map for particles - private RenderTexture normalMap = null; // normal map for particles - private RenderTexture velocityMap = null; // velocity map for particles - - Matrix4x4 previousTransform = Matrix4x4.identity; // to compute velocity - - List positionList = new List(); - List normalList = new List(); - - ComputeBuffer positionBuffer1; // we will switch compute buffers for previous data - ComputeBuffer positionBuffer2; // we use them for computing velocity - ComputeBuffer normalBuffer; - - RenderTexture tempPositionMap; // results from the compute shader - RenderTexture tempVelocityMap; - RenderTexture tempNormalMap; - - GameObject vfx; // current VFX - VisualEffect visualEffect; // same - float duration; - float elapsedTime = 0f; - - - private void Start() { - // Be sure to create size maps multiple of 8 - positionMap = Utils.CreateRenderTexture(512, 512, 0, RenderTextureFormat.ARGBHalf, false); - normalMap = Utils.CreateRenderTexture(512, 512, 0, RenderTextureFormat.ARGBHalf, false); - velocityMap = Utils.CreateRenderTexture(512, 512, 0, RenderTextureFormat.ARGBHalf, false); - } - - - private void SpawnVFX(GameObject source, GameObject vfxPrefab, float duration) { - this.duration = duration; - this.source = source; - vfx = Instantiate(vfxPrefab); - vfx.transform.parent = transform.parent; - vfx.transform.localPosition = Vector3.zero; - vfx.transform.localRotation = Quaternion.identity; - vfx.transform.localScale = Vector3.one; - - visualEffect = vfx.GetComponent(); - - Destroy(vfx, duration + 1f); - Destroy(gameObject, duration + 1f); - } - - - public void SpawnDuplicateVFX(GameObject source) { - SpawnVFX(source, duplicateVFXPrefab, 1.5f); - } - - - public void SpawnDeleteVFX(GameObject source) { - SpawnVFX(source, deleteVFXPrefab, 1f); - } - - - private void OnDestroy() { - Utils.TryDispose(positionBuffer1); - Utils.TryDispose(positionBuffer2); - Utils.TryDispose(normalBuffer); - - Utils.TryDestroy(tempPositionMap); - Utils.TryDestroy(tempNormalMap); - Utils.TryDestroy(tempVelocityMap); - - positionBuffer1 = null; - positionBuffer2 = null; - normalBuffer = null; - - tempPositionMap = null; - tempNormalMap = null; - tempVelocityMap = null; - } - - - private void Update() { - if(null == source) { return; } - - elapsedTime += Time.deltaTime; - - GetData(); - if(positionList.Count == 0) { return; } - - TransferData(); - UpdateVFX(); - - Utils.SwapBuffers(ref positionBuffer1, ref positionBuffer2); - previousTransform = source.transform.localToWorldMatrix; - } - - - private void GetData() { - // Try to get data from skinned mesh - SkinnedMeshRenderer[] renderers = source.GetComponentsInChildren(); - if(renderers.Length > 0) { - positionList.Clear(); - normalList.Clear(); - Mesh mesh = new Mesh(); - foreach(SkinnedMeshRenderer renderer in renderers) { - renderer.BakeMesh(mesh); - if(mesh.isReadable) - { - positionList.AddRange(mesh.vertices); - normalList.AddRange(mesh.normals); - } - } - } - - // Try to get data from mesh filter - else { - MeshFilter[] meshFilters = source.GetComponentsInChildren(); - if(meshFilters.Length > 0) { - positionList.Clear(); - normalList.Clear(); - foreach(MeshFilter meshFilter in meshFilters) { - if(meshFilter.mesh.isReadable) - { - positionList.AddRange(meshFilter.mesh.vertices); - normalList.AddRange(meshFilter.mesh.normals); - } - } - } - } - } - - - public void TransferData() { - int mapWidth = positionMap.width; - int mapHeight = positionMap.height; - - int vertexCount = positionList.Count; - int dataCount = vertexCount * 3; - - // Release temp objects if their data size doesn't match - if(null != positionBuffer1 && positionBuffer1.count != dataCount) { - positionBuffer1.Dispose(); - positionBuffer2.Dispose(); - normalBuffer.Dispose(); - positionBuffer1 = null; - positionBuffer2 = null; - normalBuffer = null; - } - - if(null != tempPositionMap && (tempPositionMap.width != mapWidth || tempPositionMap.height != mapHeight)) { - Destroy(tempPositionMap); - Destroy(tempVelocityMap); - Destroy(tempNormalMap); - tempPositionMap = null; - tempVelocityMap = null; - tempNormalMap = null; - } - - // Lazy initialization - if(null == positionBuffer1) { - positionBuffer1 = new ComputeBuffer(dataCount, sizeof(float)); - positionBuffer2 = new ComputeBuffer(dataCount, sizeof(float)); - normalBuffer = new ComputeBuffer(dataCount, sizeof(float)); - } - - if(null == tempPositionMap) { - tempPositionMap = Utils.CreateRenderTexture(positionMap); - tempVelocityMap = Utils.CreateRenderTexture(positionMap); - tempNormalMap = Utils.CreateRenderTexture(positionMap); - } - - // Set data - computeShader.SetInt("VertexCount", vertexCount); - computeShader.SetMatrix("Transform", source.transform.localToWorldMatrix); - computeShader.SetMatrix("OldTransform", previousTransform); - computeShader.SetFloat("FrameRate", 1f / Time.deltaTime); - - positionBuffer1.SetData(positionList); - normalBuffer.SetData(normalList); - - computeShader.SetBuffer(0, "PositionBuffer", positionBuffer1); - computeShader.SetBuffer(0, "OldPositionBuffer", positionBuffer2); - computeShader.SetBuffer(0, "NormalBuffer", normalBuffer); - - computeShader.SetTexture(0, "PositionMap", tempPositionMap); - computeShader.SetTexture(0, "VelocityMap", tempVelocityMap); - computeShader.SetTexture(0, "NormalMap", tempNormalMap); - - // Compute - computeShader.Dispatch(0, mapWidth / 8, mapHeight / 8, 1); - - // Retrieve data - Graphics.CopyTexture(tempPositionMap, positionMap); - Graphics.CopyTexture(tempVelocityMap, velocityMap); - Graphics.CopyTexture(tempNormalMap, normalMap); - } - - - private void UpdateVFX() { - visualEffect.SetTexture("PointCache", positionMap); - visualEffect.SetFloat("Factor", Mathf.Abs(source.transform.lossyScale.x)); - visualEffect.SetFloat("RemainingTime", duration - elapsedTime); - visualEffect.SetVector3("SourcePosition", source.transform.position); - } - } -} diff --git a/Assets/Scripts/UI/SelectionVFX.cs.meta b/Assets/Scripts/UI/SelectionVFX.cs.meta deleted file mode 100644 index f940a4c3..00000000 --- a/Assets/Scripts/UI/SelectionVFX.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 645652535a4058a44ad3fbe3050c973e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/StraightRay.cs b/Assets/Scripts/UI/StraightRay.cs deleted file mode 100644 index 2bc536b6..00000000 --- a/Assets/Scripts/UI/StraightRay.cs +++ /dev/null @@ -1,137 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace VRtist -{ - - public class StraightRay : MonoBehaviour - { - [ColorUsage(true, true)] - public Color defaultColor = new Color(0, 38, 64); // = Color(0.0f, 0.60f, 1.0f) + intensity 6; - [ColorUsage(true, true)] - public Color activeColor = new Color(64, 12, 0); // = Color(1.0f, 0.18f, 0.0f) + intensify 6; - - private LineRenderer line = null; - private Transform endPoint = null; - private Material rayMat = null; - private Material endMat = null; - - private float width = 0.0020f; - private float rayEndPointScale = 0.01f; - - private void Start() - { - line = GetComponent(); - if (line == null) - { - Debug.LogWarning("Cannot find the LineRenderer component in the StraightRay"); - } - - endPoint = transform.Find("RayEnd"); - if (endPoint == null) - { - Debug.LogWarning("Cannot find the RayEnd object under the StraightRay"); - } - - rayMat = line.material; - endMat = endPoint.gameObject.GetComponent().material; - } - - private void Update() - { - line.startWidth = width / GlobalState.WorldScale; - line.endWidth = width / GlobalState.WorldScale; - endPoint.localScale = Vector3.one * rayEndPointScale / GlobalState.WorldScale; - } - - public void SetStartPosition(Vector3 start) - { - if (line != null) - { - line.SetPosition(0, start); - } - } - - public void SetEndPosition(Vector3 end) - { - if (line != null) - { - line.SetPosition(1, end); - } - - if (endPoint != null) - { - endPoint.position = end; - } - } - - public void SetPositions(Vector3 begin, Vector3 end) - { - if (line != null) - { - line.SetPosition(0, begin); - line.SetPosition(1, end); - } - - if (endPoint != null) - { - endPoint.position = end; - } - } - - public void SetDefaultColor() - { - SetColor(defaultColor); - } - - public void SetActiveColor() - { - SetColor(activeColor); - } - - public void SetColor(Color color) - { - if (rayMat != null) - { - rayMat.SetColor("_EmissiveColor", color); - - // NOTE: only setting the color does not change the shader... - //rayMat.SetColor("_EmissiveColorLDR", color); - //rayMat.SetFloat("_EmissiveIntensity", 50.0f); // 50 nits, 6.0 HDR, 8.0 EV100 - } - - if (endMat != null) - { - endMat.SetColor("_EmissiveColor", color); - - //endMat.SetColor("_EmissiveColorLDR", color); - //endMat.SetFloat("_EmissiveIntensity", 50.0f); - } - } - } - -} \ No newline at end of file diff --git a/Assets/Scripts/UI/StraightRay.cs.meta b/Assets/Scripts/UI/StraightRay.cs.meta deleted file mode 100644 index c338db03..00000000 --- a/Assets/Scripts/UI/StraightRay.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6470fd55d8f50f8429d6e9f5dd40c8aa -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/StretchUI.cs b/Assets/Scripts/UI/StretchUI.cs deleted file mode 100644 index 32446700..00000000 --- a/Assets/Scripts/UI/StretchUI.cs +++ /dev/null @@ -1,132 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.UI; - -namespace VRtist -{ - [ExecuteInEditMode] - public class StretchUI : MonoBehaviour - { - // NOTE: for tweaking, should be hidden after that. - [SpaceHeader("Debug parameters", 6, 0.8f, 0.8f, 0.8f)] - public float borderMarginsPct = 0.1f; - [CentimeterFloat] public float lineWidth = 0.005f; - [CentimeterVector3] public Vector3 localOffsetTwoHands = new Vector3(-0.008f, -0.005f, 0.0f); - [CentimeterVector3] public Vector3 localOffsetOneHand = new Vector3(-0.0086f, -0.0344f, -0.0253f); - public Vector3 localRotation = new Vector3(45.0f, 0.0f, 0.0f); - - public enum LineMode { SINGLE, DOUBLE }; - [HideInInspector] - public LineMode lineMode = LineMode.SINGLE; - - LineRenderer line; - Canvas canvas; - - void Start() - { - line = GetComponent(); - line.startWidth = lineWidth; - line.endWidth = lineWidth; - - canvas = GetComponent(); - } - - public void Show(bool doShow, LineMode mode = LineMode.SINGLE) - { - lineMode = mode; - // NOTE: Show() can be called before Start(), and line may not has been GetComponent<>'d yet. - if (line != null) - { - line.enabled = (mode == LineMode.DOUBLE); // hide line when doing one hand manipulation - } - - gameObject.SetActive(doShow); - } - - public void UpdateLineUI(Vector3 left, Vector3 right, Quaternion rotation, float scale) - { - // - // Stretch bar - // - if (line != null) - { - if (lineMode == LineMode.SINGLE) - { - line.SetPosition(0, left); - line.SetPosition(1, right); - } - else - { - float m = borderMarginsPct; // margin left and right - float w = 1.0f - 2.0f * m; - line.SetPosition(0, Vector3.Lerp(left, right, m)); - line.SetPosition(1, Vector3.Lerp(left, right, 1.0f - m)); - } - - line.startWidth = lineWidth * scale; - line.endWidth = lineWidth * scale; - } - - // - // Text - // - float fullBarWidth = Vector3.Magnitude(right - left); - - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.localScale = Vector3.one * scale; - Vector3 middlePoint = Vector3.Lerp(left, right, 0.5f); - canvasRT.localPosition = middlePoint; - canvasRT.rotation = rotation * Quaternion.Euler(localRotation); - canvasRT.sizeDelta = - (lineMode == LineMode.SINGLE) - ? new Vector2(fullBarWidth, 1.0f) - : new Vector2(3.0f, 1.0f); - - Transform textTransform = canvas.transform.Find("Text"); - RectTransform rectText = textTransform.GetComponent(); - - rectText.sizeDelta = canvasRT.sizeDelta; - rectText.localPosition = (lineMode == LineMode.SINGLE) ? localOffsetOneHand : localOffsetTwoHands; // local delta relative to the middle point - - Text txt = textTransform.gameObject.GetComponent(); - if (txt != null) - { - // TODO: add an icon, change its colors. - if (scale < 1.0f) - { - float invertedScale = 1.0f / scale; - txt.text = "x " + invertedScale.ToString("#0.00"); - } - else - { - txt.text = "x " + scale.ToString("#0.00"); - } - } - } - } - } -} diff --git a/Assets/Scripts/UI/StretchUI.cs.meta b/Assets/Scripts/UI/StretchUI.cs.meta deleted file mode 100644 index 07432423..00000000 --- a/Assets/Scripts/UI/StretchUI.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 35e6604ff62da554f835c1e0fd4da626 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/TeleportUI.cs b/Assets/Scripts/UI/TeleportUI.cs deleted file mode 100644 index 7372a856..00000000 --- a/Assets/Scripts/UI/TeleportUI.cs +++ /dev/null @@ -1,74 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class TeleportUI : MonoBehaviour -{ - [ColorUsage(true, true)] - public Color activeColor = new Color(0, 38, 64); - [ColorUsage(true, true)] - public Color impossibleColor = new Color(64, 0, 0); - - private LineRenderer line = null; - private Transform plane = null; - - // Start is called before the first frame update - void Start() - { - line = transform.Find("Ray")?.GetComponent(); - plane = transform.Find("Target/Plane"); // Target/Plane - } - - public void SetActiveColor() - { - SetEmissiveColor(activeColor); - } - - public void SetImpossibleColor() - { - SetEmissiveColor(impossibleColor); - } - - private void SetEmissiveColor(Color color) - { - if (line != null) - { - line.material.SetColor("_EmissiveColor", color); - } - - if (plane != null) - { - plane.GetComponent()?.material.SetColor("_EmissiveColor", color); - } - - } - - // Update is called once per frame - void Update() - { - - } -} diff --git a/Assets/Scripts/UI/TeleportUI.cs.meta b/Assets/Scripts/UI/TeleportUI.cs.meta deleted file mode 100644 index 3e206eea..00000000 --- a/Assets/Scripts/UI/TeleportUI.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ca67a777065617742a266072e34a6460 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/ToolsUIManager.cs b/Assets/Scripts/UI/ToolsUIManager.cs deleted file mode 100644 index abf9cd10..00000000 --- a/Assets/Scripts/UI/ToolsUIManager.cs +++ /dev/null @@ -1,586 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections; -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public delegate void OnTabChanged(object sender, TabChangedArgs args); - public class TabChangedArgs : EventArgs - { - public string tabName; - public string prevTabName; - } - - public delegate void OnToolChanged(object sender, ToolChangedArgs args); - public class ToolChangedArgs : EventArgs - { - public string toolName; - } - - public delegate void OnToolParameterChanged(object sender, ToolParameterChangedArgs args); - public class ToolParameterChangedArgs : EventArgs - { - public string toolName; - public string parameterName; - public float value; - } - - public delegate void OnBoolToolParameterChanged(object sender, BoolToolParameterChangedArgs args); - public class BoolToolParameterChangedArgs : EventArgs - { - public string toolName; - public string parameterName; - public bool value; - } - - public class ToolsUIManager : MonoBehaviour - { - [Header("Palette Settings")] - [SerializeField] private Transform handContainer; - [SerializeField] private Transform vehicleContainer; - [SerializeField] private Transform paletteRoot; - [SerializeField] private UIButton paletteCloseButton; - [SerializeField] private UIButton palettePinButton; - [SerializeField] private Transform tabButtonsContainer; - [SerializeField] private Transform panelsContainer; - [SerializeField] private float paletteScale = 0.5f; - - public event EventHandler OnTabChangedEvent; - public event EventHandler OnToolChangedEvent; - public UnityEvent onPaletteOpened = new UnityEvent(); - - public Transform keyboardWindow; - public Transform numericKeyboardWindow; - public bool keyboardOpen = false; - public bool numericKeyboardOpen = false; - - public GameObject createInstanceVFXPrefab = null; - public GameObject deleteInstanceVFXPrefab = null; - - [Header("Debug tweaking")] - public int palettePopNbFrames = 8; - public AnimationCurve paletteOpenAnimXCurve = new AnimationCurve( - new Keyframe(0, 0, 0, 0), - new Keyframe(0.5f, 1.5f, 0, 0), - new Keyframe(0.75f, 0.8f, 0, 0), - new Keyframe(1, 1, 0, 0) - ); - public AnimationCurve paletteOpenAnimYCurve = new AnimationCurve( - new Keyframe(0, 0, 0, 0), - new Keyframe(0.7f, 1.0f, 4.0f, 4.0f), - new Keyframe(1, 1, 0, 0) - ); - public AnimationCurve paletteOpenAnimZCurve = new AnimationCurve( - new Keyframe(0, 0, 0, 0), - new Keyframe(1, 1, 0, 0) - ); - public AnimationCurve paletteCloseAnimXCurve = new AnimationCurve( - new Keyframe(0, 0, 0, 0), - new Keyframe(0.5f, 1.5f, 0, 0), - new Keyframe(0.75f, 0.8f, 0, 0), - new Keyframe(1, 1, 0, 0) - ); - public AnimationCurve paletteCloseAnimYCurve = new AnimationCurve( - new Keyframe(0, 0, 0, 0), - new Keyframe(0.7f, 1.0f, 4.0f, 4.0f), - new Keyframe(1, 1, 0, 0) - ); - public AnimationCurve paletteCloseAnimZCurve = new AnimationCurve( - new Keyframe(0, 0, 0, 0), - new Keyframe(1, 1, 0, 0) - ); - - private static Dictionary tabTool = new Dictionary(); - - private bool isPaletteOpened = false; - private bool showTools = true; - - private string currentToolName; - private string currentTabName; - - private Vector3 paletteOffsetPosition = new Vector3(-0.02f, 0.05f, 0.05f); - private Quaternion paletteOffsetRotation = Quaternion.Euler(30, 0, 0); - - private GameObject colorPanel = null; - - // Map of the 3d object widgets. Used for passing messages by int instead of GameObject. Key is a Hash. - private Dictionary ui3DObjects = new Dictionary(); - - // Singleton - public static ToolsUIManager Instance { get; private set; } - - void Awake() - { - Instance = this; - } - - void Start() - { - OnToolChangedEvent += ToolsManager.OnChangeTool; - - string firstToolName = ToolsManager.CurrentToolName(); - ChangeTab(firstToolName); - currentToolName = firstToolName; - //ChangeTool(firstToolName); - - colorPanel = tabButtonsContainer.Find("ColorPanel").gameObject; - - keyboardWindow.localScale = Vector3.zero; - numericKeyboardWindow.localScale = Vector3.zero; - - createInstanceVFXPrefab = Resources.Load("VFX/ParticleSpawn"); - deleteInstanceVFXPrefab = Resources.Load("VFX/ParticleDespawn"); - } - - public void InitPaletteState() - { - isPaletteOpened = false; - paletteRoot.localScale = Vector3.one * paletteScale; - if (GlobalState.Settings.pinnedPalette) - { - paletteRoot.transform.parent = vehicleContainer.transform; - isPaletteOpened = true; - palettePinButton.Disabled = true; - paletteCloseButton.Disabled = false; - palettePinButton.Checked = true; - paletteRoot.localPosition = GlobalState.Settings.palettePosition; - paletteRoot.localRotation = GlobalState.Settings.paletteRotation; - } - else - { - palettePinButton.Checked = false; - paletteRoot.transform.parent = handContainer.transform; - paletteRoot.localPosition = GlobalState.Settings.palettePosition; - paletteRoot.localRotation = GlobalState.Settings.paletteRotation; - - if (GlobalState.Settings.forcePaletteOpen) - { - isPaletteOpened = true; - OpenWindow(paletteRoot.transform, paletteScale, () => onPaletteOpened.Invoke()); - palettePinButton.Disabled = false; - paletteCloseButton.Disabled = false; - } - else - { - paletteRoot.transform.localScale = Vector3.zero; - palettePinButton.Disabled = false; - paletteCloseButton.Disabled = true; - } - } - } - - public void InitDopesheetState() - { - Transform dopesheet = vehicleContainer.Find("DopesheetHandle"); - dopesheet.localPosition = GlobalState.Settings.dopeSheetPosition; - dopesheet.localRotation = GlobalState.Settings.dopeSheetRotation; - dopesheet.localScale = GlobalState.Settings.DopeSheetVisible ? Vector3.one * 0.7f : Vector3.zero; - } - - public void InitShotManagerState() - { - Transform shotManager = vehicleContainer.Find("ShotManagerHandle"); - shotManager.localPosition = GlobalState.Settings.shotManagerPosition; - shotManager.localRotation = GlobalState.Settings.shotManagerRotation; - shotManager.localScale = GlobalState.Settings.ShotManagerVisible ? Vector3.one * 0.7f : Vector3.zero; - } - - public void InitCameraPreviewState() - { - Transform cameraPreview = vehicleContainer.Find("CameraPreviewHandle"); - cameraPreview.localPosition = GlobalState.Settings.cameraPreviewPosition; - cameraPreview.localRotation = GlobalState.Settings.cameraPreviewRotation; - cameraPreview.localScale = GlobalState.Settings.cameraPreviewVisible ? Vector3.one * 0.7f : Vector3.zero; - } - - public void InitConsoleState() - { - Transform console = vehicleContainer.Find("ConsoleHandle"); - console.localPosition = GlobalState.Settings.consolePosition; - console.localRotation = GlobalState.Settings.consoleRotation; - console.localScale = GlobalState.Settings.ConsoleVisible ? Vector3.one * 0.7f : Vector3.zero; - } - - public Bounds GetVFXBounds(GameObject source) - { - MeshRenderer[] meshRenderers = source.GetComponentsInChildren(); - Bounds bounds = new Bounds(Vector3.zero, Vector3.zero); - - for (int i = 0; i < meshRenderers.Length; i++) - { - MeshRenderer meshRenderer = meshRenderers[i]; - if (i == 0) - bounds = meshRenderer.bounds; - else - bounds.Encapsulate(meshRenderer.bounds); - } - - return bounds; - } - - public void SpawnCreateInstanceVFX(GameObject source) - { - GameObject vfxInstance = Instantiate(createInstanceVFXPrefab); - Bounds bounds = GetVFXBounds(source); - vfxInstance.transform.localPosition = bounds.center; - float s = Mathf.Max(Mathf.Max(bounds.size.x, bounds.size.y), bounds.size.z) * 2f; - vfxInstance.transform.localScale = Vector3.one * s; - SoundManager.Instance.PlayUISound(SoundManager.Sounds.Spawn); - VRInput.SendHapticImpulse(VRInput.primaryController, 0, 0.3f, 0.2f); - Destroy(vfxInstance, 1f); - } - - public void SpawnDeleteInstanceVFX(GameObject source) - { - GameObject vfxInstance = Instantiate(deleteInstanceVFXPrefab); - Bounds bounds = GetVFXBounds(source); - vfxInstance.transform.localPosition = bounds.center; - float s = Mathf.Max(Mathf.Max(bounds.size.x, bounds.size.y), bounds.size.z) * 2f; - vfxInstance.transform.localScale = Vector3.one * s; - SoundManager.Instance.PlayUISound(SoundManager.Sounds.Despawn); - VRInput.SendHapticImpulse(VRInput.primaryController, 0, 0.3f, 0.2f); - Destroy(vfxInstance, 1f); - } - - public void ChangeTab(string tabName) - { - var args = new TabChangedArgs { tabName = tabName, prevTabName = currentTabName }; - - // Switch tab buttons - SetTabButtonActive(currentTabName, false); - currentTabName = tabName; - SetTabButtonActive(currentTabName, true); - - TogglePanel(currentTabName); - - OnTabChangedEvent?.Invoke(this, args); - } - - public void ChangeTool(string toolName) - { - currentToolName = toolName; - - var args = new ToolChangedArgs { toolName = currentToolName }; - OnToolChangedEvent?.Invoke(this, args); - - ShowCurrentTool(showTools); - } - - public void ShowCurrentTool(bool doShowTool) - { - ToolBase tool = ToolsManager.CurrentTool(); - if (tool != null) - { - tool.IsInGui = !doShowTool; - } - } - - public void ShowTools(bool doShowTools) - { - showTools = doShowTools; - ShowCurrentTool(showTools); - } - - public void ShowColorPanel(bool visible) - { - colorPanel.SetActive(visible); - } - - public void OnForcePaletteOpened(bool forceOpen) - { - GlobalState.Settings.forcePaletteOpen = forceOpen; - } - - public void RegisterUI3DObject(GameObject go) - { - int key = go.GetHashCode(); - if (!ui3DObjects.ContainsKey(key)) - { - ui3DObjects.Add(key, go); - } - } - - public GameObject GetUI3DObject(int hash) - { - if (ui3DObjects.ContainsKey(hash)) - { - return ui3DObjects[hash]; - } - return null; - } - - public void OnUI3DObjectEnter(int gohash) - { - ToolBase tool = ToolsManager.CurrentTool(); - if (tool != null) - { - tool.OnUIObjectEnter(gohash); - } - } - - public void OnUI3DObjectExit(int gohash) - { - ToolBase tool = ToolsManager.CurrentTool(); - if (tool != null) - { - tool.OnUIObjectExit(gohash); - } - } - - public void SetTabButtonActive(string toolName, bool active) - { - if (toolName == null) { return; } - - // TODO: make a map, a little bit too hardcoded. - string buttonName = toolName + "ToolButton"; - - Transform gobj = tabButtonsContainer.Find(buttonName); - if (gobj) - { - UIButton buttonElement = gobj.GetComponent(); - buttonElement.Checked = active; - } - } - - public void OnPaletteClose() - { - // security - if (!GlobalState.Settings.pinnedPalette) - Debug.LogError("Palette is not pinned, we shouldnt be able to unpin it."); - - // Re-parent to Hand - paletteRoot.transform.parent = handContainer.transform; - // Re-apply offset relative to hand. - paletteRoot.transform.localPosition = paletteOffsetPosition; - paletteRoot.transform.localRotation = paletteOffsetRotation; - // Switch system buttons states - palettePinButton.Disabled = false; - paletteCloseButton.Disabled = true; - - GlobalState.Settings.pinnedPalette = false; - } - - public void OnPalettePin() - { - // security - if (GlobalState.Settings.pinnedPalette) - Debug.LogError("Palette is already pinned, we shouldnt be able to pin it again."); - - // get current offset to apply it later when closing the palette - paletteOffsetPosition = paletteRoot.transform.localPosition; - paletteOffsetRotation = paletteRoot.transform.localRotation; - // change parent -> vehicle - paletteRoot.transform.parent = vehicleContainer.transform; - // Switch system buttons states - palettePinButton.Disabled = true; - paletteCloseButton.Disabled = false; - - GlobalState.Settings.pinnedPalette = true; - } - - public void TogglePanel(string activePanelName) - { - string panelObjectName = activePanelName + "Panel"; - - for (int i = 0; i < panelsContainer.childCount; i++) - { - GameObject child = panelsContainer.GetChild(i).gameObject; - child.SetActive(panelObjectName == child.name); - } - } - - public void SetWindowTitle(Transform window, string text) - { - Transform textComponentTransform = window.Find("TitleBar/Canvas/Text"); - if (textComponentTransform != null) - { - TextMeshProUGUI textComponent = textComponentTransform.GetComponent(); - if (textComponent != null) - { - textComponent.text = text; - } - } - } - - #region keyboard - - public void OpenKeyboard(UnityAction validateCallback, Transform anchor, string text = null) - { - if (keyboardOpen) { return; } - keyboardOpen = true; - - OpenWindow(keyboardWindow, 1f); - Keyboard keyboard = keyboardWindow.GetComponentInChildren(); - keyboard.Clear(); - if (null != text) - { - keyboard.SetText(text); - keyboard.Selected = true; - } - keyboard.onSubmitEvent.RemoveAllListeners(); - keyboard.onSubmitEvent.AddListener(validateCallback); - UIButton closeButton = keyboardWindow.Find("CloseButton/CloseWindowButton").GetComponent(); - closeButton.onReleaseEvent.AddListener(CancelKeyboard); - - Vector3 offset = new Vector3(0.35f, 0.0f, -0.01f); - keyboardWindow.position = anchor.TransformPoint(offset); - keyboardWindow.rotation = Camera.main.transform.rotation; - } - - public void CloseKeyboard(bool cancel = false) - { - Keyboard keyboard = keyboardWindow.GetComponentInChildren(); - keyboard.onSubmitEvent.RemoveAllListeners(); - UIButton closeButton = keyboardWindow.Find("CloseButton/CloseWindowButton").GetComponent(); - closeButton.onReleaseEvent.RemoveAllListeners(); - CloseWindow(keyboardWindow, 1f); - keyboardOpen = false; - } - - public void CancelKeyboard() - { - CloseKeyboard(cancel: true); - } - - public void OpenNumericKeyboard(UnityAction validateCallback, Transform anchor, float? value = null) - { - if (numericKeyboardOpen) { return; } - numericKeyboardOpen = true; - - OpenWindow(numericKeyboardWindow, 1f); - NumericKeyboard keyboard = numericKeyboardWindow.GetComponentInChildren(); - keyboard.Clear(); - if (null != value) - { - keyboard.SetValue(value); - keyboard.Selected = true; - } - keyboard.onSubmitEvent.RemoveAllListeners(); - keyboard.onSubmitEvent.AddListener(validateCallback); - UIButton closeButton = numericKeyboardWindow.Find("CloseButton/CloseWindowButton").GetComponent(); - closeButton.onReleaseEvent.AddListener(CancelNumericKeyboard); - - Vector3 offset = new Vector3(0.35f, 0.18f, -0.01f); - numericKeyboardWindow.position = anchor.TransformPoint(offset); - numericKeyboardWindow.rotation = Camera.main.transform.rotation; - } - - public void CloseNumericKeyboard(bool cancel = false) - { - NumericKeyboard keyboard = numericKeyboardWindow.GetComponentInChildren(); - keyboard.onSubmitEvent.RemoveAllListeners(); - UIButton closeButton = numericKeyboardWindow.Find("CloseButton/CloseWindowButton").GetComponent(); - closeButton.onReleaseEvent.RemoveAllListeners(); - CloseWindow(numericKeyboardWindow, 1f); - numericKeyboardOpen = false; - } - - public void CancelNumericKeyboard() - { - CloseNumericKeyboard(cancel: true); - } - - #endregion - - public void OpenWindow(Transform window, float scaleFactor, Action onOpened = null) - { - StartCoroutine(AnimateWindowOpen(window, paletteOpenAnimXCurve, paletteOpenAnimYCurve, paletteOpenAnimZCurve, scaleFactor, palettePopNbFrames, false, onOpened)); - Transform audioTransform = window.Find("AudioSource"); - if (null != audioTransform) - { - AudioSource audioSource = audioTransform.GetComponent(); - if (null != audioSource) - { - audioSource.maxDistance = 10f / GlobalState.WorldScale; - audioSource.minDistance = 1f / GlobalState.WorldScale; - SoundManager.Instance.Play3DSound(audioSource, SoundManager.Sounds.OpenWindow); - } - } - } - - public void CloseWindow(Transform window, float scaleFactor, Action onClosed = null) - { - StartCoroutine(AnimateWindowOpen(window, paletteCloseAnimXCurve, paletteCloseAnimYCurve, paletteCloseAnimZCurve, scaleFactor, palettePopNbFrames, false, onClosed)); - Transform audioTransform = window.Find("AudioSource"); - if (null != audioTransform) - { - AudioSource audioSource = audioTransform.GetComponent(); - if (null != audioSource) - { - audioSource.maxDistance = 10f / GlobalState.WorldScale; - audioSource.minDistance = 1f / GlobalState.WorldScale; - SoundManager.Instance.Play3DSound(audioSource, SoundManager.Sounds.CloseWindow); - } - } - } - - public void PopUpPalette(bool value) - { - if (GlobalState.Settings.pinnedPalette) - return; - if (GlobalState.Settings.forcePaletteOpen) - value = !value; - if (value == isPaletteOpened) - return; - - isPaletteOpened = value; - - if (value) - { - OpenWindow(paletteRoot.transform, paletteScale, () => onPaletteOpened.Invoke()); - } - else - { - CloseWindow(paletteRoot.transform, paletteScale); - } - } - - private IEnumerator AnimateWindowOpen(Transform window, AnimationCurve xCurve, AnimationCurve yCurve, AnimationCurve zCurve, float scaleFactor, int nbFrames, bool reverse = false, Action onFinished = null) - { - using (var guard = UIElement.UIEnabled.SetValue(false)) - { - for (int i = 0; i < nbFrames; i++) - { - float t = (float)i / (nbFrames - 1); - if (reverse) t = 1.0f - t; - float tx = scaleFactor * xCurve.Evaluate(t); - float ty = scaleFactor * yCurve.Evaluate(t); - float tz = scaleFactor * zCurve.Evaluate(t); - Vector3 s = new Vector3(tx, ty, tz); - window.localScale = s; - yield return new WaitForEndOfFrame(); - } - if (null != onFinished) - onFinished(); - } - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/UI/ToolsUIManager.cs.meta b/Assets/Scripts/UI/ToolsUIManager.cs.meta deleted file mode 100644 index c2223244..00000000 --- a/Assets/Scripts/UI/ToolsUIManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0df12b993ad9e8943b371c925fe738de -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Tooltips.cs b/Assets/Scripts/UI/Tooltips.cs deleted file mode 100644 index 0ee128a3..00000000 --- a/Assets/Scripts/UI/Tooltips.cs +++ /dev/null @@ -1,157 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; - -using UnityEngine; -using UnityEngine.UI; - -namespace VRtist -{ - public class Tooltips - { - public enum Location { Trigger, Grip, Primary, Secondary, Joystick } - public enum Action { Push, HoldPush, Horizontal, HoldHorizontal, Vertical, HoldVertical, Joystick } - - private static float visibilityAngle = 30f; - - public static void SetText(VRDevice device, Location location, Action action, string text, bool visible = true) - { - Transform tooltip = GetTooltipTransform(device, location); - if (null == tooltip) { return; } - - Transform textTransform = tooltip.Find("Canvas/Panel/Text"); - if (null != textTransform) - { - TextMeshProUGUI tmpro = textTransform.GetComponent(); - tmpro.text = text; - } - - string icon = ""; - switch (action) - { - case Action.Push: icon = "action-push"; break; - case Action.HoldPush: icon = "action-hold-push"; break; - case Action.Horizontal: icon = "action-joystick-horizontal"; break; - case Action.HoldHorizontal: icon = "action-hold-joystick-horizontal"; break; - case Action.Vertical: icon = "action-joystick-vertical"; break; - case Action.HoldVertical: icon = "action-hold-joystick-vertical"; break; - case Action.Joystick: icon = "action-joystick"; break; - } - Transform imageTransform = tooltip.Find("Canvas/Panel/Image"); - if (null != imageTransform) - { - Image image = imageTransform.GetComponent(); - icon = "empty"; // don't use icon value yet, we don't have any image - image.sprite = UIUtils.LoadIcon(icon); - } - - tooltip.gameObject.SetActive(visible); - } - - public static void SetVisible(VRDevice device, Location location, bool visible) - { - Transform tooltip = GetTooltipTransform(device, location); - if (null == tooltip) { return; } - - tooltip.gameObject.SetActive(visible); - } - - public static void HideAll(VRDevice device) - { - SetVisible(device, Location.Grip, false); - SetVisible(device, Location.Trigger, false); - SetVisible(device, Location.Primary, false); - SetVisible(device, Location.Secondary, false); - SetVisible(device, Location.Joystick, false); - } - - public static void UpdateOpacity() - { - Transform camTransform = Camera.main.transform; - Vector3 primaryTarget = -GlobalState.GetPrimaryControllerTransform().up; - float primaryAngle = Vector3.Angle(primaryTarget, camTransform.forward); - SetOpacity(VRDevice.PrimaryController, primaryAngle); - - Vector3 secondaryTarget = -GlobalState.GetSecondaryControllerTransform().up; - float secondaryAngle = Vector3.Angle(secondaryTarget, camTransform.forward); - SetOpacity(VRDevice.SecondaryController, secondaryAngle); - } - - private static void SetOpacity(VRDevice device, float angle) - { - Transform controller = GlobalState.GetControllerTransform(device); - if (null == controller) { return; } - - Transform tooltip = controller.Find("GripButtonAnchor/Tooltip"); - SetOpacity(tooltip, angle); - tooltip = controller.Find("TriggerButtonAnchor/Tooltip"); - SetOpacity(tooltip, angle); - tooltip = controller.Find("PrimaryButtonAnchor/Tooltip"); - SetOpacity(tooltip, angle); - tooltip = controller.Find("SecondaryButtonAnchor/Tooltip"); - SetOpacity(tooltip, angle); - tooltip = controller.Find("JoystickBaseAnchor/Tooltip"); - SetOpacity(tooltip, angle); - } - - private static void SetOpacity(Transform tooltip, float angle) - { - if (null == tooltip) { return; } - Image imagePanel = tooltip.Find("Canvas/Panel").GetComponent(); - Image image = tooltip.Find("Canvas/Panel/Image").GetComponent(); - TextMeshProUGUI text = tooltip.Find("Canvas/Panel/Text").GetComponent(); - - float factor = 1f - Mathf.Min(visibilityAngle, angle) / visibilityAngle; - - Color color = image.color; - color.a = 1f * factor; - image.color = color; - - color = text.color; - color.a = 1f * factor; - text.color = color; - - color = imagePanel.color; - color.a = 0.39f * factor; - imagePanel.color = color; - } - - private static Transform GetTooltipTransform(VRDevice device, Location location) - { - Transform controller = GlobalState.GetControllerTransform(device); - if (null == controller) { return null; } - - Transform tooltip = null; - switch (location) - { - case Location.Grip: tooltip = controller.Find("GripButtonAnchor/Tooltip"); break; - case Location.Trigger: tooltip = controller.Find("TriggerButtonAnchor/Tooltip"); break; - case Location.Primary: tooltip = controller.Find("PrimaryButtonAnchor/Tooltip"); break; - case Location.Secondary: tooltip = controller.Find("SecondaryButtonAnchor/Tooltip"); break; - case Location.Joystick: tooltip = controller.Find("JoystickBaseAnchor/Tooltip"); break; - } - return tooltip; - } - } -} diff --git a/Assets/Scripts/UI/Tooltips.cs.meta b/Assets/Scripts/UI/Tooltips.cs.meta deleted file mode 100644 index a4297e13..00000000 --- a/Assets/Scripts/UI/Tooltips.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3e256a4e5d182ea48b45182d9ce60e81 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/UIRay.cs b/Assets/Scripts/UI/UIRay.cs deleted file mode 100644 index 767cd21c..00000000 --- a/Assets/Scripts/UI/UIRay.cs +++ /dev/null @@ -1,178 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class UIRay : MonoBehaviour - { - [GradientUsage(true)] - public Gradient volumeColor = default; - [GradientUsage(true)] - public Gradient widgetColor = default; - [GradientUsage(true)] - public Gradient panelColor = default; - [GradientUsage(true)] - public Gradient handleColor = default; - - //[ColorUsage(true, true)] - //public Color volumeColor = new Color(0, 38, 64); - //[ColorUsage(true, true)] - //public Color widgetColor = new Color(64, 12, 0); - //[ColorUsage(true, true)] - //public Color panelColor = new Color(0, 64, 12); - //[ColorUsage(true, true)] - //public Color handleColor = new Color(12, 64, 0); - - private LineRenderer line = null; - private Material rayMat = null; - - public Transform endPoint = null; - - [Range(0, 1)] - public float endPointColorGrandientPct = 0.6f; - - [Range(1, 100)] - public float startWidth = 100; - - [Range(1, 100)] - public float endWidth = 1; - - private float f = 10000f; - - private void Start() - { - line = GetComponent(); - if (line == null) - { - Debug.LogWarning("Cannot find the LineRenderer component in the UIRay"); - } - - rayMat = line.material; - } - - //public void SetStartPosition(Vector3 start) - //{ - // if (line != null) - // { - // line.SetPosition(0, start); - // Vector3 end = line.GetPosition(10); - - // for (int i = 1; i < 10; ++i) - // { - // float pct = ((float)i / 10.0f); - // line.SetPosition(i, start + (end - start) * pct); - // } - - // line.startWidth = startWidth / f; - // line.endWidth = endWidth / f; - // } - //} - - //public void SetEndPosition(Vector3 end) - //{ - // if (line != null) - // { - // line.SetPosition(10, end); - // Vector3 start = line.GetPosition(0); - - // for (int i = 1; i < 10; ++i) - // { - // float pct = ((float)i / 10.0f); - // line.SetPosition(i, start + (end - start) * pct); - // } - - // line.startWidth = startWidth / f; - // line.endWidth = endWidth / f; - // } - - // if (endPoint != null) - // { - // endPoint.position = end; - // } - //} - - public void SetParameters(Vector3 start, Vector3 end, Vector3 startTangent) - { - if (line != null) - { - Vector3 middlePoint = (start + end) / 2.0f; - Vector3 middleNormal = Vector3.Normalize(start - middlePoint); - Plane middlePlane = new Plane(middleNormal, middlePoint); - Ray ray = new Ray(start, startTangent); - float enter = 0.0f; - middlePlane.Raycast(ray, out enter); - Vector3 intersectionPoint = ray.GetPoint(enter); - - Vector3 P0 = start; - //Vector3 P1 = intersectionPoint; - Vector3 P1 = start + 0.6f * (intersectionPoint - start); - Vector3 P2 = end; - - for (int i = 0; i < 11; ++i) - { - float t = ((float)i / 10.0f); - Vector3 pos = P2 * t * t + P1 * 2 * t * (1.0f - t) + P0 * (1.0f - t) * (1.0f - t); - line.SetPosition(i, pos); - } - - float scale = 1f / GlobalState.WorldScale; - line.startWidth = startWidth / f * scale; - line.endWidth = endWidth / f * scale; - } - - if (endPoint != null) - { - endPoint.position = end; - } - } - - public void SetVolumeColor() - { - SetColor(volumeColor); - } - - public void SetWidgetColor() - { - SetColor(widgetColor); - } - - public void SetPanelColor() - { - SetColor(panelColor); - } - - public void SetHandleColor() - { - SetColor(handleColor); - } - - public void SetColor(Gradient color) - { - line.colorGradient = color; - Color endPointColor = color.Evaluate(endPointColorGrandientPct); - endPoint.GetComponent().material.SetColor("_UnlitColor", endPointColor); - } - } -} diff --git a/Assets/Scripts/UI/UIRay.cs.meta b/Assets/Scripts/UI/UIRay.cs.meta deleted file mode 100644 index 47fe75fb..00000000 --- a/Assets/Scripts/UI/UIRay.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ac16c93ec73223d408a5232879827476 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/UIUtils.cs b/Assets/Scripts/UI/UIUtils.cs deleted file mode 100644 index 511dc480..00000000 --- a/Assets/Scripts/UI/UIUtils.cs +++ /dev/null @@ -1,1850 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; -using UnityEngine.Rendering; - -namespace VRtist -{ - public class UIUtils - { - #region Mesh Building - - public static Mesh BuildBox(float width, float height) - { - const float default_thickness = 0.001f; - - return BuildBoxEx(width, height, default_thickness); - } - - public static Mesh BuildBoxEx(float width, float height, float thickness) - { - List vertices = new List(); // TODO: use Vector3[] vertices = new Vector3[computed_size]; - List normals = new List(); // TODO: use Vector3[] normals = new Vector3[computed_size]; - List uvs = new List(); - List indices = new List(); // TODO: use int[] indices = new int[computed_size]; - - Vector3 innerTopLeft_front = new Vector3(0.0f, 0.0f, 0.0f); - Vector3 innerTopRight_front = new Vector3(width, 0.0f, 0.0f); - Vector3 innerBottomRight_front = new Vector3(width, -height, 0.0f); - Vector3 innerBottomLeft_front = new Vector3(0.0f, -height, 0.0f); - - Vector3 innerTopLeft_back = new Vector3(0.0f, 0.0f, thickness); - Vector3 innerTopRight_back = new Vector3(width, 0.0f, thickness); - Vector3 innerBottomRight_back = new Vector3(width, -height, thickness); - Vector3 innerBottomLeft_back = new Vector3(0.0f, -height, thickness); - - Vector2 uv00 = new Vector2(0, 0); - Vector2 uv01 = new Vector2(0, 1); - Vector2 uv11 = new Vector2(1, 1); - Vector2 uv10 = new Vector2(1, 0); - - // TOP - vertices.Add(innerTopLeft_front); - vertices.Add(innerTopRight_front); - vertices.Add(innerTopLeft_back); - vertices.Add(innerTopRight_back); - - uvs.Add(uv00); - uvs.Add(uv10); - uvs.Add(uv00); - uvs.Add(uv10); - - // LEFT - vertices.Add(innerTopLeft_front); - vertices.Add(innerBottomLeft_front); - vertices.Add(innerTopLeft_back); - vertices.Add(innerBottomLeft_back); - - uvs.Add(uv00); - uvs.Add(uv01); - uvs.Add(uv00); - uvs.Add(uv01); - - // RIGHT - vertices.Add(innerTopRight_front); - vertices.Add(innerBottomRight_front); - vertices.Add(innerTopRight_back); - vertices.Add(innerBottomRight_back); - - uvs.Add(uv10); - uvs.Add(uv11); - uvs.Add(uv10); - uvs.Add(uv11); - - // BOTTOM - vertices.Add(innerBottomLeft_front); - vertices.Add(innerBottomRight_front); - vertices.Add(innerBottomLeft_back); - vertices.Add(innerBottomRight_back); - - uvs.Add(uv01); - uvs.Add(uv11); - uvs.Add(uv01); - uvs.Add(uv11); - - // FRONT - vertices.Add(innerTopLeft_front); - vertices.Add(innerTopRight_front); - vertices.Add(innerBottomLeft_front); - vertices.Add(innerBottomRight_front); - - uvs.Add(uv00); - uvs.Add(uv10); - uvs.Add(uv01); - uvs.Add(uv11); - - // BACK - vertices.Add(innerTopLeft_back); - vertices.Add(innerTopRight_back); - vertices.Add(innerBottomLeft_back); - vertices.Add(innerBottomRight_back); - - uvs.Add(uv00); - uvs.Add(uv10); - uvs.Add(uv01); - uvs.Add(uv11); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.up); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.left); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.right); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.back); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.forward); - - int[] face_indices = new int[] - { - 0,2,1, - 2,3,1, - 5,7,4, - 7,6,4, - 8,10,9, - 10,11,9, - 13,15,12, - 15,14,12, - 16,17,19, - 16,19,18, - 20,23,21, - 20,22,23 - }; - - for (int i = 0; i < face_indices.Length; ++i) - { - indices.Add(face_indices[i]); - } - - Mesh mesh = new Mesh(); - mesh.SetVertices(vertices); - mesh.SetNormals(normals); - mesh.SetUVs(0, uvs); - mesh.SetIndices(indices, MeshTopology.Triangles, 0); - - return mesh; - } - - public static Mesh BuildRoundedBox(float width, float height, float margin, float thickness) - { - const int default_nbSubdivCornerFixed = 3; - const int default_nbSubdivCornerPerUnit = 3; - - return BuildRoundedBoxEx( - width, height, margin, thickness, - default_nbSubdivCornerFixed, default_nbSubdivCornerPerUnit); - } - - public static Mesh BuildRoundedBoxEx(float width, float height, float margin, float thickness, int nbSubdivCornerFixed, int nbSubdivCornerPerUnit) - { - List vertices = new List(); // TODO: use Vector3[] vertices = new Vector3[computed_size]; - List normals = new List(); // TODO: use Vector3[] normals = new Vector3[computed_size]; - List indices = new List(); // TODO: use int[] indices = new int[computed_size]; - - Vector3 innerTopLeft_front = new Vector3(margin, -margin, 0.0f); - Vector3 innerTopRight_front = new Vector3(width - margin, -margin, 0.0f); - Vector3 innerBottomRight_front = new Vector3(width - margin, -height + margin, 0.0f); - Vector3 innerBottomLeft_front = new Vector3(margin, -height + margin, 0.0f); - - Vector3 innerTopLeft_back = new Vector3(margin, -margin, thickness); - Vector3 innerTopRight_back = new Vector3(width - margin, -margin, thickness); - Vector3 innerBottomRight_back = new Vector3(width - margin, -height + margin, thickness); - Vector3 innerBottomLeft_back = new Vector3(margin, -height + margin, thickness); - - float cornerLength = margin * Mathf.PI / 2.0f; - int nbSubdivOnCorner = Mathf.FloorToInt(nbSubdivCornerFixed + cornerLength * nbSubdivCornerPerUnit); - int nbTrianglesOnCorner = 1 + nbSubdivOnCorner; - int nbVerticesOnCorner = 2 + nbSubdivOnCorner; - - int indexOffset = 0; - - #region front-rect-face - - // FRONT - vertices.Add(innerTopLeft_front); - vertices.Add(innerTopRight_front); - vertices.Add(innerBottomLeft_front); - vertices.Add(innerBottomRight_front); - - vertices.Add(innerTopLeft_front + new Vector3(0, margin, 0)); - vertices.Add(innerTopRight_front + new Vector3(0, margin, 0)); - vertices.Add(innerTopLeft_front + new Vector3(-margin, 0, 0)); - vertices.Add(innerTopRight_front + new Vector3(margin, 0, 0)); - vertices.Add(innerBottomLeft_front + new Vector3(-margin, 0, 0)); - vertices.Add(innerBottomRight_front + new Vector3(margin, 0, 0)); - vertices.Add(innerBottomLeft_front + new Vector3(0, -margin, 0)); - vertices.Add(innerBottomRight_front + new Vector3(0, -margin, 0)); - - for (int i = 0; i < 12; ++i) - { - normals.Add(-Vector3.forward); - } - - int[] front_middle_indices = new int[] - { - 4,5,1, - 4,1,0, - 6,0,2, - 6,2,8, - 0,1,3, - 0,3,2, - 1,7,9, - 1,9,3, - 2,3,11, - 2,11,10 - }; - - for (int i = 0; i < front_middle_indices.Length; ++i) - { - indices.Add(indexOffset + front_middle_indices[i]); - } - - indexOffset = vertices.Count; - - #endregion - - #region back-rect-face - - // BACK - vertices.Add(innerTopLeft_back); - vertices.Add(innerTopRight_back); - vertices.Add(innerBottomLeft_back); - vertices.Add(innerBottomRight_back); - - vertices.Add(innerTopLeft_back + new Vector3(0, margin, 0)); - vertices.Add(innerTopRight_back + new Vector3(0, margin, 0)); - vertices.Add(innerTopLeft_back + new Vector3(-margin, 0, 0)); - vertices.Add(innerTopRight_back + new Vector3(margin, 0, 0)); - vertices.Add(innerBottomLeft_back + new Vector3(-margin, 0, 0)); - vertices.Add(innerBottomRight_back + new Vector3(margin, 0, 0)); - vertices.Add(innerBottomLeft_back + new Vector3(0, -margin, 0)); - vertices.Add(innerBottomRight_back + new Vector3(0, -margin, 0)); - - for (int i = 0; i < 12; ++i) - { - normals.Add(Vector3.forward); - } - - int[] back_middle_indices = new int[] - { - 4,1,5, - 4,0,1, - 6,2,0, - 6,8,2, - 0,3,1, - 0,2,3, - 1,9,7, - 1,3,9, - 2,11,3, - 2,10,11 - }; - - for (int i = 0; i < back_middle_indices.Length; ++i) - { - indices.Add(indexOffset + back_middle_indices[i]); - } - - indexOffset = vertices.Count; - - #endregion - - #region side-rect-4-faces - - vertices.Add(innerTopLeft_front + new Vector3(0, margin, 0)); - vertices.Add(innerTopRight_front + new Vector3(0, margin, 0)); - vertices.Add(innerTopLeft_back + new Vector3(0, margin, 0)); - vertices.Add(innerTopRight_back + new Vector3(0, margin, 0)); - - vertices.Add(innerTopLeft_front + new Vector3(-margin, 0, 0)); - vertices.Add(innerBottomLeft_front + new Vector3(-margin, 0, 0)); - vertices.Add(innerTopLeft_back + new Vector3(-margin, 0, 0)); - vertices.Add(innerBottomLeft_back + new Vector3(-margin, 0, 0)); - - vertices.Add(innerTopRight_front + new Vector3(margin, 0, 0)); - vertices.Add(innerBottomRight_front + new Vector3(margin, 0, 0)); - vertices.Add(innerTopRight_back + new Vector3(margin, 0, 0)); - vertices.Add(innerBottomRight_back + new Vector3(margin, 0, 0)); - - vertices.Add(innerBottomLeft_front + new Vector3(0, -margin, 0)); - vertices.Add(innerBottomRight_front + new Vector3(0, -margin, 0)); - vertices.Add(innerBottomLeft_back + new Vector3(0, -margin, 0)); - vertices.Add(innerBottomRight_back + new Vector3(0, -margin, 0)); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.up); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.left); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.right); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - - int[] side_faces_indices = new int[] - { - 0,2,1, - 2,3,1, - 5,7,4, - 7,6,4, - 8,10,9, - 10,11,9, - 13,15,12, - 15,14,12 - }; - - for (int i = 0; i < side_faces_indices.Length; ++i) - { - indices.Add(indexOffset + side_faces_indices[i]); - } - - indexOffset = vertices.Count; - - #endregion - - - - #region front-top-left-corner - - vertices.Add(innerTopLeft_front); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerTopLeft_front + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(-Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 1); - indices.Add(indexOffset + i + 2); - } - - indexOffset = vertices.Count; - - #endregion - - #region back-top-left-corner - - vertices.Add(innerTopLeft_back); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerTopLeft_back + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 2); - indices.Add(indexOffset + i + 1); - } - - indexOffset = vertices.Count; - - #endregion - - #region side-top-left-corner - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerTopLeft_front + outerCirclePos); - vertices.Add(innerTopLeft_back + outerCirclePos); - normals.Add(outerCirclePos.normalized); - normals.Add(outerCirclePos.normalized); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 2 * i + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - } - - indexOffset = vertices.Count; - - #endregion - - - - #region front-top-right-corner - - vertices.Add(innerTopRight_front); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerTopRight_front + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(-Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 2); - indices.Add(indexOffset + i + 1); - } - - indexOffset = vertices.Count; - - #endregion - - #region back-top-right-corner - - vertices.Add(innerTopRight_back); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerTopRight_back + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 1); - indices.Add(indexOffset + i + 2); - } - - indexOffset = vertices.Count; - - #endregion - - #region side-top-right-corner - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], over a quarter of circle - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerTopRight_front + outerCirclePos); - vertices.Add(innerTopRight_back + outerCirclePos); - normals.Add(outerCirclePos.normalized); - normals.Add(outerCirclePos.normalized); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 2 * i + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - } - - indexOffset = vertices.Count; - - #endregion - - - - #region front-bottom-left-corner - - vertices.Add(innerBottomLeft_front); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerBottomLeft_front + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(-Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 2); - indices.Add(indexOffset + i + 1); - } - - indexOffset = vertices.Count; - - #endregion - - #region back-bottom-left-corner - - vertices.Add(innerBottomLeft_back); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerBottomLeft_back + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 1); - indices.Add(indexOffset + i + 2); - } - - indexOffset = vertices.Count; - - #endregion - - #region side-bottom-left-corner - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], over a quarter of circle - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerBottomLeft_front + outerCirclePos); - vertices.Add(innerBottomLeft_back + outerCirclePos); - normals.Add(outerCirclePos.normalized); - normals.Add(outerCirclePos.normalized); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 2 * i + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - } - - indexOffset = vertices.Count; - - #endregion - - - #region front-bottom-right-corner - - vertices.Add(innerBottomRight_front); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerBottomRight_front + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(-Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 2); - indices.Add(indexOffset + i + 1); - } - - indexOffset = vertices.Count; - - #endregion - - #region back-bottom-right-corner - - vertices.Add(innerBottomRight_back); - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerBottomRight_back + outerCirclePos); - } - - for (int i = 0; i < nbVerticesOnCorner + 1; ++i) - { - normals.Add(Vector3.forward); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 0); - indices.Add(indexOffset + i + 1); - indices.Add(indexOffset + i + 2); - } - - indexOffset = vertices.Count; - - #endregion - - #region side-bottom-right-corner - - for (int cs = 0; cs < nbVerticesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbVerticesOnCorner - 1); // [0..1], over a quarter of circle - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - vertices.Add(innerBottomRight_front + outerCirclePos); - vertices.Add(innerBottomRight_back + outerCirclePos); - normals.Add(outerCirclePos.normalized); - normals.Add(outerCirclePos.normalized); - } - - for (int i = 0; i < nbTrianglesOnCorner; ++i) - { - indices.Add(indexOffset + 2 * i + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - } - - indexOffset = vertices.Count; - - #endregion - - - Mesh mesh = new Mesh(); - mesh.SetVertices(vertices); - mesh.SetNormals(normals); - mesh.SetIndices(indices, MeshTopology.Triangles, 0); - - return mesh; - } - - public static Mesh BuildHollowCube(float width, float height) - { - const float default_margin = 0.005f; - const float default_thickness = 0.005f; - - return BuildHollowCubeEx(width, height, default_margin, default_thickness); - } - - public static Mesh BuildHollowCubeEx(float width, float height, float margin, float thickness) - { - int currentIndex = 0; - - List vertices = new List(); - List normals = new List(); - List indices = new List(); - - float h2 = height / 2.0f; - float m = margin; - - Vector3 front_outer_top_left = new Vector3(0.0f, h2, -thickness); - Vector3 front_outer_top_right = new Vector3(width, h2, -thickness); - Vector3 front_outer_bottom_left = new Vector3(0.0f, -h2, -thickness); - Vector3 front_outer_bottom_right = new Vector3(width, -h2, -thickness); - - Vector3 front_inner_top_left = new Vector3(m, h2 - m, -thickness); - Vector3 front_inner_top_right = new Vector3(width - m, h2 - m, -thickness); - Vector3 front_inner_bottom_left = new Vector3(m, -h2 + m, -thickness); - Vector3 front_inner_bottom_right = new Vector3(width - m, -h2 + m, -thickness); - - Vector3 back_outer_top_left = new Vector3(0.0f, h2, 0.0f); - Vector3 back_outer_top_right = new Vector3(width, h2, 0.0f); - Vector3 back_outer_bottom_left = new Vector3(0.0f, -h2, 0.0f); - Vector3 back_outer_bottom_right = new Vector3(width, -h2, 0.0f); - - Vector3 back_inner_top_left = new Vector3(m, h2 - m, 0.0f); - Vector3 back_inner_top_right = new Vector3(width - m, h2 - m, 0.0f); - Vector3 back_inner_bottom_left = new Vector3(m, -h2 + m, 0.0f); - Vector3 back_inner_bottom_right = new Vector3(width - m, -h2 + m, 0.0f); - - - #region front-hollow-face - - vertices.Add(front_outer_top_left); - vertices.Add(front_outer_top_right); - vertices.Add(front_outer_bottom_left); - vertices.Add(front_outer_bottom_right); - vertices.Add(front_inner_top_left); - vertices.Add(front_inner_top_right); - vertices.Add(front_inner_bottom_left); - vertices.Add(front_inner_bottom_right); - - for (int i = 0; i < 8; ++i) normals.Add(Vector3.back); - - int[] outer_front_hollow_face_indices = new int[] - { - 0,1,4, - 4,1,5, - 5,1,7, - 7,1,3, - 7,3,6, - 6,3,2, - 6,2,4, - 4,2,0 - }; - - for (int i = 0; i < outer_front_hollow_face_indices.Length; ++i) - { - indices.Add(currentIndex + outer_front_hollow_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region back-hollow-face - - vertices.Add(back_outer_top_left); - vertices.Add(back_outer_top_right); - vertices.Add(back_outer_bottom_left); - vertices.Add(back_outer_bottom_right); - vertices.Add(back_inner_top_left); - vertices.Add(back_inner_top_right); - vertices.Add(back_inner_bottom_left); - vertices.Add(back_inner_bottom_right); - - for (int i = 0; i < 8; ++i) normals.Add(Vector3.forward); - - int[] outer_back_hollow_face_indices = new int[] - { - 0,4,1, - 4,5,1, - 5,7,1, - 7,3,1, - 7,6,3, - 6,2,3, - 6,4,2, - 4,0,2 - }; - - for (int i = 0; i < outer_back_hollow_face_indices.Length; ++i) - { - indices.Add(currentIndex + outer_back_hollow_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region inner-top-face - - vertices.Add(front_inner_top_left); - vertices.Add(front_inner_top_right); - vertices.Add(back_inner_top_left); - vertices.Add(back_inner_top_right); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - - int[] inner_top_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < inner_top_face_indices.Length; ++i) - { - indices.Add(currentIndex + inner_top_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region inner-bottom-face - - vertices.Add(back_inner_bottom_left); - vertices.Add(back_inner_bottom_right); - vertices.Add(front_inner_bottom_left); - vertices.Add(front_inner_bottom_right); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.up); - - int[] inner_bottom_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < inner_bottom_face_indices.Length; ++i) - { - indices.Add(currentIndex + inner_bottom_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region inner-left-face - - vertices.Add(front_inner_bottom_left); - vertices.Add(front_inner_top_left); - vertices.Add(back_inner_bottom_left); - vertices.Add(back_inner_top_left); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.right); - - int[] inner_left_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < inner_left_face_indices.Length; ++i) - { - indices.Add(currentIndex + inner_left_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region inner-right-face - - vertices.Add(back_inner_bottom_right); - vertices.Add(back_inner_top_right); - vertices.Add(front_inner_bottom_right); - vertices.Add(front_inner_top_right); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.left); - - int[] inner_right_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < inner_right_face_indices.Length; ++i) - { - indices.Add(currentIndex + inner_right_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region outer-top-face - - vertices.Add(back_outer_top_left); - vertices.Add(back_outer_top_right); - vertices.Add(front_outer_top_left); - vertices.Add(front_outer_top_right); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - - int[] outer_top_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < outer_top_face_indices.Length; ++i) - { - indices.Add(currentIndex + outer_top_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region outer-bottom-face - - vertices.Add(front_outer_bottom_left); - vertices.Add(front_outer_bottom_right); - vertices.Add(back_outer_bottom_left); - vertices.Add(back_outer_bottom_right); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - - int[] outer_bottom_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < outer_bottom_face_indices.Length; ++i) - { - indices.Add(currentIndex + outer_bottom_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region outer-left-face - - vertices.Add(front_outer_top_left); - vertices.Add(front_outer_bottom_left); - vertices.Add(back_outer_top_left); - vertices.Add(back_outer_bottom_left); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - - int[] outer_left_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < outer_left_face_indices.Length; ++i) - { - indices.Add(currentIndex + outer_left_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region outer-right-face - - vertices.Add(back_outer_top_right); - vertices.Add(back_outer_bottom_right); - vertices.Add(front_outer_top_right); - vertices.Add(front_outer_bottom_right); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - - int[] outer_right_face_indices = new int[] - { - 0,1,2, - 2,1,3 - }; - - for (int i = 0; i < outer_right_face_indices.Length; ++i) - { - indices.Add(currentIndex + outer_right_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - Mesh mesh = new Mesh(); - mesh.SetVertices(vertices); - mesh.SetNormals(normals); - mesh.SetIndices(indices, MeshTopology.Triangles, 0); - - return mesh; - } - - public static Mesh BuildSliderKnob(float width, float height, float depth) - { - return BuildSliderKnobEx(width, height, depth, width, height, depth); - } - - public static Mesh BuildSliderKnobEx(float head_width, float head_height, float head_depth, float foot_width, float foot_height, float foot_depth) - { - int currentIndex = 0; - - List vertices = new List(); - List normals = new List(); - List indices = new List(); - - float hw2 = head_width / 2.0f; - float fw2 = foot_width / 2.0f; - float hh2 = head_height / 2.0f; - float fh2 = foot_height / 2.0f; - float hd = head_depth; - float fd = foot_depth; - - Vector3 back_foot_top_left = new Vector3(-fw2, fh2, 0.0f); - Vector3 back_foot_top_right = new Vector3(fw2, fh2, 0.0f); - Vector3 back_foot_bottom_left = new Vector3(-fw2, -fh2, 0.0f); - Vector3 back_foot_bottom_right = new Vector3(fw2, -fh2, 0.0f); - - Vector3 front_foot_top_left = new Vector3(-fw2, fh2, -fd); - Vector3 front_foot_top_right = new Vector3(fw2, fh2, -fd); - Vector3 front_foot_bottom_left = new Vector3(-fw2, -fh2, -fd); - Vector3 front_foot_bottom_right = new Vector3(fw2, -fh2, -fd); - - Vector3 back_head_top_left = new Vector3(-hw2, hh2, -fd); - Vector3 back_head_top_right = new Vector3(hw2, hh2, -fd); - Vector3 back_head_bottom_left = new Vector3(-hw2, -hh2, -fd); - Vector3 back_head_bottom_right = new Vector3(hw2, -hh2, -fd); - - Vector3 front_head_top_left = new Vector3(-hw2, hh2, -fd - hd); - Vector3 front_head_top_right = new Vector3(hw2, hh2, -fd - hd); - Vector3 front_head_bottom_left = new Vector3(-hw2, -hh2, -fd - hd); - Vector3 front_head_bottom_right = new Vector3(hw2, -hh2, -fd - hd); - - #region foot - - // TOP - vertices.Add(back_foot_top_left); - vertices.Add(back_foot_top_right); - vertices.Add(front_foot_top_left); - vertices.Add(front_foot_top_right); - - // BOTTOM - vertices.Add(front_foot_bottom_left); - vertices.Add(front_foot_bottom_right); - vertices.Add(back_foot_bottom_left); - vertices.Add(back_foot_bottom_right); - - // LEFT - vertices.Add(back_foot_top_left); - vertices.Add(front_foot_top_left); - vertices.Add(back_foot_bottom_left); - vertices.Add(front_foot_bottom_left); - - // RIGHT - vertices.Add(front_foot_top_right); - vertices.Add(back_foot_top_right); - vertices.Add(front_foot_bottom_right); - vertices.Add(back_foot_bottom_right); - - // FRONT - vertices.Add(front_foot_top_left); - vertices.Add(front_foot_top_right); - vertices.Add(front_foot_bottom_left); - vertices.Add(front_foot_bottom_right); - - // BACK - vertices.Add(back_foot_top_right); - vertices.Add(back_foot_top_left); - vertices.Add(back_foot_bottom_right); - vertices.Add(back_foot_bottom_left); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.up); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.left); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.right); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.back); // front - for (int i = 0; i < 4; ++i) normals.Add(Vector3.forward); // back - - int[] foot_face_indices = new int[] - { - 0,1,2, - 2,1,3, - - 4,5,6, - 6,5,7, - - 8,9,10, - 10,9,11, - - 12,13,14, - 14,13,15, - - 16,17,18, - 18,17,19, - - 20,21,22, - 22,21,23 - }; - - for (int i = 0; i < foot_face_indices.Length; ++i) - { - indices.Add(currentIndex + foot_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - #region head - - // TOP - vertices.Add(back_head_top_left); - vertices.Add(back_head_top_right); - vertices.Add(front_head_top_left); - vertices.Add(front_head_top_right); - - // BOTTOM - vertices.Add(front_head_bottom_left); - vertices.Add(front_head_bottom_right); - vertices.Add(back_head_bottom_left); - vertices.Add(back_head_bottom_right); - - // LEFT - vertices.Add(back_head_top_left); - vertices.Add(front_head_top_left); - vertices.Add(back_head_bottom_left); - vertices.Add(front_head_bottom_left); - - // RIGHT - vertices.Add(front_head_top_right); - vertices.Add(back_head_top_right); - vertices.Add(front_head_bottom_right); - vertices.Add(back_head_bottom_right); - - // FRONT - vertices.Add(front_head_top_left); - vertices.Add(front_head_top_right); - vertices.Add(front_head_bottom_left); - vertices.Add(front_head_bottom_right); - - // BACK - vertices.Add(back_head_top_right); - vertices.Add(back_head_top_left); - vertices.Add(back_head_bottom_right); - vertices.Add(back_head_bottom_left); - - for (int i = 0; i < 4; ++i) normals.Add(Vector3.up); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.left); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.right); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.back); // front - for (int i = 0; i < 4; ++i) normals.Add(Vector3.forward); // back - - int[] head_face_indices = new int[] - { - 0,1,2, - 2,1,3, - - 4,5,6, - 6,5,7, - - 8,9,10, - 10,9,11, - - 12,13,14, - 14,13,15, - - 16,17,18, - 18,17,19, - - 20,21,22, - 22,21,23 - }; - - for (int i = 0; i < head_face_indices.Length; ++i) - { - indices.Add(currentIndex + head_face_indices[i]); - } - - currentIndex = vertices.Count; - - #endregion - - Mesh mesh = new Mesh(); - mesh.SetVertices(vertices); - mesh.SetNormals(normals); - mesh.SetIndices(indices, MeshTopology.Triangles, 0); - - return mesh; - } - - public static Mesh BuildRoundedRectTube(float width, float height, float margin, float radius) - { - const int default_circleSubdiv = 8; - const int default_nbSubdivPerUnit = 1; - const int default_nbSubdivCornerFixed = 3; - const int default_nbSubdivCornerPerUnit = 3; - - return BuildRoundedRectTubeEx( - width, height, margin, radius, - default_circleSubdiv, - default_nbSubdivPerUnit, - default_nbSubdivCornerFixed, - default_nbSubdivCornerPerUnit - ); - } - - public static Mesh BuildRoundedRectTubeEx(float width, float height, float margin, float radius, int circleSubdiv, int nbSubdivPerUnit, int nbSubdivCornerFixed, int nbSubdivCornerPerUnit) - { - List vertices = new List(); // TODO: use Vector3[] vertices = new Vector3[computed_size]; - List normals = new List(); // TODO: use Vector3[] normals = new Vector3[computed_size]; - List indices = new List(); // TODO: use int[] indices = new int[computed_size]; - - float hTubeWidth = width - 2.0f * margin; - float vTubeHeight = height - 2.0f * margin; - float cornerLength = margin * Mathf.PI / 2.0f; - int nbSubdivOnWidth = Mathf.FloorToInt(hTubeWidth * nbSubdivPerUnit); - int nbSectionsOnWidth = 1 + nbSubdivOnWidth; - int nbCirclesOnWidth = 2 + nbSubdivOnWidth; - int nbSubdivOnHeight = Mathf.FloorToInt(vTubeHeight * nbSubdivPerUnit); - int nbSectionsOnHeight = 1 + nbSubdivOnHeight; - int nbCirclesOnHeight = 2 + nbSubdivOnHeight; - int nbSubdivOnCorner = Mathf.FloorToInt(nbSubdivCornerFixed + cornerLength * nbSubdivCornerPerUnit); - int nbSectionsOnCorner = 1 + nbSubdivOnCorner; - int nbCirclesOnCorner = 2 + nbSubdivOnCorner; - float sectionWidth = hTubeWidth / (float)(nbSubdivOnWidth + 1); - float sectionHeight = vTubeHeight / (float)(nbSubdivOnHeight + 1); - - Vector3 panelTopLeft = new Vector3(0.0f, 0.0f, 0.0f); - Vector3 panelTopRight = new Vector3(width, 0.0f, 0.0f); - Vector3 panelBottomLeft = new Vector3(0.0f, -height, 0.0f); - Vector3 panelBottomRight = new Vector3(width, -height, 0.0f); - - int indexOffset = 0; - - #region top-horizontal-bar: left to right, circle right axis = +Z - { - Vector3 sectionOffset = panelTopLeft + new Vector3(margin, 0, 0); - for (int cs = 0; cs < nbCirclesOnWidth; ++cs) - { - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - vertices.Add(new Vector3( - sectionOffset.x, - sectionOffset.y + radius * Mathf.Sin(2.0f * Mathf.PI * fi), - sectionOffset.z + radius * Mathf.Cos(2.0f * Mathf.PI * fi) - )); - normals.Add(new Vector3( - 0, - Mathf.Sin(2.0f * Mathf.PI * fi), - Mathf.Cos(2.0f * Mathf.PI * fi) - )); - } - sectionOffset.x += sectionWidth; - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnWidth); - indexOffset += nbCirclesOnWidth * circleSubdiv; - } - #endregion - - #region bottom-horizontal-bar: left to right, circle right axis = +Z - { - Vector3 sectionOffset = panelBottomLeft + new Vector3(margin, 0, 0); - for (int cs = 0; cs < nbCirclesOnWidth; ++cs) - { - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - vertices.Add(new Vector3( - sectionOffset.x, - sectionOffset.y + radius * Mathf.Sin(2.0f * Mathf.PI * fi), - sectionOffset.z + radius * Mathf.Cos(2.0f * Mathf.PI * fi) - )); - normals.Add(new Vector3( - 0, - Mathf.Sin(2.0f * Mathf.PI * fi), - Mathf.Cos(2.0f * Mathf.PI * fi) - )); - } - sectionOffset.x += sectionWidth; - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnWidth); - indexOffset += nbCirclesOnWidth * circleSubdiv; - } - #endregion - - #region left-vertical-bar: bottom to top, circle right axis = +Z - { - Vector3 sectionOffset = panelBottomLeft + new Vector3(0, margin, 0); - for (int cs = 0; cs < nbCirclesOnHeight; ++cs) - { - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - vertices.Add(new Vector3( - sectionOffset.x - radius * Mathf.Sin(2.0f * Mathf.PI * fi), - sectionOffset.y, - sectionOffset.z + radius * Mathf.Cos(2.0f * Mathf.PI * fi) - )); - normals.Add(new Vector3( - -Mathf.Sin(2.0f * Mathf.PI * fi), - 0, - Mathf.Cos(2.0f * Mathf.PI * fi) - )); - } - sectionOffset.y += sectionHeight; - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnHeight); - indexOffset += nbCirclesOnHeight * circleSubdiv; - } - #endregion - - #region right-vertical-bar: bottom to top, circle right axis = +Z - { - Vector3 sectionOffset = panelBottomRight + new Vector3(0, margin, 0); - for (int cs = 0; cs < nbCirclesOnHeight; ++cs) - { - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - vertices.Add(new Vector3( - sectionOffset.x - radius * Mathf.Sin(2.0f * Mathf.PI * fi), - sectionOffset.y, - sectionOffset.z + radius * Mathf.Cos(2.0f * Mathf.PI * fi) - )); - normals.Add(new Vector3( - -Mathf.Sin(2.0f * Mathf.PI * fi), - 0, - Mathf.Cos(2.0f * Mathf.PI * fi) - )); - } - sectionOffset.y += sectionHeight; - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnHeight); - indexOffset += nbCirclesOnHeight * circleSubdiv; - } - #endregion - - #region top-left-corner: outer-circle from -X(left) to Y(top), circle right axis = +Z - { - Vector3 cornerCenter = panelTopLeft + new Vector3(margin, -margin, 0); - Vector3 unitRight = new Vector3(0, 0, 1); - Vector3 unitUp = new Vector3(0, 1, 0); - for (int cs = 0; cs < nbCirclesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbCirclesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - Vector3 innerCircleCenter = cornerCenter + outerCirclePos; - unitUp = outerCirclePos.normalized; - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - - Vector3 innerCirclePos = unitRight * radius * Mathf.Cos(2.0f * Mathf.PI * fi) - + unitUp * radius * Mathf.Sin(2.0f * Mathf.PI * fi); - vertices.Add(innerCircleCenter + innerCirclePos); - - normals.Add(innerCirclePos.normalized); - } - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnCorner); - indexOffset += nbCirclesOnCorner * circleSubdiv; - } - #endregion - - #region top-right-corner: outer-circle from Y(top) to X(right), circle right axis = +Z - { - Vector3 cornerCenter = panelTopRight + new Vector3(-margin, -margin, 0); - Vector3 unitRight = new Vector3(0, 0, 1); - Vector3 unitUp = new Vector3(0, 1, 0); - for (int cs = 0; cs < nbCirclesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbCirclesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - +margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - 0); - Vector3 innerCircleCenter = cornerCenter + outerCirclePos; - unitUp = outerCirclePos.normalized; - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - - Vector3 innerCirclePos = unitRight * radius * Mathf.Cos(2.0f * Mathf.PI * fi) - + unitUp * radius * Mathf.Sin(2.0f * Mathf.PI * fi); - vertices.Add(innerCircleCenter + innerCirclePos); - - normals.Add(innerCirclePos.normalized); - } - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnCorner); - indexOffset += nbCirclesOnCorner * circleSubdiv; - } - #endregion - - #region bottom-right-corner: outer-circle from -Y(bottom) to X(right), circle right axis = +Z - { - Vector3 cornerCenter = panelBottomRight + new Vector3(-margin, +margin, 0); - Vector3 unitRight = new Vector3(0, 0, 1); - Vector3 unitUp = new Vector3(0, 1, 0); - for (int cs = 0; cs < nbCirclesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbCirclesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - +margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - 0); - Vector3 innerCircleCenter = cornerCenter + outerCirclePos; - unitUp = -outerCirclePos.normalized; - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - - Vector3 innerCirclePos = unitRight * radius * Mathf.Cos(2.0f * Mathf.PI * fi) - + unitUp * radius * Mathf.Sin(2.0f * Mathf.PI * fi); - vertices.Add(innerCircleCenter + innerCirclePos); - - normals.Add(innerCirclePos.normalized); - } - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnCorner); - indexOffset += nbCirclesOnCorner * circleSubdiv; - } - #endregion - - #region bottom-left-corner: outer-circle from -X(left) to -Y(bottom), circle right axis = +Z - { - Vector3 cornerCenter = panelBottomLeft + new Vector3(+margin, +margin, 0); - Vector3 unitRight = new Vector3(0, 0, 1); - Vector3 unitUp = new Vector3(0, 1, 0); - for (int cs = 0; cs < nbCirclesOnCorner; ++cs) - { - float fQuarterPercent = 0.25f * (float)cs / (float)(nbCirclesOnCorner - 1); // [0..1], from top to left of corner quarter of circle. - Vector3 outerCirclePos = new Vector3( - -margin * Mathf.Cos(2.0f * Mathf.PI * fQuarterPercent), - -margin * Mathf.Sin(2.0f * Mathf.PI * fQuarterPercent), - 0); - Vector3 innerCircleCenter = cornerCenter + outerCirclePos; - unitUp = -outerCirclePos.normalized; - for (int i = 0; i < circleSubdiv; ++i) - { - float fi = (float)i / (float)circleSubdiv; - - Vector3 innerCirclePos = unitRight * radius * Mathf.Cos(2.0f * Mathf.PI * fi) - + unitUp * radius * Mathf.Sin(2.0f * Mathf.PI * fi); - vertices.Add(innerCircleCenter + innerCirclePos); - - normals.Add(innerCirclePos.normalized); - } - } - FillCircleSectionsWithTriangles(indices, indexOffset, circleSubdiv, nbSectionsOnCorner); - indexOffset += nbCirclesOnCorner * circleSubdiv; - } - #endregion - - Mesh mesh = new Mesh(); - mesh.SetVertices(vertices); - mesh.SetNormals(normals); - mesh.SetIndices(indices, MeshTopology.Triangles, 0); - - return mesh; - } - - public static Mesh BuildHSV(float width, float height, float thickness, float triangleRadiusPct, float innerRadiusPct, float outerRadiusPct, int nbSubdiv, Color hue) - { - List vertices = new List(); - List normals = new List(); - List uvs = new List(); - List colors = new List(); - List indices = new List(); - - float w2 = width / 2.0f; - float h2 = height / 2.0f; - float ir = innerRadiusPct * w2; - float or = outerRadiusPct * w2; - - Vector3 mb = new Vector3(w2, -h2, 0.0f); - - int indexOffset = 0; - - #region FRONT/TOP FACE - - for (int i = 0; i < nbSubdiv; ++i) // [0..nb-1] - { - float pct = (float)i / (float)(nbSubdiv - 1); - float cos = Mathf.Cos(2.0f * Mathf.PI * pct); // [1..0..-1..0..1] - float sin = Mathf.Sin(2.0f * Mathf.PI * pct); // [0..1..0..-1..0] - Vector3 innerCirclePos = new Vector3(w2 - ir * cos, -h2 + ir * sin, 0); - Vector3 outerCirclePos = new Vector3(w2 - or * cos, -h2 + or * sin, 0); - - vertices.Add(innerCirclePos); - vertices.Add(outerCirclePos); - - normals.Add(Vector3.back); - normals.Add(Vector3.back); - - uvs.Add(new Vector2(pct, 0.0f)); // inner - uvs.Add(new Vector2(pct, 1.0f)); // outer - - colors.Add(Color.white); - colors.Add(Color.white); - } - - for (int i = 0; i < nbSubdiv - 1; ++i) // [0..nb-2] - { - indices.Add(indexOffset + 2 * i + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * (i + 1) + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * i + 1); - } - - indexOffset = vertices.Count; - - #endregion - - #region INNER BAND - - for (int i = 0; i < nbSubdiv; ++i) // [0..nb-1] - { - float pct = (float)i / (float)(nbSubdiv - 1); - float cos = Mathf.Cos(2.0f * Mathf.PI * pct); // [1..0..-1..0..1] - float sin = Mathf.Sin(2.0f * Mathf.PI * pct); // [0..1..0..-1..0] - Vector3 bottomInnerCirclePos = new Vector3(w2 - ir * cos, -h2 + ir * sin, thickness); - Vector3 topInnerCirclePos = new Vector3(w2 - ir * cos, -h2 + ir * sin, 0); - - vertices.Add(bottomInnerCirclePos); - vertices.Add(topInnerCirclePos); - - normals.Add(Vector3.Normalize(mb - bottomInnerCirclePos)); // inner band - normals.Add(Vector3.Normalize(mb - bottomInnerCirclePos)); // inner band - - uvs.Add(new Vector2(pct, 0.0f)); - uvs.Add(new Vector2(pct, 0.0f)); - - colors.Add(Color.white); - colors.Add(Color.white); - } - - for (int i = 0; i < nbSubdiv - 1; ++i) // [0..nb-2] - { - indices.Add(indexOffset + 2 * i + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * (i + 1) + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * i + 1); - } - - indexOffset = vertices.Count; - - #endregion - - #region OUTER BAND - - for (int i = 0; i < nbSubdiv; ++i) // [0..nb-1] - { - float pct = (float)i / (float)(nbSubdiv - 1); - float cos = Mathf.Cos(2.0f * Mathf.PI * pct); // [1..0..-1..0..1] - float sin = Mathf.Sin(2.0f * Mathf.PI * pct); // [0..1..0..-1..0] - Vector3 bottomOuterCirclePos = new Vector3(w2 - or * cos, -h2 + or * sin, thickness); - Vector3 topOuterCirclePos = new Vector3(w2 - or * cos, -h2 + or * sin, 0); - - vertices.Add(topOuterCirclePos); - vertices.Add(bottomOuterCirclePos); - - normals.Add(Vector3.Normalize(bottomOuterCirclePos - mb)); // inner band - normals.Add(Vector3.Normalize(bottomOuterCirclePos - mb)); // inner band - - uvs.Add(new Vector2(pct, 1.0f)); - uvs.Add(new Vector2(pct, 1.0f)); - - colors.Add(Color.white); - colors.Add(Color.white); - } - - for (int i = 0; i < nbSubdiv - 1; ++i) // [0..nb-2] - { - indices.Add(indexOffset + 2 * i + 0); - indices.Add(indexOffset + 2 * i + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * (i + 1) + 1); - indices.Add(indexOffset + 2 * (i + 1) + 0); - indices.Add(indexOffset + 2 * i + 1); - } - - indexOffset = vertices.Count; - - #endregion - - int firstMeshIndexCount = 3 * 6 * (nbSubdiv - 1); - - #region TRIANGLE - - float tr = triangleRadiusPct * w2; - - Vector3 top_front = new Vector3(w2, -h2 + tr, 0); - Vector3 top_back = new Vector3(w2, -h2 + tr, thickness); - - Vector3 br_front = new Vector3(w2 + tr * Mathf.Cos(-Mathf.PI / 6.0f), -h2 + tr * Mathf.Sin(-Mathf.PI / 6.0f), 0); - Vector3 br_back = new Vector3(w2 + tr * Mathf.Cos(-Mathf.PI / 6.0f), -h2 + tr * Mathf.Sin(-Mathf.PI / 6.0f), thickness); - - Vector3 bl_front = new Vector3(w2 - tr * Mathf.Cos(-Mathf.PI / 6.0f), -h2 + tr * Mathf.Sin(-Mathf.PI / 6.0f), 0); - Vector3 bl_back = new Vector3(w2 - tr * Mathf.Cos(-Mathf.PI / 6.0f), -h2 + tr * Mathf.Sin(-Mathf.PI / 6.0f), thickness); - - Vector2 uvtop = new Vector2(.5f, 0.866f); // racine 3 / 2 - Vector2 uvbr = new Vector2(1, 0); - Vector2 uvbl = new Vector2(0, 0); - - // FRONT - vertices.Add(top_front); - vertices.Add(br_front); - vertices.Add(bl_front); - - uvs.Add(uvtop); - uvs.Add(uvbr); - uvs.Add(uvbl); - - colors.Add(Color.black); - colors.Add(hue); - colors.Add(Color.white); - - // UPPER RIGHT BORDER - vertices.Add(br_back); - vertices.Add(br_front); - vertices.Add(top_back); - vertices.Add(top_front); - - uvs.Add(uvbr); - uvs.Add(uvbr); - uvs.Add(uvtop); - uvs.Add(uvtop); - - colors.Add(hue); - colors.Add(hue); - colors.Add(Color.black); - colors.Add(Color.black); - - // UPPER LEFT BORDER - vertices.Add(top_back); - vertices.Add(top_front); - vertices.Add(bl_back); - vertices.Add(bl_front); - - uvs.Add(uvtop); - uvs.Add(uvtop); - uvs.Add(uvbl); - uvs.Add(uvbl); - - colors.Add(Color.black); - colors.Add(Color.black); - colors.Add(Color.white); - colors.Add(Color.white); - - // BOTTOM - vertices.Add(bl_back); - vertices.Add(bl_front); - vertices.Add(br_back); - vertices.Add(br_front); - - uvs.Add(uvbl); - uvs.Add(uvbl); - uvs.Add(uvbr); - uvs.Add(uvbr); - - colors.Add(Color.white); - colors.Add(Color.white); - colors.Add(hue); - colors.Add(hue); - - for (int i = 0; i < 3; ++i) normals.Add(Vector3.back); - for (int i = 0; i < 4; ++i) normals.Add(Vector3.Normalize(mb - bl_back)); // upper right - for (int i = 0; i < 4; ++i) normals.Add(Vector3.Normalize(mb - br_back)); // upper left - for (int i = 0; i < 4; ++i) normals.Add(Vector3.down); // bottom - - int[] face_indices = new int[] - { - 0,1,2, - 3,4,5, - 5,4,6, - 7,8,9, - 9,8,10, - 11,12,13, - 12,11,14 - }; - - for (int i = 0; i < face_indices.Length; ++i) - { - indices.Add(indexOffset + face_indices[i]); - } - #endregion - - Mesh mesh = new Mesh(); - mesh.SetVertices(vertices); - mesh.SetNormals(normals); - mesh.SetUVs(0, uvs); - mesh.SetIndices(indices, MeshTopology.Triangles, 0); - mesh.SetColors(colors); - - int secondMeshIndexStart = firstMeshIndexCount; - int secondMeshIndexCount = vertices.Count; - - mesh.subMeshCount = 2; - - SubMeshDescriptor desc0 = new SubMeshDescriptor(0, firstMeshIndexCount); - mesh.SetSubMesh(0, desc0); - SubMeshDescriptor desc1 = new SubMeshDescriptor(secondMeshIndexStart, 21); - mesh.SetSubMesh(1, desc1); - - return mesh; - } - - private static void FillCircleSectionsWithTriangles(List indices, int indexOffset, int circleSubdiv, int nbSections) - { - for (int cs = 0; cs < nbSections; ++cs) - { - for (int i = 0; i < circleSubdiv - 1; ++i) - { - int idx0 = cs * circleSubdiv + i; - int idx1 = (cs + 1) * circleSubdiv + i; - int idx2 = (cs + 1) * circleSubdiv + i + 1; - int idx3 = cs * circleSubdiv + i + 1; - indices.Add(indexOffset + idx0); - indices.Add(indexOffset + idx1); - indices.Add(indexOffset + idx3); - indices.Add(indexOffset + idx3); - indices.Add(indexOffset + idx1); - indices.Add(indexOffset + idx2); - } - { // loop to first vertices in circles - int idx0 = (cs * circleSubdiv + (circleSubdiv - 1)); - int idx1 = ((cs + 1) * circleSubdiv + (circleSubdiv - 1)); - int idx2 = ((cs + 1) * circleSubdiv + 0); - int idx3 = (cs * circleSubdiv + 0); - indices.Add(indexOffset + idx0); - indices.Add(indexOffset + idx1); - indices.Add(indexOffset + idx3); - indices.Add(indexOffset + idx3); - indices.Add(indexOffset + idx1); - indices.Add(indexOffset + idx2); - } - } - } - - #endregion - - #region Resource Loading - static private Dictionary uiMaterials = new Dictionary(); - static private Dictionary uiSprites = new Dictionary(); - static private Dictionary uiPrefabs = new Dictionary(); - static private Dictionary uiMeshes = new Dictionary(); - - public static Material LoadMaterial(string materialName) - { - if (!uiMaterials.ContainsKey(materialName)) - uiMaterials[materialName] = Resources.Load("Materials/UI/" + materialName); - return uiMaterials[materialName]; - } - - public static Sprite LoadIcon(string iconName) - { - if (!uiSprites.ContainsKey(iconName)) - uiSprites[iconName] = Resources.Load("Textures/UI/" + iconName); - return uiSprites[iconName]; - } - - public static GameObject LoadPrefab(string prefabName) - { - if (!uiPrefabs.ContainsKey(prefabName)) - uiPrefabs[prefabName] = Resources.Load("Prefabs/UI/" + prefabName); - return uiPrefabs[prefabName]; - } - - public static Mesh LoadMesh(string meshName) - { - if (!uiMeshes.ContainsKey(meshName)) - uiMeshes[meshName] = Resources.Load("Models/" + meshName); - return uiMeshes[meshName]; - } - - #endregion - - public static Component CopyComponent(Component original, GameObject destination) - { - System.Type type = original.GetType(); - Component copy = destination.AddComponent(type); - // Copied fields can be restricted with BindingFlags - System.Reflection.FieldInfo[] fields = type.GetFields(); - foreach (System.Reflection.FieldInfo field in fields) - { - field.SetValue(copy, field.GetValue(original)); - } - return copy; - } - - public static void SetRecursiveLayer(GameObject gObject, string layerName) - { - gObject.layer = LayerMask.NameToLayer(layerName); - for (int i = 0; i < gObject.transform.childCount; i++) - { - SetRecursiveLayer(gObject.transform.GetChild(i).gameObject, layerName); - } - } - - - public static void SetTMProStyle(GameObject gobject, float minSize = 1f, float maxSize = 1.5f, bool autoSizing = true, TextAlignmentOptions alignment = TextAlignmentOptions.Left) - { - TextMeshProUGUI[] texts = gobject.GetComponentsInChildren(); - foreach (var text in texts) - { - //text.fontStyle = FontStyles.Normal; - text.enableAutoSizing = autoSizing; - text.fontSizeMin = minSize; - text.fontSizeMax = maxSize; - text.alignment = alignment; - } - } - } -} diff --git a/Assets/Scripts/UI/UIUtils.cs.meta b/Assets/Scripts/UI/UIUtils.cs.meta deleted file mode 100644 index 850d2f2d..00000000 --- a/Assets/Scripts/UI/UIUtils.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1bb018c9a6a96bf4f83a4a46b351f922 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets.meta b/Assets/Scripts/UI/Widgets.meta deleted file mode 100644 index 4ccc8574..00000000 --- a/Assets/Scripts/UI/Widgets.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 2a1c1159bcf25eb448df825df528a0b8 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIButton.cs b/Assets/Scripts/UI/Widgets/UIButton.cs deleted file mode 100644 index ee750e2c..00000000 --- a/Assets/Scripts/UI/Widgets/UIButton.cs +++ /dev/null @@ -1,704 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIButton : UIElement - { - public enum IconMarginBehavior { UseButtonMargin, UseIconMargin }; - public enum ButtonContent { TextOnly, ImageOnly, TextAndImage }; - - // TODO: put in a scriptable object - public static readonly string default_widget_name = "New Button"; - public static readonly float default_width = 0.15f; - public static readonly float default_height = 0.05f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - public static readonly string default_material_name = "UIBase"; - public static readonly string default_text = "Button"; - public static readonly string default_icon_name = "paint"; - public static readonly ButtonContent default_content = ButtonContent.TextAndImage; - public static readonly IconMarginBehavior default_icon_margin_behavior = IconMarginBehavior.UseButtonMargin; - public static readonly float default_icon_margin = 0.0f; - - [SpaceHeader("Button Shape Parameters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float thickness = default_thickness; - public IconMarginBehavior iconMarginBehavior = default_icon_margin_behavior; - [CentimeterFloat] public float iconMargin = default_icon_margin; - public ButtonContent content = default_content; - public Sprite baseSprite = null; - public Sprite checkedSprite = null; - public ColorReference checkedColor = new ColorReference(); - [TextArea] public string textContent = ""; - public Material source_material = null; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - public bool isCheckable = false; - public BoolChangedEvent onCheckEvent = new BoolChangedEvent(); - public UnityEvent onHoverEvent = new UnityEvent(); - - public string Text { get { return textContent; } set { SetText(value); } } - public Color CheckedColor { get { return checkedColor.Value; } } - - public Color ImageColor - { - get - { - Image image = transform.GetComponentInChildren(true); - return image.color; - } - set - { - Image image = transform.GetComponentInChildren(true); - image.color = value; - imageColorFixed = true; - } - } - private bool imageColorFixed = false; - - private bool isChecked = false; - public bool Checked - { - get { return isChecked; } - set { isChecked = value; ResetColor(); UpdateCheckIcon(); } - } - - private bool grippedUnderThreshold = false; - private Vector2 grippedPos = Vector2.zero; - - public override void ResetColor() - { - SetColor(Disabled ? DisabledColor - : (Pushed ? PushedColor - : (Checked ? CheckedColor - : (Selected ? SelectedColor - : (Hovered ? HoveredColor - : BaseColor))))); - - SetForegroundColor(Disabled ? DisabledTextColor : TextColor); - - // Make the canvas pop front if Hovered. - Canvas c = GetComponentInChildren(); - if (c != null) - { - RectTransform rt = c.GetComponent(); - if (rt != null) - { - rt.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - } - } - - public override void SetForegroundColor(Color color) - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - // IMAGE - if (!imageColorFixed) - { - Image image = canvas.GetComponentInChildren(); - if (image != null) - { - image.color = color; - } - } - - // TEXT - TextMeshProUGUI text = canvas.GetComponentInChildren(); - if (text != null) - { - text.color = color; - } - } - } - - public override void RebuildMesh() - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UIButton_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateCanvasDimensions(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - private void UpdateCheckIcon() - { - Image img = gameObject.GetComponentInChildren(); - if (img != null && gameObject.activeSelf && isCheckable) - { - img.sprite = isChecked ? checkedSprite : baseSprite; - img.enabled = (null != img.sprite); - } - } - - private void UpdateCanvasDimensions() - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.sizeDelta = new Vector2(width, height); - - float minSide = Mathf.Min(width, height); - - // IMAGE - Image image = canvas.GetComponentInChildren(true); - if (image != null) - { - if (content != ButtonContent.TextOnly) - { - image.gameObject.SetActive(true); - - RectTransform rt = image.gameObject.GetComponent(); - if (rt) - { - float m = iconMarginBehavior == IconMarginBehavior.UseButtonMargin ? margin : iconMargin; - float offsetx = content == ButtonContent.TextAndImage ? 0.0f : (width - minSide) / 2.0f; - float offsety = content == ButtonContent.TextAndImage ? 0.0f : (height - minSide) / 2.0f; - rt.sizeDelta = new Vector2(minSide - 2.0f * m, minSide - 2.0f * m); - rt.localPosition = new Vector3(m + offsetx, -m - offsety, -0.001f); - } - } - else - { - image.gameObject.SetActive(false); - } - } - - // TEXT - TextMeshProUGUI text = canvas.gameObject.GetComponentInChildren(true); - if (text != null) - { - if (content != ButtonContent.ImageOnly) - { - text.gameObject.SetActive(true); - - text.text = Text; - text.color = TextColor; - - RectTransform rt = text.gameObject.GetComponent(); - if (rt != null) - { - if (content == ButtonContent.TextAndImage) - { - rt.sizeDelta = new Vector2((width - minSide - margin) * 100.0f, (height - 2.0f * margin) * 100.0f); - rt.localPosition = new Vector3(minSide, -margin, -0.002f); - } - else // TextOnly - { - rt.sizeDelta = new Vector2((width - 2.0f * margin) * 100.0f, (height - 2.0f * margin) * 100.0f); - rt.localPosition = new Vector3(margin, -margin, -0.002f); - } - } - } - else - { - text.gameObject.SetActive(false); - } - } - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - ResetColor(); - NeedsRebuild = false; - } - } - - private void OnDrawGizmosSelected() - { -#if UNITY_EDITOR - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(0, 0, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width, 0, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(0, -height, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width, -height, -0.001f)); - Vector3 posTopLeftM = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRightM = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeftM = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRightM = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - - Gizmos.color = new Color(.6f, .6f, .6f); - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); - - Gizmos.color = new Color(.5f, .5f, .5f); - Gizmos.DrawLine(posTopLeftM, posTopRightM); - Gizmos.DrawLine(posTopRightM, posBottomRightM); - Gizmos.DrawLine(posBottomRightM, posBottomLeftM); - Gizmos.DrawLine(posBottomLeftM, posTopLeftM); - - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - - Material materialInstance = Instantiate(source_material); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIButton_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void SetText(string textValue) - { - textContent = textValue; - - TextMeshProUGUI text = GetComponentInChildren(); - if (text != null) - { - text.text = textValue; - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - onHoverEvent.Invoke(); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - onHoverEvent.Invoke(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - onReleaseEvent.Invoke(); - - Hovered = true; - Pushed = false; - - if (isCheckable) - { - Checked = !Checked; - onCheckEvent.Invoke(Checked); - } - - ResetColor(); - - grippedUnderThreshold = false; - } - - public override bool OnRayReleaseOutside() - { - //return base.OnRayReleaseOutside(); - - bool validate = false; - - if (grippedUnderThreshold) - { - validate = true; - onReleaseEvent.Invoke(); - if (isCheckable) - { - Checked = !Checked; - onCheckEvent.Invoke(Checked); - } - } - - Hovered = false; - Pushed = false; - ResetColor(); - - grippedUnderThreshold = false; - - return validate; - } - - public override bool OverridesRayEndPoint() { return true; } - - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - widgetPlane.Raycast(ray, out float enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - - //Vector2 localCenter = new Vector2(width / 2.0f, -height / 2.0f); - Vector2 project = new Vector3(localWidgetPosition.x, localWidgetPosition.y); - if (triggerJustClicked) - { - grippedPos = project; - } - - if (Vector2.Distance(project, grippedPos) < 3.0f * height) - { - grippedUnderThreshold = true; - localProjectedWidgetPosition.x = grippedPos.x; - localProjectedWidgetPosition.y = grippedPos.y; - } - else - { - grippedUnderThreshold = false; - } - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public class CreateButtonParams - { - public Transform parent = null; - public string widgetName = UIButton.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UIButton.default_thickness); - public float width = UIButton.default_width; - public float height = UIButton.default_height; - public float margin = UIButton.default_margin; - public float thickness = UIButton.default_thickness; - public Material material = UIUtils.LoadMaterial(UIButton.default_material_name); - public ColorVar bgcolor = UIOptions.BackgroundColorVar; - public ColorVar fgcolor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public ColorVar checkedColor = UIOptions.CheckedColorVar; - public ButtonContent buttonContent = UIButton.default_content; - public IconMarginBehavior iconMarginBehavior = UIButton.default_icon_margin_behavior; - public float iconMargin = UIButton.default_icon_margin; - public string caption = UIButton.default_text; - public Sprite icon = UIUtils.LoadIcon(UIButton.default_icon_name); - } - - public static UIButton Create(CreateButtonParams input) - { - GameObject go = new GameObject(input.widgetName) - { - tag = "UICollider" - }; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIButton uiButton = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiButton.relativeLocation = input.relativeLocation; - uiButton.transform.parent = input.parent; - uiButton.transform.localPosition = parentAnchor + input.relativeLocation; - uiButton.transform.localRotation = Quaternion.identity; - uiButton.transform.localScale = Vector3.one; - uiButton.width = input.width; - uiButton.height = input.height; - uiButton.margin = input.margin; - uiButton.thickness = input.thickness; - uiButton.content = input.buttonContent; - uiButton.textContent = input.caption; - uiButton.baseSprite = input.icon; - uiButton.iconMarginBehavior = input.iconMarginBehavior; - uiButton.iconMargin = input.iconMargin; - uiButton.source_material = input.material; - uiButton.baseColor.useConstant = false; - uiButton.baseColor.reference = input.bgcolor; - uiButton.textColor.useConstant = false; - uiButton.textColor.reference = input.fgcolor; - uiButton.pushedColor.useConstant = false; - uiButton.pushedColor.reference = input.pushedColor; - uiButton.selectedColor.useConstant = false; - uiButton.selectedColor.reference = input.selectedColor; - uiButton.checkedColor.useConstant = false; - uiButton.checkedColor.reference = input.checkedColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiButton.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && uiButton.source_material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(uiButton.source_material); - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiButton.SetColor(input.bgcolor.value); - } - - // - // CANVAS - // - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiButton.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiButton.width, uiButton.height); - rt.localPosition = Vector3.zero; - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - float minSide = Mathf.Min(uiButton.width, uiButton.height); - - // - // IMAGE - // - GameObject image = new GameObject("Image"); - image.transform.parent = canvas.transform; - - Image img = image.AddComponent(); - img.sprite = input.icon; - img.color = input.fgcolor.value; - - RectTransform irt = image.GetComponent(); - irt.localScale = Vector3.one; - irt.localRotation = Quaternion.identity; - irt.anchorMin = new Vector2(0, 1); - irt.anchorMax = new Vector2(0, 1); - irt.pivot = new Vector2(0, 1); // top left - // TODO: non square icons ratio... - if (uiButton.iconMarginBehavior == IconMarginBehavior.UseButtonMargin) - { - irt.sizeDelta = new Vector2(minSide - 2.0f * input.margin, minSide - 2.0f * input.margin); - irt.localPosition = new Vector3(input.margin, -input.margin, -0.001f); - } - else // IconMarginBehavior.UseIconMargin for the moment - { - irt.sizeDelta = new Vector2(minSide - 2.0f * uiButton.iconMargin, minSide - 2.0f * uiButton.iconMargin); - irt.localPosition = new Vector3(uiButton.iconMargin, -uiButton.iconMargin, -0.001f); - } - - image.SetActive(input.buttonContent != ButtonContent.TextOnly); - - // - // TEXT - // - GameObject text = new GameObject("Text"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.caption; - t.enableAutoSizing = false; - t.fontSize = 16; - t.fontSizeMin = 18; - t.fontSizeMax = 18; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.MidlineLeft; - t.color = input.fgcolor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - - // TODO: option for V Margin. - - if (input.buttonContent == ButtonContent.TextAndImage) - { - trt.sizeDelta = new Vector2((input.width - minSide - input.margin) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - trt.localPosition = new Vector3(minSide, 0.0f, -0.002f); - } - else // TextOnly - { - trt.sizeDelta = new Vector2((input.width - 2.0f * input.margin) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - trt.localPosition = new Vector3(input.margin, -input.margin, -0.002f); - } - - text.SetActive(input.buttonContent != ButtonContent.ImageOnly); - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiButton; - } - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIButton.cs.meta b/Assets/Scripts/UI/Widgets/UIButton.cs.meta deleted file mode 100644 index cad7dc4f..00000000 --- a/Assets/Scripts/UI/Widgets/UIButton.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e3c2b99db58ea5b499e1efd6f09a3cfb -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 2488908585195742037, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UICheckbox.cs b/Assets/Scripts/UI/Widgets/UICheckbox.cs deleted file mode 100644 index 9233d750..00000000 --- a/Assets/Scripts/UI/Widgets/UICheckbox.cs +++ /dev/null @@ -1,620 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; -using UnityEngine.XR; - -namespace VRtist -{ - /* NOTE: si on veut rendre leur fond transparent - - MeshRenderer/AdditionalSettings/Priority = 1 (pas oblige, mais comme les labels) - - UIElementTransparent Sorting Priority = 1 (pas oblige, mais deja fait) - - Canvas/Canvas/Order in Layer = 1, pour l'image. - - Canvas/Text/MeshRenderer/AdditionalSettings/Priority = 1 - OU - - Canvas/Text/TMP/Extra/Order in Layer = 1. - */ - - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UICheckbox : UIElement - { - public enum CheckboxContent { CheckboxAndText, CheckboxOnly }; - - public static readonly string default_widget_name = "New Checkbox"; - public static readonly float default_width = 0.3f; - public static readonly float default_height = 0.05f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - public static readonly string default_material_name = "UIElementTransparent";//"UIBase"; - //public static readonly Color default_color = UIElement.default_background_color; - public static readonly CheckboxContent default_content = CheckboxContent.CheckboxAndText; - public static readonly string default_text = "Checkbox"; - public static readonly string default_checked_icon_name = "checkbox_checked"; - public static readonly string default_unchecked_icon_name = "checkbox_unchecked"; - - [SpaceHeader("Checkbox Shape Parameters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float thickness = default_thickness; - public Material source_material = null; - public CheckboxContent content = default_content; - public Sprite checkedSprite = null; - public Sprite uncheckedSprite = null; - [TextArea] public string textContent = ""; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public BoolChangedEvent onCheckEvent = new BoolChangedEvent(); - public UnityEvent onHoverEvent = new UnityEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - public bool isChecked = false; - public bool Checked { get { return isChecked; } set { isChecked = value; UpdateCheckIcon(); } } - - public string Text { get { return textContent; } set { SetText(value); } } - - private bool grippedUnderThreshold = false; - private Vector2 grippedPos = Vector2.zero; - - public override void ResetColor() - { - SetColor(Disabled ? DisabledColor - : (Pushed ? PushedColor - // : (Checked ? CheckedColor // NO specific color for CHECKED checkboxes. - : (Selected ? SelectedColor - : (Hovered ? HoveredColor - : BaseColor)))); - - SetForegroundColor(Disabled ? DisabledColor : TextColor); - - // Make the canvas pop front if Hovered. - Canvas c = GetComponentInChildren(); - if (c != null) - { - RectTransform rt = c.GetComponent(); - if (rt != null) - { - rt.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - } - } - - public override void SetForegroundColor(Color color) - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - // IMAGE - Image image = canvas.GetComponentInChildren(); - if (image != null) - { - image.color = color; - } - - // TEXT - TextMeshProUGUI text = canvas.gameObject.GetComponentInChildren(); - if (text != null) - { - text.color = color; - } - } - } - - public override void RebuildMesh() - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UICheckbox_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateCanvasDimensions(); - UpdateCheckIcon(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - private void UpdateCanvasDimensions() - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.sizeDelta = new Vector2(width, height); - - float minSide = Mathf.Min(width, height); - - // IMAGE - Image image = canvas.GetComponentInChildren(); - if (image != null) - { - image.color = TextColor; - RectTransform rt = image.gameObject.GetComponent(); - if (rt) - { - rt.sizeDelta = new Vector2(minSide - 2.0f * margin, minSide - 2.0f * margin); - rt.localPosition = new Vector3(margin, -margin, -0.001f); - } - } - - // TEXT - TextMeshProUGUI text = canvas.gameObject.GetComponentInChildren(); - if (text != null) - { - text.text = Text; - text.color = TextColor; - RectTransform rt = text.gameObject.GetComponent(); - if (rt != null) - { - rt.sizeDelta = new Vector2((width - minSide - margin) * 100.0f, (height - 2.0f * margin) * 100.0f); - rt.localPosition = new Vector3(minSide, -margin, -0.002f); - } - } - } - } - - private void UpdateCheckIcon() - { - Image img = gameObject.GetComponentInChildren(); - if (img != null) - { - img.sprite = isChecked ? checkedSprite : uncheckedSprite; - } - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(source_material); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UICheckbox_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - // NOTE: I do all these things because properties can't be called from the inspector. - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - ResetColor(); - NeedsRebuild = false; - } - } - - private void OnDrawGizmosSelected() - { - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); -#if UNITY_EDITOR - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - private void SetText(string textValue) - { - textContent = textValue; - - TextMeshProUGUI text = GetComponentInChildren(); - if (text != null) - { - text.text = textValue; - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - onHoverEvent.Invoke(); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - onHoverEvent.Invoke(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - onReleaseEvent.Invoke(); - - Hovered = true; - Pushed = false; - - Checked = !Checked; - onCheckEvent.Invoke(Checked); - - ResetColor(); - - grippedUnderThreshold = false; - } - - public override bool OnRayReleaseOutside() - { - //return base.OnRayReleaseOutside(); - - bool validate = false; - - if (grippedUnderThreshold) - { - validate = true; - - onReleaseEvent.Invoke(); - Checked = !Checked; - onCheckEvent.Invoke(Checked); - } - - Hovered = false; - Pushed = false; - ResetColor(); - - grippedUnderThreshold = false; - - return validate; - } - - public override bool OverridesRayEndPoint() { return true; } - - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - widgetPlane.Raycast(ray, out float enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - - Vector2 project = new Vector3(localWidgetPosition.x, localWidgetPosition.y); - if (triggerJustClicked) - { - grippedPos = project; - } - - if (Vector2.Distance(project, grippedPos) < 3.0f * height) - { - grippedUnderThreshold = true; - localProjectedWidgetPosition.x = grippedPos.x; - localProjectedWidgetPosition.y = grippedPos.y; - } - else - { - grippedUnderThreshold = false; - } - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public class CreateParams - { - public Transform parent = null; - public string widgetName = UICheckbox.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UICheckbox.default_thickness); - public float width = UICheckbox.default_width; - public float height = UICheckbox.default_height; - public float margin = UICheckbox.default_margin; - public float thickness = UICheckbox.default_thickness; - public Material material = UIUtils.LoadMaterial(UICheckbox.default_material_name); - public ColorVar color = UIOptions.BackgroundColorVar; - public ColorVar textColor = UIOptions.ForegroundColorVar; - public ColorVar disabledTextColor = UIOptions.DisabledColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public string caption = UICheckbox.default_text; - public CheckboxContent content = default_content; - public Sprite checkedIcon = UIUtils.LoadIcon(UICheckbox.default_checked_icon_name); - public Sprite uncheckedIcon = UIUtils.LoadIcon(UICheckbox.default_unchecked_icon_name); - } - - - public static UICheckbox Create(CreateParams input) - { - GameObject go = new GameObject(input.widgetName) - { - tag = "UICollider" - }; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UICheckbox uiCheckbox = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiCheckbox.relativeLocation = input.relativeLocation; - uiCheckbox.transform.parent = input.parent; - uiCheckbox.transform.localPosition = parentAnchor + input.relativeLocation; - uiCheckbox.transform.localRotation = Quaternion.identity; - uiCheckbox.transform.localScale = Vector3.one; - uiCheckbox.width = input.width; - uiCheckbox.height = input.height; - uiCheckbox.margin = input.margin; - uiCheckbox.thickness = input.thickness; - uiCheckbox.content = input.content; - uiCheckbox.checkedSprite = input.checkedIcon; - uiCheckbox.uncheckedSprite = input.uncheckedIcon; - uiCheckbox.textContent = input.caption; - uiCheckbox.source_material = input.material; - uiCheckbox.baseColor.useConstant = false; - uiCheckbox.baseColor.reference = input.color; - uiCheckbox.textColor.useConstant = false; - uiCheckbox.textColor.reference = input.textColor; - uiCheckbox.disabledTextColor.useConstant = false; - uiCheckbox.disabledTextColor.reference = input.disabledTextColor; - uiCheckbox.pushedColor.useConstant = false; - uiCheckbox.pushedColor.reference = input.pushedColor; - uiCheckbox.selectedColor.useConstant = false; - uiCheckbox.selectedColor.reference = input.selectedColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiCheckbox.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && uiCheckbox.source_material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(uiCheckbox.source_material); - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiCheckbox.SetColor(input.color.value); - } - - // Add a Canvas - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiCheckbox.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - c.sortingOrder = 1; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiCheckbox.width, uiCheckbox.height); - rt.localPosition = Vector3.zero; - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - float minSide = Mathf.Min(uiCheckbox.width, uiCheckbox.height); - - // Add an Image under the Canvas - if (input.uncheckedIcon != null && input.checkedIcon != null) - { - GameObject image = new GameObject("Image"); - image.transform.parent = canvas.transform; - - Image img = image.AddComponent(); - img.sprite = input.uncheckedIcon; - img.color = input.textColor.value; - - RectTransform trt = image.GetComponent(); - trt.localScale = Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - // TODO: non square icons ratio... - trt.sizeDelta = new Vector2(minSide - 2.0f * input.margin, minSide - 2.0f * input.margin); - trt.localPosition = new Vector3(input.margin, -input.margin, -0.001f); - } - - // Add a Text under the Canvas - if (input.content == CheckboxContent.CheckboxAndText) - { - GameObject text = new GameObject("Text"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.caption; - t.enableAutoSizing = false; - t.fontSize = 18; - t.fontSizeMin = 1; - t.fontSizeMin = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.MidlineLeft; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - - trt.sizeDelta = new Vector2((input.width - minSide - input.margin) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - trt.localPosition = new Vector3(minSide, -input.margin, -0.002f); - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiCheckbox; - } - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UICheckbox.cs.meta b/Assets/Scripts/UI/Widgets/UICheckbox.cs.meta deleted file mode 100644 index f67e0aa2..00000000 --- a/Assets/Scripts/UI/Widgets/UICheckbox.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 66dd00be436ba1b4f95dc826bfc9ff18 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: -5487077368411116049, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIColorPicker.cs b/Assets/Scripts/UI/Widgets/UIColorPicker.cs deleted file mode 100644 index 62b93bdd..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPicker.cs +++ /dev/null @@ -1,383 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - public class UIColorPicker : UIElement - { - // TODO: handle a "previous" color ?? - - private static readonly string default_widget_name = "New ColorPicker"; - private static readonly float default_width = 0.20f; - private static readonly float default_height = 0.25f; - private static readonly float default_thickness = UIElement.default_element_thickness; - private static readonly float default_padding = 0.01f; - private static readonly float default_alphaToSaturationRatio = 0.14f; - private static readonly float default_alphaToPreviewRatio = 0.84f; - - private static readonly string default_alpha_material_name = "AlphaMaterial"; - private static readonly string default_alpha_cursor_name = "Cursor_Alpha"; - - private static readonly string default_preview_material_name = "PreviewMaterial"; - - [SpaceHeader("Picker Shape Parmeters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float thickness = default_thickness; - [CentimeterFloat] public float padding = default_padding; - public float alphaToSaturationRatio = default_alphaToSaturationRatio; - public float alphaToPreviewRatio = default_alphaToPreviewRatio; - public float trianglePct = UIColorPickerHSV.default_trianglePct; - public float innerCirclePct = UIColorPickerHSV.default_innerCirclePct; - public float outerCirclePct = UIColorPickerHSV.default_outerCirclePct; - - [SpaceHeader("SubComponents", 6, 0.8f, 0.8f, 0.8f)] - public UIColorPickerHSV hsv = null; - public UIColorPickerAlpha alpha = null; - public UIColorPickerPreview preview = null; - public UICheckbox hdrCheckbox = null; - public UIButton minusOneButton = null; - public UIButton resetHdrButton = null; - public UIButton plusOneButton = null; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public ColorChangedEvent onColorChangedEvent = new ColorChangedEvent(); - public UnityEvent onClickEvent = null; - public UnityEvent onReleaseEvent = null; - - private bool isHdr = false; - private float hdrIntensity = 1.0f; - public bool IsHdr - { - get { return isHdr; } - set { isHdr = value; hdrIntensity = 1.0f; UpdateIsHdr(value); } // reset intensity??? - } - - private Color currentColor; - public Color CurrentColor - { - get { return currentColor; } - set { SetPickedColor(value); } - } - - private void OnEnable() - { - CurrentColor = CurrentColor; - } - - public void SetPickedColor(Color color) - { - currentColor = color; - float h, s, v; - Color.RGBToHSV(color, out h, out s, out v); - - IsHdr = (v > 1.0f); - - // try to infer original value from hdr value - while (v > 1.0f) - { - v /= 2.0f; - } - - // Protect because the Color is set OnEnable, before everything is created. - if (null != hsv) - { - hsv.HSV = new Vector3(h, s, v); - alpha.SetAlpha(color.a); - preview.SetPreviewColor(Color.HSVToRGB(h, s, v)); - } - } - - public void OnMinusOneHdr() - { - if (IsHdr) - { - hdrIntensity /= 2.0f; - OnColorChanged(); - } - } - - public void OnResetHdr() - { - if (IsHdr) - { - hdrIntensity = 1.0f; - OnColorChanged(); - } - } - - public void OnPlusOneHdr() - { - if (IsHdr) - { - hdrIntensity *= 2.0f; - OnColorChanged(); - } - } - - public void OnCheckHDR(bool value) - { - isHdr = value; - hdrIntensity = 1.0f; - - OnColorChanged(); // we want to update the preview and signal all listeners. - } - - private void UpdateIsHdr(bool value) - { - hdrCheckbox.Checked = value; - } - - - - - public void OnClick() - { - onClickEvent.Invoke(); - } - - public void OnRelease() - { - onReleaseEvent.Invoke(); - } - - // Called when changing anything in sub-components. - // Read every value, build a color and fire the global public event. - public void OnColorChanged() - { - float h = hsv.Hue; - float s = hsv.Saturation; - float v = hsv.Value; - - currentColor = Color.HSVToRGB(h, s, v); - - if (IsHdr) - { - currentColor *= hdrIntensity; - } - - preview.SetPreviewColor(currentColor.gamma); // back to sRGB - - currentColor.a = alpha.GetAlpha(); - - onColorChangedEvent.Invoke(currentColor); - } - - - - public override void RebuildMesh() - { - Vector3 hsvPosition = new Vector3(0.0f, 0.0f, 0.0f); - float hsvWidth = width; - float hsvHeight = (1.0f-alphaToSaturationRatio) * (height - padding); // 88% - float hsvThickness = thickness; - hsv.RebuildMesh(hsvWidth, hsvHeight, hsvThickness, trianglePct, innerCirclePct, outerCirclePct); - hsv.relativeLocation = hsvPosition; - - Vector3 alphaPosition = new Vector3(0.0f, -hsvHeight - padding, 0.0f); - float alphaWidth = alphaToPreviewRatio * (width - padding); - float alphaHeight = alphaToSaturationRatio * (height - padding); - float alphaThickness = thickness; - alpha.RebuildMesh(alphaWidth, alphaHeight, alphaThickness); - alpha.relativeLocation = alphaPosition; - - Vector3 previewPosition = new Vector3(alphaToPreviewRatio * (width - padding) + padding, -hsvHeight - padding, 0.0f); - float previewWidth = (1.0f -alphaToPreviewRatio) * (width - padding); - float previewHeight = alphaToSaturationRatio * (height - padding); - float previewThickness = thickness; - preview.RebuildMesh(previewWidth, previewHeight, previewThickness); - preview.relativeLocation = previewPosition; - - // TODO: also move the HDR buttons - // ... - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - const float min_padding = 0.0f; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (padding < min_padding) - padding = min_padding; - - // TODO: Test max padding relative to global width. - // See UIButton or UIPanel for examples about margin vs width - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - // NOTE: I do all these things because properties can't be called from the inspector. - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - //ResetColor(); - NeedsRebuild = false; - } - } - - private void OnDrawGizmosSelected() - { - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -2.0f * height / 3.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(0,0, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width, 0, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(0, -height, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width, -height, -0.001f)); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); -#if UNITY_EDITOR - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - - - - - - public class CreateArgs - { - public Transform parent = null; - public string widgetName = UIColorPicker.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -default_thickness); - public float width = default_width; - public float height = default_height; - public float thickness = default_thickness; - public float padding = default_padding; - public float alphaToSaturationRatio = default_alphaToSaturationRatio; - public float alphaToPreviewRatio = default_alphaToPreviewRatio; - - public float trianglePct = UIColorPickerHSV.default_trianglePct; - public float innerCirclePct = UIColorPickerHSV.default_innerCirclePct; - public float outerCirclePct = UIColorPickerHSV.default_outerCirclePct; - - public Material alphaMaterial = UIUtils.LoadMaterial(default_alpha_material_name); - public GameObject alphaCursorPrefab = UIUtils.LoadPrefab(default_alpha_cursor_name); - - public Material previewMaterial = UIUtils.LoadMaterial(default_preview_material_name); - } - - public static void Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - //go.tag = "UICollider"; le colorpicker en lui meme n'a pas de geometrie a collider, seulement ses enfants. - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIColorPicker uiColorPicker = go.AddComponent(); - uiColorPicker.relativeLocation = input.relativeLocation; - uiColorPicker.transform.parent = input.parent; - uiColorPicker.transform.localPosition = parentAnchor + input.relativeLocation; - uiColorPicker.transform.localRotation = Quaternion.identity; - uiColorPicker.transform.localScale = Vector3.one; - uiColorPicker.width = input.width; - uiColorPicker.height = input.height; - uiColorPicker.thickness = input.thickness; - uiColorPicker.padding = input.padding; - uiColorPicker.trianglePct = input.trianglePct; - uiColorPicker.innerCirclePct = input.innerCirclePct; - uiColorPicker.outerCirclePct = input.outerCirclePct; - - // - // Sub Components - // - - // HSV - - Vector3 hsvPosition = new Vector3(0.0f, 0.0f, 0.0f); - float hsvWidth = input.width; - float hsvHeight = (1.0f - input.alphaToSaturationRatio) * (input.height - input.padding); - float hsvThickness = input.thickness; - - uiColorPicker.hsv = UIColorPickerHSV.Create( - new UIColorPickerHSV.CreateParams { - parent = go.transform, - widgetName = "Hsv", - relativeLocation = hsvPosition, - width = hsvWidth, - height = hsvHeight, - thickness = hsvThickness - }); - uiColorPicker.hsv.colorPicker = uiColorPicker; - - // Alpha - - Vector3 alphaPosition = new Vector3(0.0f, (1.0f - input.alphaToSaturationRatio) * -(input.height - input.padding) - input.padding, 0.0f); - float alphaWidth = input.alphaToPreviewRatio * (input.width - input.padding); - float alphaHeight = input.alphaToSaturationRatio * (input.height - input.padding); - float alphaThickness = input.thickness; - - uiColorPicker.alpha = UIColorPickerAlpha.Create( - "Alpha", go.transform, - alphaPosition, alphaWidth, alphaHeight, alphaThickness, - input.alphaMaterial, input.alphaCursorPrefab); - uiColorPicker.alpha.colorPicker = uiColorPicker; - - // Preview - - Vector3 previewPosition = new Vector3(input.alphaToPreviewRatio * (input.width - input.padding) + input.padding, (1.0f - input.alphaToSaturationRatio) * -(input.height - input.padding) - input.padding, 0.0f); - float previewWidth = (1.0f - input.alphaToPreviewRatio) * (input.width - input.padding); - float previewHeight = input.alphaToSaturationRatio * (input.height - input.padding); - float previewThickness = input.thickness; - - uiColorPicker.preview = UIColorPickerPreview.CreateUIColorPickerPreview( - "Preview", go.transform, - previewPosition, previewWidth, previewHeight, previewThickness, - input.previewMaterial); - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIColorPicker.cs.meta b/Assets/Scripts/UI/Widgets/UIColorPicker.cs.meta deleted file mode 100644 index 77929382..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPicker.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1c7f15f4206def54cac73906dadee38b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerAlpha.cs b/Assets/Scripts/UI/Widgets/UIColorPickerAlpha.cs deleted file mode 100644 index a2827f73..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerAlpha.cs +++ /dev/null @@ -1,313 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIColorPickerAlpha : UIElement - { - public UIColorPicker colorPicker = null; - - private float thickness = 1.0f; - public float cursorPosition = 1.0f; // normalized position, full opaque - - public Transform cursor; - - public override void ResetColor() - { - - } - - // TMP - REMOVE AFTER TESTS ------------------ - private void OnValidate() - { - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - UpdateCursorPosition(); - NeedsRebuild = false; - } - } - // TMP - REMOVE AFTER TESTS ------------------ - - public float GetAlpha() - { - return cursorPosition; - } - - // value: [0..1] - public void SetAlpha(float value) - { - cursorPosition = value; - UpdateCursorPosition(); - } - - public void UpdateCursorPosition() - { - Vector3 cs = cursor.GetComponentInChildren().sharedMesh.bounds.size; - - cursor.localPosition = new Vector3(width * cursorPosition, -height / 2.0f, -cs.z / 2.0f); //-thickness - cs.z / 2.0f ); - cursor.localRotation = Quaternion.identity; // tmp - cursor.localScale = new Vector3(1, height / cs.y, 1); - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness) - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildBoxEx(newWidth, newHeight, newThickness); - theNewMesh.name = "UIColorPickerAlpha_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - - UpdateColliderDimensions(); - } - - public void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - colorPicker.OnClick(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - colorPicker.OnRelease(); - } - - public override bool OnRayReleaseOutside() - { - colorPicker.OnRelease(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float startX = 0; - float endX = width; - - float currentKnobPositionX = cursorPosition * width; - - // DRAG - - if (!triggerJustClicked) // if trigger just clicked, use the actual projection, no interpolation. - { - localProjectedWidgetPosition.x = Mathf.Lerp(currentKnobPositionX, localProjectedWidgetPosition.x, GlobalState.Settings.RaySliderDrag); - } - - // CLAMP - - if (localProjectedWidgetPosition.x < startX) - localProjectedWidgetPosition.x = startX; - - if (localProjectedWidgetPosition.x > endX) - localProjectedWidgetPosition.x = endX; - - localProjectedWidgetPosition.y = -height / 2.0f; - - // SET - - float pct = localProjectedWidgetPosition.x / width; - SetAlpha(Mathf.Clamp(pct, 0, 1)); - colorPicker.OnColorChanged(); - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - //cursorShapeTransform.position = worldProjectedWidgetPosition; - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public static UIColorPickerAlpha Create( - string objectName, - Transform parent, - Vector3 relativeLocation, - float width, - float height, - float thickness, - Material material, - GameObject cursorPrefab) - { - GameObject go = new GameObject(objectName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (parent) - { - UIElement elem = parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIColorPickerAlpha uiColorPickerAlpha = go.AddComponent(); - uiColorPickerAlpha.relativeLocation = relativeLocation; - uiColorPickerAlpha.transform.parent = parent; - uiColorPickerAlpha.transform.localPosition = parentAnchor + relativeLocation; - uiColorPickerAlpha.transform.localRotation = Quaternion.identity; - uiColorPickerAlpha.transform.localScale = Vector3.one; - uiColorPickerAlpha.width = width; - uiColorPickerAlpha.height = height; - uiColorPickerAlpha.thickness = thickness; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildBoxEx(width, height, thickness); - uiColorPickerAlpha.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && material != null) - { - meshRenderer.sharedMaterial = Instantiate(material); - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - // Add a cursor - GameObject cursor = Instantiate(cursorPrefab); - cursor.transform.parent = uiColorPickerAlpha.transform; - cursor.transform.localPosition = Vector3.zero; - cursor.transform.localRotation = Quaternion.identity; - uiColorPickerAlpha.cursor = cursor.transform; - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiColorPickerAlpha; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerAlpha.cs.meta b/Assets/Scripts/UI/Widgets/UIColorPickerAlpha.cs.meta deleted file mode 100644 index e2045c0b..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerAlpha.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: fead074912b2e084dbb7b10a928b448e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerHSV.cs b/Assets/Scripts/UI/Widgets/UIColorPickerHSV.cs deleted file mode 100644 index dd887ceb..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerHSV.cs +++ /dev/null @@ -1,658 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIColorPickerHSV : UIElement - { - public static readonly string default_widget_name = "HSV"; - public static readonly float default_width = 0.20f; - public static readonly float default_height = 0.20f; - public static readonly float default_thickness = 0.001f; - public static readonly float default_trianglePct = 0.75f; - public static readonly float default_innerCirclePct = 0.8f; - public static readonly float default_outerCirclePct = 1.0f; - public static readonly string default_sv_material_name = "SaturationMaterial"; - public static readonly string default_hue_material_name = "HueMaterial"; - public static readonly string default_saturation_cursor_name = "Cursor_Saturation"; - public static readonly string default_hue_cursor_name = "Cursor_Hue"; - - public UIColorPicker colorPicker = null; - public float trianglePct = default_trianglePct; - public float innerCirclePct = default_innerCirclePct; - public float outerCirclePct = default_outerCirclePct; - public Transform hueCursor; - public Transform svCursor; - - public float thickness = 1.0f; - public Vector3 hsv = new Vector3(1,0,0); - - bool lockedOnCircle = false; - bool lockedOnTriangle = false; - - Vector3 pt_A_HUE = new Vector3(1, 0, 0); - Vector3 pt_B_WHITE = new Vector3(-1, 0, 0); - Vector3 pt_C_BLACK = new Vector3(0, 1, 0); - - // TMP - //public Color tmpRGBColor = Color.green; - //public float tmpSaturation = 0; - //public float tmpValue = 0; - // TMP - - // 3 points (A, B, C) = (HUE, WHITE, BLACK) - // C - // / \ - // B---A - public Vector3 barycentric = new Vector3(1.0f, 0.0f, 0.0f); // barycentric coordinates - - public override void ResetColor() - { - - } - - // TMP - REMOVE AFTER TESTS ------------------ - //private void OnValidate() - //{ - // NeedsRebuild = true; - //} - - //private void Update() - //{ - // if (NeedsRebuild) - // { - // float H, S, V; - // Color.RGBToHSV(tmpRGBColor, out H, out S, out V); - // HSV = new Vector3(H, S, V); - // tmpSaturation = S; - // tmpValue = V; - // RebuildMesh(width, height, thickness, trianglePct, innerCirclePct, outerCirclePct); - // UpdateCursorPositions(); - // NeedsRebuild = false; - // } - //} - // TMP - REMOVE AFTER TESTS ------------------ - - public float Hue { get { return hsv.x; } } - public float Saturation { get { return hsv.y; } } - public float Value { get { return hsv.z; } } - - public Vector3 HSV { set { - hsv = value; - barycentric = HSVtoBarycentric(value); - - // inject the hue into vertex colors of the mesh - RebuildMesh(width, height, thickness, trianglePct, innerCirclePct, outerCirclePct); - UpdateCursorPositions(); - //UpdateSVColor(); - } - } - - private Vector3 HSVtoBarycentric(Vector3 hsv) - { - // 3 points (A, B, C) = (HUE, WHITE, BLACK) - // C - // / \ - // / P \ - // B-----A - - // Point on CA at Value position - Vector3 pt_CA = Vector3.Lerp(pt_C_BLACK, pt_A_HUE, hsv.z); - - // Point on CB at Value position - Vector3 pt_CB = Vector3.Lerp(pt_C_BLACK, pt_B_WHITE , hsv.z); - - // Point on CB_CA at Saturation position - Vector3 pt_P = Vector3.Lerp(pt_CB, pt_CA, hsv.y); - - // From P and A, B C, find the barycentric coordinates. - return GetBarycentricCoordinates2D(pt_P, pt_A_HUE, pt_B_WHITE, pt_C_BLACK); - } - - private void UpdateCursorPositions() - { - float w2 = width / 2.0f; - float h2 = height / 2.0f; - float ir = innerCirclePct * w2; // circle inner radius - float or = outerCirclePct * w2; // circle outer radius - float mr = (ir + or) / 2.0f; // circle middle radius - float cw = (or - ir); // circle width - float tr = trianglePct * w2; - Vector3 cs = hueCursor.GetComponentInChildren().sharedMesh.bounds.size; - - hueCursor.localPosition = new Vector3( - w2 + mr * -Mathf.Cos(hsv.x * 2.0f * Mathf.PI), - -h2 + mr * Mathf.Sin(hsv.x * 2.0f * Mathf.PI), - -cs.z / 2.0f); //-thickness - cs.z/2.0f); - - hueCursor.transform.localRotation = Quaternion.Euler(0,0, 90.0f - hsv.x * 360.0f); // tmp - hueCursor.localScale = new Vector3(1, cw / cs.y, 1); - - svCursor.localPosition = pt_A_HUE * barycentric.x + pt_B_WHITE * barycentric.y + pt_C_BLACK * barycentric.z; - svCursor.transform.localRotation = Quaternion.identity; // tmp - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness, float newTrianglePct, float newInnerCirclePct, float newOuterCirclePct) - { - Color baseColor = Color.HSVToRGB(hsv.x, 1f, 1f); // pure hue color - - float minSide = Mathf.Min(newWidth, newHeight); - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildHSV(minSide, minSide, newThickness, newTrianglePct, newInnerCirclePct, newOuterCirclePct, 72, baseColor); - theNewMesh.name = "UIColorPickerHSV_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = minSide;// newWidth; - height = minSide;// newHeight; - thickness = newThickness; - trianglePct = newTrianglePct; - innerCirclePct = newInnerCirclePct; - outerCirclePct = newOuterCirclePct; - - float w2 = width / 2.0f; - float h2 = height / 2.0f; - float tr = trianglePct * w2; - - // 3 points (A, B, C) = (HUE, WHITE, BLACK) - // C - // / \ - // / P \ - // B-----A - pt_A_HUE = new Vector3(w2 + tr * Mathf.Cos(-Mathf.PI / 6.0f), -h2 + tr * Mathf.Sin(-Mathf.PI / 6.0f), -thickness); - pt_B_WHITE = new Vector3(w2 - tr * Mathf.Cos(-Mathf.PI / 6.0f), -h2 + tr * Mathf.Sin(-Mathf.PI / 6.0f), -thickness); - pt_C_BLACK = new Vector3(w2, -h2 + tr, -thickness); - - UpdateColliderDimensions(); - } - - public void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - colorPicker.OnClick(); - } - - public override void OnRayReleaseInside() - { - lockedOnCircle = false; - lockedOnTriangle = false; - - base.OnRayReleaseInside(); - colorPicker.OnRelease(); - } - - public override bool OnRayReleaseOutside() - { - lockedOnCircle = false; - lockedOnTriangle = false; - - colorPicker.OnRelease(); - return base.OnRayReleaseOutside(); - } - - Vector3 lastProjected; - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, -thickness); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float w2 = width / 2.0f; - float h2 = height / 2.0f; - float ir = innerCirclePct * w2; // circle inner radius - float or = outerCirclePct * w2; // circle outer radius - float mr = (ir + or) / 2.0f; // circle middle radius - float cw = (or - ir); // circle width - float tr = trianglePct * w2; - - Vector2 circleCenter_L = new Vector2(w2, -h2); - Vector2 cursor_L = new Vector2(localProjectedWidgetPosition.x, localProjectedWidgetPosition.y); - - // Just clicked, find out which subpart to lock on - if (triggerJustClicked) - { - float cursorDistanceFromCenter = Vector2.Distance(cursor_L, circleCenter_L); - if (cursorDistanceFromCenter >= ir && cursorDistanceFromCenter <= or) - { - lockedOnCircle = true; - } - else - { - // TODO: really check for triangle bounds, not only bounding circle. - if (cursorDistanceFromCenter <= tr) - { - lockedOnTriangle = true; - } - } - } - - if (lockedOnCircle) - { - Vector2 cursor_C = cursor_L - circleCenter_L; - float angle = Mathf.Rad2Deg * (Mathf.PI - Mathf.Atan2(cursor_C.y, cursor_C.x)); - float newHue = angle / 360.0f; - - // DRAG - if (!triggerJustClicked) - { - float oldHue = hsv.x; - if (newHue - oldHue < -0.5f) // ex: 0.9 -> 0.1 ==> 0.9 -> 1.1 - { - newHue = Mathf.Lerp(oldHue, newHue + 1.0f, GlobalState.Settings.RayHueDrag); - if (newHue >= 1.0f) - { - newHue -= 1.0f; - } - } - else if (newHue - oldHue > 0.5f) // ex: 0.1 -> 0.9 ==> 1.1 -> 0.9 - { - newHue = Mathf.Lerp(oldHue + 1.0f, newHue, GlobalState.Settings.RayHueDrag); - if (newHue >= 1.0f) - { - newHue -= 1.0f; - } - } - else // ex: 0.1 -> 0.2 - { - newHue = Mathf.Lerp(oldHue, newHue, GlobalState.Settings.RayHueDrag); - } - } - - HSV = new Vector3(newHue, hsv.y, hsv.z); // NOTE: also re-position the cursors. - - colorPicker.OnColorChanged(); - - localProjectedWidgetPosition = new Vector3( - w2 + mr * -Mathf.Cos(hsv.x * 2.0f * Mathf.PI), - -h2 + mr * Mathf.Sin(hsv.x * 2.0f * Mathf.PI), - -thickness); - } - else if (lockedOnTriangle) - { - Vector3 closest; - Vector3 baryOfClosest; - ClosestPointToTriangle2D(localProjectedWidgetPosition, pt_A_HUE, pt_B_WHITE, pt_C_BLACK, out closest, out baryOfClosest); - localProjectedWidgetPosition = new Vector3(closest.x, closest.y, -thickness); - barycentric = baryOfClosest; - - // DRAG - //if (!triggerJustClicked) - //{ - // localProjectedWidgetPosition = Vector3.Lerp(lastProjected, localProjectedWidgetPosition, GlobalState.Settings.RaySliderDrag); - // barycentric = GetBarycentricCoordinates2D(localProjectedWidgetPosition, pt_A_HUE, pt_B_WHITE, pt_C_BLACK); - //} - //lastProjected = localProjectedWidgetPosition; - - //float H, S, V; - //Color.RGBToHSV(BarycentricToRGB(), out H, out S, out V); - //// TODO: make a function PointInTriangleToRGB(closest, a, b, c), using the resterizer algo to find color instead of barycentric. - //hsv = new Vector3(hsv.x, S, V); - - Vector3 _sv = PointInTriangleToHSV(closest); - hsv = new Vector3(hsv.x, _sv.y, _sv.z); - - UpdateCursorPositions(); - - colorPicker.OnColorChanged(); - } - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - // Compute barycentric coordinates (u, v, w) for - // point p with respect to triangle (a, b, c) - // BEWARE: Z is ignored, it is a 2D implementation!!! - Vector3 GetBarycentricCoordinates2D(Vector3 p, Vector3 a, Vector3 b, Vector3 c) - { - Vector3 v0 = b - a, v1 = c - a, v2 = p - a; - float den = v0.x * v1.y - v1.x * v0.y; - float v = (v2.x * v1.y - v1.x * v2.y) / den; - float w = (v0.x * v2.y - v2.x * v0.y) / den; - float u = 1.0f - v - w; - return new Vector3(u, v, w); - } - - // NOTE: it is not the same color as the one displayed by the shader on the triangle. - // TODO: use the same algo as in the shadergraph. - Color BarycentricToRGB() - { - // Base pure hue color - Color baseColor = Color.HSVToRGB(hsv.x, 1f, 1f); - // Add saturation - Vector3 rgb = barycentric.x * new Vector3(baseColor.r, baseColor.g, baseColor.b) + barycentric.y * Vector3.one; - // Add value - rgb = Vector3.Lerp(Vector3.zero, rgb, 1 - barycentric.z); - - return new Color(rgb.x, rgb.y, rgb.z); - } - - Vector3 PointInTriangleToHSV(Vector3 p) - { - // 3 points (A, B, C) = (HUE, WHITE, BLACK) - // - // C (BLACK) - // - * - // | / \ - // | / \ - // V CB *-P---* CA - // | / \ - // - B *---------* A (HUE) - // - // |---S-----| - - // Point on CA at P.alue position - float v = (p.y - pt_C_BLACK.y) / (pt_A_HUE.y - pt_C_BLACK.y); - Vector3 pt_CA = Vector3.Lerp(pt_C_BLACK, pt_A_HUE, v); - - // Point on CB at Value position - Vector3 pt_CB = Vector3.Lerp(pt_C_BLACK, pt_B_WHITE, v); - - // Point on CB_CA at Saturation position - float s = (p.x - pt_CB.x) / (pt_CA.x - pt_CB.x); - Vector3 pt_P = Vector3.Lerp(pt_CB, pt_CA, s); - - return new Vector3(0,s,v); - } - - // From Realtime Collision Detection p.141 - void ClosestPointToTriangle2D(Vector3 p, Vector3 a, Vector3 b, Vector3 c, out Vector3 outClosest, out Vector3 outBary) - { - // Check voronoi region outside A - Vector3 ab = b - a; - Vector3 ac = c - a; - Vector3 ap = p - a; - float d1 = Vector3.Dot(ab, ap); - float d2 = Vector3.Dot(ac, ap); - if (d1 <= 0.0f && d2 <= 0.0f) - { - outClosest = a; - outBary = new Vector3(1,0,0); - return; - } - - // Check voronoi region outside B - Vector3 bp = p - b; - float d3 = Vector3.Dot(ab, bp); - float d4 = Vector3.Dot(ac, bp); - if (d3 >= 0.0f && d4 <= d3) - { - outClosest = b; - outBary = new Vector3(0, 1, 0); - return; - } - - // Check edge region of AB - float vc = d1 * d4 - d3 * d2; - if (vc <= 0.0f && d1 >= 0.0f && d3 <= 0.0f) - { - float v = d1 / (d1 - d3); - outClosest = a + v * ab; - outBary = new Vector3(1-v,v,0); - return; - } - - // Check voronoi region outside C - Vector3 cp = p - c; - float d5 = Vector3.Dot(ab, cp); - float d6 = Vector3.Dot(ac, cp); - if (d6 >= 0.0f && d5 <= d6) - { - outClosest = c; - outBary = new Vector3(0, 0, 1); - return; - } - - // Check edge region of AC - float vb = d5 * d2 - d1 * d6; - if (vb <= 0.0f && d2 >= 0.0f && d6 <= 0.0f) - { - float w = d2 / (d2 - d6); - outClosest = a + w * ac; - outBary = new Vector3(1 - w, 0, w); - return; - } - - // Check edge region of BC - float va = d3 * d6 - d5 * d4; - if (va <= 0.0f && (d4 - d3) >= 0.0f && (d5 - d6) >= 0.0f) - { - float w = (d4 - d3) / ((d4 - d3) + (d5 - d6)); - outClosest = b + w * (c - b); - outBary = new Vector3(0, 1 - w, w); - return; - } - - // P inside the triangle - { - float denom = 1.0f / (va + vb + vc); - float v = vb * denom; - float w = vc * denom; - outClosest = a + ab * v + ac * w; - outBary = new Vector3(1-v-w, v, w); - return; - } - } - - //void ClosestPointToTriangle2D(Vector3 p, Vector3 a, Vector3 b, Vector3 c, out Vector3 closest, out Vector3 baryOfClosest) - //{ - // baryOfClosest = GetBarycentricCoordinates2D(p, a, b, c); - // float u = baryOfClosest.x; - // float v = baryOfClosest.y; - // float w = baryOfClosest.z; - // if (v >= 0.0f && w >= 0.0f && (v + w) <= 1.0f) - // { - // closest = p; - // } - // else - // { - // // project on edges - // closest = p; - // } - //} - - #endregion - - #region create - - public class CreateParams - { - public Transform parent = null; - public string widgetName = UIButton.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, 0);// -default_thickness); - public float width = default_width; - public float height = default_height; - public float thickness = default_thickness; - public float trianglePct = default_trianglePct; - public float innerCirclePct = default_innerCirclePct; - public float outerCirclePct = default_outerCirclePct; - public Material hueMaterial = UIUtils.LoadMaterial(default_hue_material_name); - public Material svMaterial = UIUtils.LoadMaterial(default_sv_material_name); - public GameObject hueCursorPrefab = UIUtils.LoadPrefab(default_hue_cursor_name); - public GameObject svCursorPrefab = UIUtils.LoadPrefab(default_saturation_cursor_name); - } - - public static UIColorPickerHSV Create(CreateParams input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIColorPickerHSV uiColorPickerHSV = go.AddComponent(); - uiColorPickerHSV.relativeLocation = input.relativeLocation; - uiColorPickerHSV.transform.parent = input.parent; - uiColorPickerHSV.transform.localPosition = parentAnchor + input.relativeLocation; - uiColorPickerHSV.transform.localRotation = Quaternion.identity; - uiColorPickerHSV.transform.localScale = Vector3.one; - uiColorPickerHSV.width = input.width; - uiColorPickerHSV.height = input.height; - uiColorPickerHSV.thickness = input.thickness; - uiColorPickerHSV.trianglePct = input.trianglePct; - uiColorPickerHSV.innerCirclePct = input.innerCirclePct; - uiColorPickerHSV.outerCirclePct = input.outerCirclePct; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildHSV( - input.width, input.height, input.thickness, - input.trianglePct, input.innerCirclePct, input.outerCirclePct, 72, Color.red); - uiColorPickerHSV.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.hueMaterial != null && input.svMaterial != null) - { - meshRenderer.sharedMaterials = new Material[] { Instantiate(input.hueMaterial), Instantiate(input.svMaterial) }; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 1 << 1; // "LightLayer 1" - } - - // Add a cursor - GameObject hueCursor = Instantiate(input.hueCursorPrefab); - hueCursor.transform.parent = uiColorPickerHSV.transform; - hueCursor.transform.localPosition = Vector3.zero; - hueCursor.transform.localRotation = Quaternion.identity; - uiColorPickerHSV.hueCursor = hueCursor.transform; - - GameObject svCursor = Instantiate(input.svCursorPrefab); - svCursor.transform.parent = uiColorPickerHSV.transform; - svCursor.transform.localPosition = Vector3.zero; - svCursor.transform.localRotation = Quaternion.identity; - uiColorPickerHSV.svCursor = svCursor.transform; - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiColorPickerHSV; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerHSV.cs.meta b/Assets/Scripts/UI/Widgets/UIColorPickerHSV.cs.meta deleted file mode 100644 index 9aa9df3f..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerHSV.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2e98b91a1702e8144a75fc995b63f2b5 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerHue.cs b/Assets/Scripts/UI/Widgets/UIColorPickerHue.cs deleted file mode 100644 index bbeccce7..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerHue.cs +++ /dev/null @@ -1,313 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIColorPickerHue : UIElement - { - // UIElement ? - - //private float width = 1.0f; - //private float height = 1.0f; - private float thickness = 1.0f; - - public UIColorPicker colorPicker = null; - float cursorPosition = 0.5f; // normalized position - - public Transform cursor; - - void Awake() - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#else - if (Application.isPlaying) -#endif - { - colorPicker = GetComponentInParent(); - width = GetComponent().mesh.bounds.size.x; - height = GetComponent().mesh.bounds.size.y; - thickness = GetComponent().mesh.bounds.size.z; - } - } - - public override void ResetColor() - { - - } - - public float GetHue() - { - return cursorPosition; - } - - // value: [0..1] - public void SetHue(float value) - { - cursorPosition = value; - cursor.localPosition = new Vector3(width * value, -height/2.0f, 0); - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness) - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildBoxEx(newWidth, newHeight, newThickness); - theNewMesh.name = "UIColorPickerHue_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - - UpdateColliderDimensions(); - } - - public void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - colorPicker.OnClick(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - colorPicker.OnRelease(); - } - - public override bool OnRayReleaseOutside() - { - colorPicker.OnRelease(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float startX = 0; - float endX = width; - - float currentKnobPositionX = cursorPosition * width; - - // DRAG - - if (!triggerJustClicked) // if trigger just clicked, use the actual projection, no interpolation. - { - localProjectedWidgetPosition.x = Mathf.Lerp(currentKnobPositionX, localProjectedWidgetPosition.x, GlobalState.Settings.RaySliderDrag); - } - - // CLAMP - - if (localProjectedWidgetPosition.x < startX) - localProjectedWidgetPosition.x = startX; - - if (localProjectedWidgetPosition.x > endX) - localProjectedWidgetPosition.x = endX; - - localProjectedWidgetPosition.y = -height / 2.0f; - - // SET - - float pct = localProjectedWidgetPosition.x / width; - SetHue(Mathf.Clamp(pct, 0, 1)); - colorPicker.OnColorChanged(); - - // Haptic intensity as we go deeper into the widget. - //float intensity = Mathf.Clamp01(0.001f + 0.999f * localWidgetPosition.z / UIElement.collider_min_depth_deep); - //intensity *= intensity; // ease-in - - //VRInput.SendHaptic(VRInput.rightController, 0.005f, intensity); - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - //cursorShapeTransform.position = worldProjectedWidgetPosition; - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public static UIColorPickerHue CreateUIColorPickerHue( - string objectName, - Transform parent, - Vector3 relativeLocation, - float width, - float height, - float thickness, - Material material, - GameObject cursorPrefab) - { - GameObject go = new GameObject(objectName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (parent) - { - UIElement elem = parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIColorPickerHue uiColorPickerHue = go.AddComponent(); - uiColorPickerHue.relativeLocation = relativeLocation; - uiColorPickerHue.transform.parent = parent; - uiColorPickerHue.transform.localPosition = parentAnchor + relativeLocation; - uiColorPickerHue.transform.localRotation = Quaternion.identity; - uiColorPickerHue.transform.localScale = Vector3.one; - uiColorPickerHue.width = width; - uiColorPickerHue.height = height; - uiColorPickerHue.thickness = thickness; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildBoxEx(width, height, thickness); - uiColorPickerHue.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && material != null) - { - meshRenderer.sharedMaterial = Instantiate(material); - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - // Add a cursor - GameObject cursor = Instantiate(cursorPrefab); - cursor.transform.parent = uiColorPickerHue.transform; - cursor.transform.localPosition = Vector3.zero; - uiColorPickerHue.cursor = cursor.transform; - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiColorPickerHue; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerHue.cs.meta b/Assets/Scripts/UI/Widgets/UIColorPickerHue.cs.meta deleted file mode 100644 index d56a19ad..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerHue.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b031655e5480ecd48a822e081cd06b7f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerPreview.cs b/Assets/Scripts/UI/Widgets/UIColorPickerPreview.cs deleted file mode 100644 index b9bae018..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerPreview.cs +++ /dev/null @@ -1,155 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIColorPickerPreview : UIElement - { - // UIElement ? - - //private float width = 1.0f; - //private float height = 1.0f; - private float thickness = 1.0f; - - public void SetPreviewColor(Color color) - { - //GetComponent().material.SetColor("_Color", color); - GetComponent().sharedMaterial.SetColor("_Color", color); - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness) - { - // TODO : Re-enable - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildBoxEx(newWidth, newHeight, newThickness); - theNewMesh.name = "UIColorPickerPreview_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - - UpdateColliderDimensions(); - } - - public void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - public static UIColorPickerPreview CreateUIColorPickerPreview( - string objectName, - Transform parent, - Vector3 relativeLocation, - float width, - float height, - float thickness, - Material material) - { - GameObject go = new GameObject(objectName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (parent) - { - UIElement elem = parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIColorPickerPreview uiColorPickerPreview = go.AddComponent(); - uiColorPickerPreview.relativeLocation = relativeLocation; - uiColorPickerPreview.transform.parent = parent; - uiColorPickerPreview.transform.localPosition = parentAnchor + relativeLocation; - uiColorPickerPreview.transform.localRotation = Quaternion.identity; - uiColorPickerPreview.transform.localScale = Vector3.one; - uiColorPickerPreview.width = width; - uiColorPickerPreview.height = height; - uiColorPickerPreview.thickness = thickness; - - // TODO : Re-enable - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildBoxEx(width, height, thickness); - uiColorPickerPreview.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && material != null) - { - meshRenderer.sharedMaterial = Instantiate(material); - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiColorPickerPreview; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerPreview.cs.meta b/Assets/Scripts/UI/Widgets/UIColorPickerPreview.cs.meta deleted file mode 100644 index a20b9bfb..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerPreview.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: df72d7d0b2c09e8489eb6849998bd8ba -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerSaturation.cs b/Assets/Scripts/UI/Widgets/UIColorPickerSaturation.cs deleted file mode 100644 index 239ce84e..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerSaturation.cs +++ /dev/null @@ -1,326 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIColorPickerSaturation : UIElement - { - // UIElement ? - - //private float width = 1.0f; - //private float height = 1.0f; - private float thickness = 1.0f; - - public UIColorPicker colorPicker = null; - - Color rootColor; - Vector2 cursorPosition = new Vector2(0.5f, 0.5f); // normalized - - public Transform cursor; - - void Awake() - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#else - if (Application.isPlaying) -#endif - { - colorPicker = GetComponentInParent(); - width = GetComponent().mesh.bounds.size.x; - height = GetComponent().mesh.bounds.size.y; - thickness = GetComponent().mesh.bounds.size.z; - } - } - - public void SetBaseColor(Color clr) - { - rootColor = clr; - var renderer = GetComponent(); - renderer.sharedMaterial.SetColor("_Color", clr); - } - - public Vector2 GetSaturation() - { - return cursorPosition; - } - - public void SetSaturation(Vector2 sat) - { - cursorPosition = sat; - cursor.localPosition = new Vector3(width * sat.x, -height * (1.0f-sat.y), 0); - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness) - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildBoxEx(newWidth, newHeight, newThickness); - theNewMesh.name = "UIColorPickerSaturation_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - - UpdateColliderDimensions(); - } - - public void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - colorPicker.OnClick(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - colorPicker.OnRelease(); - } - - public override bool OnRayReleaseOutside() - { - colorPicker.OnRelease(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float startX = 0; - float endX = width; - float startY = 0; - float endY = -height; - - Vector2 currentKnobPosition = new Vector2(cursorPosition.x * width, (-1.0f + cursorPosition.y) * height); - - // DRAG - - if (!triggerJustClicked) // if trigger just clicked, use the actual projection, no interpolation. - { - localProjectedWidgetPosition.x = Mathf.Lerp(currentKnobPosition.x, localProjectedWidgetPosition.x, GlobalState.Settings.RaySliderDrag); - localProjectedWidgetPosition.y = Mathf.Lerp(currentKnobPosition.y, localProjectedWidgetPosition.y, GlobalState.Settings.RaySliderDrag); - } - - // CLAMP - - if (localProjectedWidgetPosition.x < startX) - localProjectedWidgetPosition.x = startX; - - if (localProjectedWidgetPosition.x > endX) - localProjectedWidgetPosition.x = endX; - - if (localProjectedWidgetPosition.y > startY) - localProjectedWidgetPosition.y = startY; - - if (localProjectedWidgetPosition.y < endY) - localProjectedWidgetPosition.y = endY; - - // SET - - float x = localProjectedWidgetPosition.x / width; - float y = 1.0f - (-localProjectedWidgetPosition.y / height); - x = Mathf.Clamp(x, 0, 1); - y = Mathf.Clamp(y, 0, 1); - SetSaturation(new Vector2(x, y)); - colorPicker.OnColorChanged(); - - // Haptic intensity as we go deeper into the widget. - //float intensity = Mathf.Clamp01(0.001f + 0.999f * localWidgetPosition.z / UIElement.collider_min_depth_deep); - //intensity *= intensity; // ease-in - - //VRInput.SendHaptic(VRInput.rightController, 0.005f, intensity); - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - //cursorShapeTransform.position = worldProjectedWidgetPosition; - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public static UIColorPickerSaturation CreateUIColorPickerSaturation( - string objectName, - Transform parent, - Vector3 relativeLocation, - float width, - float height, - float thickness, - Material material, - GameObject cursorPrefab) - { - GameObject go = new GameObject(objectName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (parent) - { - UIElement elem = parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIColorPickerSaturation uiColorPickerSaturation = go.AddComponent(); - uiColorPickerSaturation.relativeLocation = relativeLocation; - uiColorPickerSaturation.transform.parent = parent; - uiColorPickerSaturation.transform.localPosition = parentAnchor + relativeLocation; - uiColorPickerSaturation.transform.localRotation = Quaternion.identity; - uiColorPickerSaturation.transform.localScale = Vector3.one; - uiColorPickerSaturation.width = width; - uiColorPickerSaturation.height = height; - uiColorPickerSaturation.thickness = thickness; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildBoxEx(width, height, thickness); - uiColorPickerSaturation.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && material != null) - { - meshRenderer.sharedMaterial = Instantiate(material); - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - // Add a cursor - GameObject cursor = Instantiate(cursorPrefab); - cursor.transform.parent = uiColorPickerSaturation.transform; - cursor.transform.localPosition = Vector3.zero; - uiColorPickerSaturation.cursor = cursor.transform; - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiColorPickerSaturation; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIColorPickerSaturation.cs.meta b/Assets/Scripts/UI/Widgets/UIColorPickerSaturation.cs.meta deleted file mode 100644 index 2a0b3496..00000000 --- a/Assets/Scripts/UI/Widgets/UIColorPickerSaturation.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f36690c0da150c5498da4af34d118bd2 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIDynamicList.cs b/Assets/Scripts/UI/Widgets/UIDynamicList.cs deleted file mode 100644 index 1411b936..00000000 --- a/Assets/Scripts/UI/Widgets/UIDynamicList.cs +++ /dev/null @@ -1,492 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - //[RequireComponent(typeof(MeshFilter)), - // RequireComponent(typeof(MeshRenderer))] - public class UIDynamicList : UIElement - { - public event EventHandler ItemClickedEvent; - - [SpaceHeader("Panel Shape Parmeters", 6, 0.5f, 0.5f, 0.5f)] - [CentimeterFloat] public float margin = 0.02f; - [CentimeterFloat] public float itemWidth = 0.1f; - [CentimeterFloat] public float itemHeight = 0.1f; - [CentimeterFloat] public float itemDepth = 0.1f; - - public bool autoResizeContent = true; - public bool autoCenterContent = true; - public bool focusItemOnAdd = true; - - public UILabel pageCountLabel = null; - - // TMP visible - [SpaceHeader("TMP Panel Layout Parameters", 6, 0.5f, 0.5f, 0.5f)] - [SerializeField] private List items = new List(); - - [SerializeField] [CentimeterFloat] private float innerTotalHeight = 0.0f; - [SerializeField] [CentimeterFloat] private float innerTotalWidth = 0.0f; - [SerializeField] private int maxNbItemCols = 0; - [SerializeField] private int maxNbItemRows = 0; - [SerializeField] [CentimeterFloat] private float itemVMargin = 0.0f; - [SerializeField] [CentimeterFloat] private float itemHMargin = 0.0f; - - [SerializeField] private int nbItemsPerPage = 1; - [SerializeField] private int nbItemsInLastPage = 0; - public int pagesCount = 0; - public int currentPage = 0; - - private string filter = null; - - private int currentIndex = -1; - public int CurrentIndex - { - get { return currentIndex; } - set { currentIndex = value; UpdateSelection(); } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_item_width = 0.01f; - const float min_item_height = 0.01f; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (itemWidth < min_item_width) - itemWidth = min_item_width; - if (itemHeight < min_item_height) - itemHeight = min_item_height; - - // NOTE: relou, on peut plus rien toucher, tout le monde se censure. - // dont let margin become too big. - //if (width - 2 * margin < itemWidth) - // margin = (width - itemWidth) / 2.0f; - //if (height - 2 * margin < itemHeight) - // margin = (height - itemHeight) / 2.0f; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - ForceUpdate(); - } - } - - public void ForceUpdate() - { - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - - UpdateItemPositions(); - UpdatePageCountLabel(); - - NeedsRebuild = false; - } - - // - // API - // - - public List GetItems() - { - return items; - } - - public UIDynamicListItem AddItem(Transform t) - { - // full page, add one page - if (nbItemsInLastPage == nbItemsPerPage) - pagesCount++; - if (focusItemOnAdd) - currentPage = pagesCount == 0 ? 0 : pagesCount - 1; - - GameObject gObj = new GameObject("List Item"); - gObj.SetActive(false); // gObj may be on another page, so by default not active - UIDynamicListItem item = gObj.AddComponent(); - gObj.tag = "UICollider"; - gObj.layer = LayerMask.NameToLayer("CameraHidden"); - item.list = this; - item.autoResizeContent = autoResizeContent; - item.autoCenterContent = autoCenterContent; - item.Width = itemWidth; - item.Height = itemHeight; - item.Depth = itemDepth; - item.Content = t; - gObj.transform.parent = transform; - gObj.transform.localPosition = Vector3.zero; - gObj.transform.localRotation = Quaternion.identity; - gObj.transform.localScale = Vector3.one; - items.Add(item); - - NeedsRebuild = true; - - return item; - } - - public UIDynamicListItem DEBUG_GetLastItemTransform() - { - return items.Count > 0 ? items[items.Count - 1] : null; - } - - public void DEBUG_SetSecondItemAsLastClicked() - { - currentIndex = 1; - } - - public void Clear() - { - for (int i = items.Count - 1; i >= 0; --i) - { - UIDynamicListItem item = items[i]; - if (item != null) - { - //items.RemoveAt(i); - GameObject.Destroy(item.gameObject); - } - } - items.Clear(); // ceinture et bretelle. - - nbItemsPerPage = 1; - nbItemsInLastPage = 0; - pagesCount = 0; - currentPage = 0; - - NeedsRebuild = true; - } - - public void RemoveItem(UIDynamicListItem item) - { - for (int i = 0; i < items.Count; ++i) - { - if (items[i] == item) - { - items.RemoveAt(i); - GameObject.Destroy(item.gameObject); - - if (nbItemsInLastPage == 1) - { - pagesCount--; - if (currentPage == pagesCount) - currentPage = pagesCount - 1; - } - - NeedsRebuild = true; - return; - } - } - } - - public void FireItem(Transform t) - { - // last clicked - for (int i = 0; i < items.Count; ++i) - { - if (items[i].Content == t) - CurrentIndex = i; - } - - IndexedGameObjectArgs args = new IndexedGameObjectArgs { gobject = t.gameObject, index = currentIndex }; - ItemClickedEvent?.Invoke(null, args); - } - - public string GetFilter() - { - return filter; - } - - public void OnFilterList(string filter) - { - this.filter = filter?.ToLower(); - currentPage = 0; - NeedsRebuild = true; - } - - public void OnNextPage() - { - currentPage = (pagesCount != 0) ? (currentPage + 1) % pagesCount : 0; - NeedsRebuild = true; - } - - public void OnPreviousPage() - { - currentPage = (pagesCount != 0) ? (currentPage + pagesCount - 1) % pagesCount : 0; - NeedsRebuild = true; - } - - public void OnFirstPage() - { - currentPage = 0; - NeedsRebuild = true; - } - - public void OnLastPage() - { - currentPage = pagesCount == 0 ? 0 : pagesCount - 1; - NeedsRebuild = true; - } - - public void OnCurrentItemUp() - { - if (items.Count > 1 - && currentIndex > 0 - && currentIndex < items.Count) - { - // swap with previous item. - var tmp = items[currentIndex - 1]; - items[currentIndex - 1] = items[currentIndex]; - items[currentIndex] = tmp; - --currentIndex; - NeedsRebuild = true; - } - } - - public void OnCurrentItemDown() - { - if (items.Count > 1 - && currentIndex >= 0 - && currentIndex < items.Count - 1) - { - // swap with next item. - var tmp = items[currentIndex + 1]; - items[currentIndex + 1] = items[currentIndex]; - items[currentIndex] = tmp; - ++currentIndex; - NeedsRebuild = true; - } - } - - public void UpdateSelection() - { - // TODO: add a geometry to highlight the current cell - // For now we let the ListItemContent to highlight itself - int index = 0; - foreach (UIDynamicListItem item in items) - { - item.SetSelected(index == currentIndex); - ++index; - } - } - - private bool MatchFilter(UIDynamicListItem item) - { - string name = item.Content.name.ToLower(); - return name.Contains(filter); - } - - // reposition every item depending on the itemWidth/Height, width/height, margin, and current page. - private void UpdateItemPositions() - { - // Filter items - List filteredItems; - if (null != filter && filter.Length > 0) - { - filteredItems = new List(); - foreach (var item in items) - { - if (MatchFilter(item)) - { - filteredItems.Add(item); - } - else - { - // Be sure to hide items that don't match the filter - item.gameObject.SetActive(false); - } - } - } - else - { - filteredItems = items; - } - - // - // Update items layout variables - // - innerTotalHeight = height - 2 * margin; - innerTotalWidth = width - 2 * margin; - maxNbItemCols = Mathf.FloorToInt(innerTotalWidth / itemWidth); - if (maxNbItemCols * itemWidth + (maxNbItemCols - 1) * margin > innerTotalWidth) // add margins and check if it fits - maxNbItemCols--; - maxNbItemRows = Mathf.FloorToInt(innerTotalHeight / itemHeight); - if (maxNbItemRows * itemHeight + (maxNbItemRows - 1) * margin > innerTotalHeight) // add margins and check if it fits - maxNbItemRows--; - itemVMargin = maxNbItemRows > 1 ? ((innerTotalHeight - ((float)maxNbItemRows * itemHeight)) / (maxNbItemRows - 1)) : 0.0f; - itemHMargin = maxNbItemCols > 1 ? ((innerTotalWidth - ((float)maxNbItemCols * itemWidth)) / (maxNbItemCols - 1)) : 0.0f; - nbItemsPerPage = maxNbItemCols * maxNbItemRows; - - pagesCount = ((filteredItems.Count > 0) && (nbItemsPerPage > 0)) ? (filteredItems.Count - 1) / nbItemsPerPage + 1 : 0; - - nbItemsInLastPage = pagesCount == 0 ? 0 : Math.Min(filteredItems.Count - nbItemsPerPage * (pagesCount - 1), nbItemsPerPage); - - float itemWidth2 = (float)itemWidth / 2.0f; - float itemHeight2 = (float)itemHeight / 2.0f; - - // - // Update items visibility, position, scale and collider. - // - for (int i = 0; i < filteredItems.Count; ++i) - { - UIDynamicListItem item = filteredItems[i]; - if (nbItemsPerPage > 0) - { - bool isInCurrentPage = ((i / nbItemsPerPage) == currentPage); - item.gameObject.SetActive(isInCurrentPage); - if (isInCurrentPage) - { - int idxInCurrentPage = i % nbItemsPerPage; - int row = idxInCurrentPage / maxNbItemCols; - int col = idxInCurrentPage % maxNbItemCols; - if (autoCenterContent) // TODO: always place pivot top-left, and let UIDynamicItem auto-center its content. - { - item.transform.localPosition = new Vector3( - col == 0 ? margin + itemWidth2 : margin + itemWidth2 + col * (itemWidth + itemHMargin), - row == 0 ? -margin - itemHeight2 : -margin - itemHeight2 - row * (itemHeight + itemVMargin), - 0.0f); - } - else - { - item.transform.localPosition = new Vector3( - col == 0 ? margin : margin + col * (itemWidth + itemHMargin), - row == 0 ? -margin : -margin - row * (itemHeight + itemVMargin), - 0.0f); - } - item.transform.localRotation = Quaternion.identity; - item.Width = itemWidth; - item.Height = itemHeight; - item.Depth = itemDepth; - item.AdaptContent(); - } - } - else - { - item.gameObject.SetActive(false); - } - } - } - - private void UpdatePageCountLabel() - { - if (pageCountLabel != null) - { - pageCountLabel.Text = pagesCount == 0 ? "0/0" : $"{currentPage + 1}/{pagesCount}"; - } - } - - private void OnDrawGizmosSelected() - { - // TODO: draw boxes for the potential items - - Vector3 labelPosition = transform.TransformPoint(new Vector3(margin, -margin, 0.0f)); - - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, 0)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, 0)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(+margin, -height + margin, 0)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, 0)); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); -#if UNITY_EDITOR - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - for (int col = 0; col < maxNbItemCols; ++col) - { - // TODO: compute row invariant values. - for (int row = 0; row < maxNbItemRows; ++row) - { - Vector3 tl = transform.TransformPoint(new Vector3(margin + col * (itemHMargin + itemWidth), -margin - row * (itemVMargin + itemHeight), 0)); - Vector3 tr = transform.TransformPoint(new Vector3(margin + col * (itemHMargin + itemWidth) + itemWidth, -margin - row * (itemVMargin + itemHeight), 0)); - Vector3 bl = transform.TransformPoint(new Vector3(margin + col * (itemHMargin + itemWidth), -margin - row * (itemVMargin + itemHeight) - itemHeight, 0)); - Vector3 br = transform.TransformPoint(new Vector3(margin + col * (itemHMargin + itemWidth) + itemWidth, -margin - row * (itemVMargin + itemHeight) - itemHeight, 0)); - - // TODO: draw depth - - Gizmos.color = Color.blue; - Gizmos.DrawLine(tl, tr); - Gizmos.DrawLine(tr, br); - Gizmos.DrawLine(br, bl); - Gizmos.DrawLine(bl, tl); - } - } - } - - public static void Create( - string listName, - Transform parent, - Vector3 relativeLocation, - float width, - float height, - float margin, - float item_width, - float item_height, - float item_depth) - { - GameObject go = new GameObject(listName); - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (parent) - { - UIElement elem = parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIDynamicList uiDynamicList = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiDynamicList.relativeLocation = relativeLocation; - uiDynamicList.transform.parent = parent; - uiDynamicList.transform.localPosition = parentAnchor + relativeLocation; - uiDynamicList.transform.localRotation = Quaternion.identity; - uiDynamicList.transform.localScale = Vector3.one; - uiDynamicList.width = width; - uiDynamicList.height = height; - uiDynamicList.margin = margin; - uiDynamicList.itemWidth = item_width; - uiDynamicList.itemHeight = item_height; - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIDynamicList.cs.meta b/Assets/Scripts/UI/Widgets/UIDynamicList.cs.meta deleted file mode 100644 index a38edc80..00000000 --- a/Assets/Scripts/UI/Widgets/UIDynamicList.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d086ed2c8cdbe764dbd4c4a403281c17 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIDynamicListItem.cs b/Assets/Scripts/UI/Widgets/UIDynamicListItem.cs deleted file mode 100644 index f7f7e7ec..00000000 --- a/Assets/Scripts/UI/Widgets/UIDynamicListItem.cs +++ /dev/null @@ -1,179 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - [RequireComponent(typeof(BoxCollider)), - RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer))] - public class UIDynamicListItem : UIElement - { - public UIDynamicList list; - private Transform content = null; - public Transform Content { get { return content; } set { content = value; value.parent = transform; AdaptContent(); } } - public bool autoResizeContent = true; - public bool autoCenterContent = true; - - [CentimeterFloat] public float depth = 1.0f; - public float Depth { get { return depth; } set { depth = value; RebuildMesh(); UpdateAnchor(); UpdateChildren(); } } - - public GameObjectHashChangedEvent onObjectClickedEvent = new GameObjectHashChangedEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - private BoxCollider boxCollider = null; - private bool useCollider = true; // true if the collider of the whole item is used for the UI, when the content has no interactable items. - public bool UseColliderForUI { get { return useCollider; } set { useCollider = value; GetComponent().enabled = value; } } - - public void SetSelected(bool value) - { - Content.gameObject.GetComponent().SetSelected(value); - } - - public override void ResetColor() - { - //SetColor(Disabled ? DisabledColor - // : (Pushed ? PushedColor - // : (Checked ? CheckedColor - // : (Selected ? SelectedColor - // : (Hovered ? HoveredColor - // : BaseColor))))); - - // Make the content pop front if Hovered. - content.transform.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - - public void AdaptContent() - { - // TODO: handle resize/center content - // bool autoResizeContent, bool autoCenterContent - - if (content != null) - { - if (autoResizeContent) - { - Vector3 childExtents = content.GetComponentInChildren().sharedMesh.bounds.extents; // TODO: what if many meshFilters? - float w = (width / 2.0f) / childExtents.x; - float h = (height / 2.0f) / childExtents.y; - float d = (depth / 2.0f) / childExtents.z; - - content.transform.localScale = new Vector3(w, h, d); - - // adapt collider to the new mesh size (in local space) - if (UseColliderForUI) - { - boxCollider = GetComponent(); - - Vector3 e = content.GetComponentInChildren().sharedMesh.bounds.extents; - float colliderZ = Mathf.Max(2.0f * e.z, 0.5f); - boxCollider.center = transform.InverseTransformVector(content.transform.TransformVector(new Vector3(0f, 0f, colliderZ / 2.0f - e.z))); - boxCollider.size = transform.InverseTransformVector(content.transform.TransformVector(new Vector3(2.0f * e.x, 2.0f * e.y, colliderZ))); - boxCollider.isTrigger = true; - } - } - else - { - content.transform.localScale = Vector3.one; - - // adapt collider to the whole cell size - if (UseColliderForUI) - { - boxCollider = GetComponent(); - - float collider_depth = 0.5f; - float collider_front = 0.001f; // TODO: get the thickness of the item mesh, or use the Depth property. - boxCollider.center = new Vector3(width / 2.0f, -height / 2.0f, collider_depth / 2.0f - collider_front); - boxCollider.size = new Vector3(width, height, collider_depth); - boxCollider.isTrigger = true; - } - } - } - } - - public void OnAnySubItemClicked() - { - list.FireItem(Content); - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - //onHoverEvent.Invoke(); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - //onHoverEvent.Invoke(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - list.FireItem(Content); - } - - public override bool OnRayReleaseOutside() - { - return base.OnRayReleaseOutside(); - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIDynamicListItem.cs.meta b/Assets/Scripts/UI/Widgets/UIDynamicListItem.cs.meta deleted file mode 100644 index e38216e0..00000000 --- a/Assets/Scripts/UI/Widgets/UIDynamicListItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c9fe62f70f7df9e4594e7997de555ee9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIElement.cs b/Assets/Scripts/UI/Widgets/UIElement.cs deleted file mode 100644 index b8f2ade2..00000000 --- a/Assets/Scripts/UI/Widgets/UIElement.cs +++ /dev/null @@ -1,256 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class UIElement : MonoBehaviour - { - public static readonly float default_element_thickness = 0.001f; - - public static readonly float collider_min_depth_shallow = 0.03f; - public static readonly float collider_min_depth_deep = 0.1f; - - public static OrderedGuard UIEnabled = new OrderedGuard(true); - - [SpaceHeader("Base Parameters", 6, 0.3f, 0.3f, 0.3f)] - [CentimeterVector3] public Vector3 relativeLocation = Vector3.zero; // location of this object relative to its parent anchor - [CentimeterFloat] public float width = 1.0f; - [CentimeterFloat] public float height = 1.0f; - - public ColorReference baseColor = new ColorReference(); - public ColorReference textColor = new ColorReference(); - public ColorReference disabledTextColor = new ColorReference(); - public ColorReference disabledColor = new ColorReference(); - public ColorReference pushedColor = new ColorReference(); - public ColorReference selectedColor = new ColorReference(); - public ColorReference hoveredColor = new ColorReference(); - - private bool isDisabled = false; - private bool isSelected = false; - private bool isPushed = false; - private bool isHovered = false; - - private Vector3 anchor = Vector3.zero; // local position of anchor for children. - - private bool needsRebuild = false; - - // - // Properties - // - - public Vector3 Anchor { get { return anchor; } set { anchor = value; UpdateChildren(); } } - public Vector3 RelativeLocation { get { return relativeLocation; } set { relativeLocation = value; UpdateLocalPosition(); } } - public float Width { get { return width; } set { width = value; RebuildMesh(); UpdateAnchor(); UpdateChildren(); } } - public float Height { get { return height; } set { height = value; RebuildMesh(); UpdateAnchor(); UpdateChildren(); } } - public Color BaseColor { get { return baseColor.Value; } } - public Color TextColor { get { return textColor.Value; } } - public Color DisabledColor { get { return disabledColor.Value; } } - public Color DisabledTextColor { get { return disabledTextColor.Value; } } - public Color PushedColor { get { return pushedColor.Value; } } - public Color SelectedColor { get { return selectedColor.Value; } } - public Color HoveredColor { get { return hoveredColor.Value; } } - public bool Disabled { get { return isDisabled; } set { isDisabled = value; ResetColor(); } } - public bool Selected { get { return isSelected; } set { isSelected = value; ResetColor(); } } - public bool Pushed { get { return isPushed; } set { isPushed = value; ResetColor(); } } - public bool Hovered { get { return isHovered; } set { isHovered = value; ResetColor(); } } - public bool NeedsRebuild { get { return needsRebuild; } set { needsRebuild = value; } } - - protected float prevTime = -1f; - - public virtual void UpdateLocalPosition() - { - UIElement parentElem = transform.parent ? transform.parent.gameObject.GetComponent() : null; - if (parentElem) - { - transform.localPosition = parentElem.anchor + relativeLocation; - } - else - { - transform.localPosition = relativeLocation; - } - } - - public virtual void OnDisable() - { - // TODO: unlock the ray if it was locked on this widget. - } - - public void UpdateChildren() - { - // Recompute localPosition for each children, using their relative position. - for (int i = 0; i < gameObject.transform.childCount; ++i) - { - Transform child = gameObject.transform.GetChild(i); - UIElement elem = child.gameObject.GetComponent(); - if (elem) - { - elem.UpdateLocalPosition(); - } - } - } - - public virtual void UpdateAnchor() - { - anchor = Vector3.zero; - } - - public virtual void ResetColor() - { - SetColor(isDisabled ? DisabledColor - : (isPushed ? PushedColor - : (isSelected ? SelectedColor - : (isHovered ? HoveredColor - : BaseColor)))); - } - - public virtual void SetColor(Color color) - { - MeshRenderer meshRenderer = GetComponent(); - if (null != meshRenderer) - { - Material material = meshRenderer.sharedMaterial; - if (null != material) - { - material.SetColor("_BaseColor", color); - } - } - } - - public virtual Color GetColor() - { - return GetComponent().sharedMaterial.GetColor("_BaseColor"); - } - - public virtual void SetForegroundColor(Color color) - { - } - - public virtual void SetLightLayer(int layerIndex) - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - meshRenderer.renderingLayerMask = (1u << layerIndex); - } - } - - public virtual bool IgnoreRayInteraction() - { - if (!UIEnabled.Value) return true; - - if (Disabled) { return true; } - - return false; - } - - public virtual void RebuildMesh() { } - public virtual void ResetMaterial() { } - - public static void WidgetBorderHapticFeedback() - { - VRInput.SendHaptic(VRInput.primaryController, 0.005f, 0.004f); - } - - public static void ClickHapticFeedback() - { - VRInput.SendHaptic(VRInput.primaryController, 0.01f, 0.05f); - } - - #region ray - - // Most common code implemented here. - - public virtual void OnRayEnter() - { - Hovered = true; - Pushed = false; - ResetColor(); - } - - public virtual void OnRayEnterClicked() - { - Hovered = true; - Pushed = true; - ResetColor(); - } - - public virtual void OnRayHover(Ray ray) - { - Hovered = true; - Pushed = false; - ResetColor(); - } - - public virtual void OnRayHoverClicked() - { - Hovered = true; - Pushed = true; - ResetColor(); - } - - public virtual void OnRayExit() - { - Hovered = false; - Pushed = false; - ResetColor(); - } - - public virtual void OnRayExitClicked() - { - Hovered = true; // exiting while clicking shows a hovered button. - Pushed = false; - ResetColor(); - } - - public virtual void OnRayClick() - { - Hovered = true; - Pushed = true; - ResetColor(); - } - - public virtual void OnRayReleaseInside() - { - Hovered = true; - Pushed = false; - ResetColor(); - } - - // @return true if the release is considered as a validation of the widget. - public virtual bool OnRayReleaseOutside() - { - Hovered = false; - Pushed = false; - ResetColor(); - - return false; - } - - public virtual bool OverridesRayEndPoint() { return false; } - public virtual void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) { } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIElement.cs.meta b/Assets/Scripts/UI/Widgets/UIElement.cs.meta deleted file mode 100644 index 5f37e570..00000000 --- a/Assets/Scripts/UI/Widgets/UIElement.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2fdd977b4e7670746a30d939ab3c4b28 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIGrabber.cs b/Assets/Scripts/UI/Widgets/UIGrabber.cs deleted file mode 100644 index 7d27c7f6..00000000 --- a/Assets/Scripts/UI/Widgets/UIGrabber.cs +++ /dev/null @@ -1,335 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; - -using UnityEditor; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - public class UIGrabber : UIElement - { - [HideInInspector] public int? uid; - public bool rotateOnHover = true; - public GameObject prefab; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public GameObjectHashChangedEvent onEnterUI3DObject = new GameObjectHashChangedEvent(); - public GameObjectHashChangedEvent onExitUI3DObject = new GameObjectHashChangedEvent(); - public UnityEvent onHoverEvent = new UnityEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - private static GameObject textThumbnailPrefab; - private static GameObject imageThumbnailPrefab; - - private static Quaternion thumbnailRotation = Quaternion.Euler(25f, -35f, 0f); - - private string lazyImagePath = null; - private bool lazyLoaded = false; - public bool isValid = true; - - void Start() - { - if (prefab) - { - if (ToolsUIManager.Instance != null) - { - ToolsUIManager.Instance.RegisterUI3DObject(prefab); - uid = prefab.GetHashCode(); - transform.localRotation = thumbnailRotation; - } - } - - // Load thumbnail prefabs - if (null == textThumbnailPrefab) - { - textThumbnailPrefab = Resources.Load("Prefabs/UI/AssetBankGenericItem"); - imageThumbnailPrefab = Resources.Load("Prefabs/UI/AssetBankImageItem"); - } - } - - private void OnValidate() - { - NeedsRebuild = true; - } - - private void OnEnable() - { - // Load lazy thumbnail - if (null != lazyImagePath && lazyImagePath != "" && !lazyLoaded) - { - LoadThumbnail(lazyImagePath); - lazyLoaded = true; - } - } - - private void Update() - { - if (NeedsRebuild) - { - UpdateLocalPosition(); - ResetColor(); - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - base.ResetColor(); - } - - // Handles multi-mesh and multi-material per mesh. - public override void SetColor(Color color) - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#else - if (Application.isPlaying) -#endif - { - MeshRenderer[] meshRenderers = GetComponentsInChildren(); - foreach (MeshRenderer meshRenderer in meshRenderers) - { - Material[] materials = meshRenderer.materials; - foreach (Material material in meshRenderer.materials) - { - material.SetColor("_BaseColor", color); - } - } - } - } - - #region Create Thumbnail helpers - static void LoadPrefabs() - { - // Load thumbnail prefabs - if (null == textThumbnailPrefab) - { - textThumbnailPrefab = Resources.Load("Prefabs/UI/AssetBankGenericItem"); - imageThumbnailPrefab = Resources.Load("Prefabs/UI/AssetBankImageItem"); - } - } - - public static GameObject CreateTextThumbnail(string text, UnityAction onEnter, UnityAction onExit) - { - LoadPrefabs(); - GameObject thumbnail = Instantiate(textThumbnailPrefab); - thumbnail.transform.Find("Canvas/Panel/Name").GetComponent().text = text; - UIGrabber uiGrabber = thumbnail.GetComponent(); - uiGrabber.uid = thumbnail.GetHashCode(); - uiGrabber.rotateOnHover = false; - uiGrabber.onEnterUI3DObject.AddListener(onEnter); - uiGrabber.onExitUI3DObject.AddListener(onExit); - return thumbnail; - } - - public static GameObject CreateImageThumbnail(Sprite image, UnityAction onEnter, UnityAction onExit) - { - LoadPrefabs(); - GameObject thumbnail = Instantiate(imageThumbnailPrefab); - thumbnail.transform.Find("Canvas/Panel/Image").GetComponent().sprite = image; - UIGrabber uiGrabber = thumbnail.GetComponent(); - uiGrabber.uid = thumbnail.GetHashCode(); - uiGrabber.rotateOnHover = false; - uiGrabber.onEnterUI3DObject.AddListener(onEnter); - uiGrabber.onExitUI3DObject.AddListener(onExit); - return thumbnail; - } - - public static GameObject CreateLazyImageThumbnail(string path, UnityAction onEnter, UnityAction onExit) - { - LoadPrefabs(); - GameObject thumbnail = Instantiate(imageThumbnailPrefab); - UIGrabber uiGrabber = thumbnail.GetComponent(); - uiGrabber.lazyImagePath = path; - uiGrabber.uid = thumbnail.GetHashCode(); - uiGrabber.rotateOnHover = false; - uiGrabber.onEnterUI3DObject.AddListener(onEnter); - uiGrabber.onExitUI3DObject.AddListener(onExit); - return thumbnail; - } - - private void LoadThumbnail(string path) - { - Sprite sprite = Utils.LoadSprite(path); - if (null == sprite) - { - sprite = UIUtils.LoadIcon("warning"); - isValid = false; - } - transform.Find("Canvas/Panel/Image").GetComponent().sprite = sprite; - } - - public static GameObject Create3DThumbnail(GameObject thumbnail, UnityAction onEnter, UnityAction onExit) - { - UIGrabber uiGrabber = thumbnail.GetComponent(); - if (null == uiGrabber) - { - uiGrabber = thumbnail.AddComponent(); - } - uiGrabber.uid = thumbnail.GetHashCode(); - uiGrabber.rotateOnHover = true; - uiGrabber.onEnterUI3DObject.AddListener(onEnter); - uiGrabber.onExitUI3DObject.AddListener(onExit); - thumbnail.transform.localRotation = thumbnailRotation; - - MeshRenderer[] meshRenderers = thumbnail.GetComponentsInChildren(); - foreach (MeshRenderer meshRenderer in meshRenderers) - { - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - } - - return thumbnail; - } - #endregion - - #region ray - public override void OnRayEnter() - { - base.OnRayEnter(); - - GoFrontAnimation(); - - if (uid != null) - { - onEnterUI3DObject.Invoke((int)uid); - } - - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - - GoFrontAnimation(); - - if (uid != null) - { - onEnterUI3DObject.Invoke((int)uid); - } - - WidgetBorderHapticFeedback(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - - onHoverEvent.Invoke(); - - if (rotateOnHover) { RotateAnimation(); } - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - - onHoverEvent.Invoke(); - - if (rotateOnHover) { RotateAnimation(); } - } - - public override void OnRayExit() - { - base.OnRayExit(); - - GoBackAnimation(); - - if (rotateOnHover) { ResetRotation(); } - - if (uid != null) - { - onExitUI3DObject.Invoke((int)uid); - } - - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - - GoBackAnimation(); - - if (uid != null) - { - onExitUI3DObject.Invoke((int)uid); - } - - WidgetBorderHapticFeedback(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - if (rotateOnHover) { ResetRotation(); } - return base.OnRayReleaseOutside(); - } - - public void GoFrontAnimation() - { - transform.localPosition += new Vector3(0f, 0f, -0.02f); // avance vers nous, dnas le repere de la page (local -Z) - transform.localScale = new Vector3(1.2f, 1.2f, 1.2f); - } - - public void GoBackAnimation() - { - transform.localPosition += new Vector3(0f, 0f, +0.02f); // recule, dnas le repere de la page (local +Z) - transform.localScale = Vector3.one; - } - - public void RotateAnimation() - { - transform.localRotation *= Quaternion.Euler(0f, -3f, 0f); // rotate autour du Y du repere du parent (penche a 25, -35, 0) - } - - public void ResetRotation() - { - if (rotateOnHover) - { - transform.localRotation = thumbnailRotation; - } - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIGrabber.cs.meta b/Assets/Scripts/UI/Widgets/UIGrabber.cs.meta deleted file mode 100644 index 7e70b38c..00000000 --- a/Assets/Scripts/UI/Widgets/UIGrabber.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 69f1f2c46695ec0478c12669fe6daa37 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIGradientPreview.cs b/Assets/Scripts/UI/Widgets/UIGradientPreview.cs deleted file mode 100644 index 7175ada1..00000000 --- a/Assets/Scripts/UI/Widgets/UIGradientPreview.cs +++ /dev/null @@ -1,279 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIGradientPreview : UIElement - { - public static readonly string default_widget_name = "New Gradient"; - public static readonly float default_width = 0.30f; - public static readonly float default_height = 0.04f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - public static readonly string default_material_name = "SkyboxPreviewMaterial"; - - private float thickness = 1.0f; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - private SkySettings colors = new SkySettings() { topColor = Color.red, middleColor = Color.blue, bottomColor = Color.yellow }; - public SkySettings Colors { get { return colors; } set { colors = value; ResetColor(); } } - - private void OnValidate() - { - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - ResetColor(); - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - // Set colors in shader - Material material = GetComponent()?.sharedMaterial; - if (null != material) - { - material.SetColor("_TopColor", colors.topColor); - material.SetColor("_MiddleColor", colors.middleColor); - material.SetColor("_BottomColor", colors.bottomColor); - } - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness) - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh[] meshes = Resources.LoadAll("Models/half_sphere"); - Mesh theNewMesh = meshes[0]; - theNewMesh.name = "UIGradientPreview_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - - Vector3 originalSize = meshFilter.sharedMesh.bounds.size; // 1.997, 1, 1.997 - float sc = newWidth / originalSize.x; // 0.06 = 0.12 / 1.997 - - transform.localPosition = new Vector3(width / 2.0f, -height / 2.0f, 0.0f); - transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 180.0f); - transform.localScale = new Vector3(sc, sc / 2.0f, sc); - - UpdateColliderDimensions(); - } - - public void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - return base.OnRayReleaseOutside(); - } - - #endregion - - #region create - - public class CreateParams - { - public Transform parent = null; - public string widgetName = UIButton.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -default_thickness); - public float width = default_width; - public float height = default_height; - public float margin = default_margin; - public float thickness = default_thickness; - public Material material = UIUtils.LoadMaterial(default_material_name); - public ColorVar bgcolor = UIOptions.BackgroundColorVar; - public ColorVar fgcolor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public ColorVar checkedColor = UIOptions.CheckedColorVar; - } - - public static UIGradientPreview Create(CreateParams input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIGradientPreview uiGradientWidget = go.AddComponent(); - uiGradientWidget.relativeLocation = input.relativeLocation; - uiGradientWidget.transform.parent = input.parent; - uiGradientWidget.transform.localPosition = parentAnchor + input.relativeLocation; - uiGradientWidget.transform.localRotation = Quaternion.identity; - uiGradientWidget.transform.localScale = Vector3.one; - uiGradientWidget.width = input.width; - uiGradientWidget.height = input.height; - uiGradientWidget.thickness = input.thickness; - - // TODO: put the mesh in a sub object to apply a transformation that wont perturb the base object. - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - Mesh[] meshes = Resources.LoadAll("Models/half_sphere"); - Mesh theNewMesh = meshes[0]; - meshFilter.sharedMesh = meshes[0]; - - Vector3 originalSize = meshFilter.sharedMesh.bounds.size; // 1.997, 1, 1.997 - float sc = input.width / originalSize.x; // 0.06 = 0.12 / 1.997 - - //transform.localPosition = new Vector3(width / 2.0f, -height / 2.0f, 0.0f); - uiGradientWidget.transform.localRotation = Quaternion.Euler(-90.0f, 0.0f, 180.0f); - uiGradientWidget.transform.localScale = new Vector3(sc, sc / 2.0f, sc); - - uiGradientWidget.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_deep) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_deep / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_deep); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - meshRenderer.sharedMaterial = Instantiate(input.material); - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 1 << 1; // "LightLayer 1" - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiGradientWidget; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIGradientPreview.cs.meta b/Assets/Scripts/UI/Widgets/UIGradientPreview.cs.meta deleted file mode 100644 index 00d30452..00000000 --- a/Assets/Scripts/UI/Widgets/UIGradientPreview.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9dee24697196c0943ab7e4e951b747af -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIKeyView.cs b/Assets/Scripts/UI/Widgets/UIKeyView.cs deleted file mode 100644 index 33646408..00000000 --- a/Assets/Scripts/UI/Widgets/UIKeyView.cs +++ /dev/null @@ -1,456 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIKeyView : UIElement - { - public static readonly string default_widget_name = "New KeyView"; - public static readonly float default_width = 0.15f; - public static readonly float default_height = 0.05f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - public static readonly string default_material_name = "UIElementTransparent"; - - public Dopesheet dopesheet = null; - - [SpaceHeader("Label Shape Parameters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float thickness = default_thickness; - public Material source_material = null; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public UnityEvent onHoverEvent = new UnityEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - public override void RebuildMesh() - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UIKeyView_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(source_material); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIKeyView_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { -#if UNITY_EDITOR - if (NeedsRebuild) - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - ResetColor(); - NeedsRebuild = false; - } -#endif - } - - public override void ResetColor() - { - SetColor(Disabled ? DisabledColor - : (Selected ? SelectedColor - : BaseColor)); - } - - private void OnDrawGizmosSelected() - { - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); -#if UNITY_EDITOR - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - onHoverEvent.Invoke(); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - onHoverEvent.Invoke(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - - int closestIndex = -1; - int deltaFrame = 0; - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - // CLAMP - - float startX = 0.0f; - float endX = width; - - if (localProjectedWidgetPosition.x < startX) - localProjectedWidgetPosition.x = startX; - - if (localProjectedWidgetPosition.x > endX) - localProjectedWidgetPosition.x = endX; - - localProjectedWidgetPosition.y = -height / 2.0f; - - // GRIP CLOSEST Keyframe - - if (triggerJustClicked) - { - deltaFrame = 0; - float distThreshold = 0.31f / 20.0f; - closestIndex = -1; - float closestDistance = Mathf.Infinity; - int i = 0; - foreach (Transform child in transform) - { - float dist = Mathf.Abs(localProjectedWidgetPosition.x - child.localPosition.x); - if (dist < closestDistance && dist < distThreshold) - { - closestDistance = dist; - closestIndex = i; - } - i++; - } - - if (closestIndex != -1) - { - localProjectedWidgetPosition.x = transform.GetChild(closestIndex).localPosition.x; - } - } - else if (triggerJustReleased) - { - dopesheet.OnUpdateKeyframe(closestIndex, deltaFrame); - deltaFrame = 0; - closestIndex = -1; - } - else - { - // JOYSTICK Left/Right - bool joyRightJustClicked = false; - bool joyRightJustReleased = false; - bool joyRightLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.primaryController, VRInput.JoyDirection.RIGHT, ref joyRightJustClicked, ref joyRightJustReleased, ref joyRightLongPush); - - bool joyLeftJustClicked = false; - bool joyLeftJustReleased = false; - bool joyLeftLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.primaryController, VRInput.JoyDirection.LEFT, ref joyLeftJustClicked, ref joyLeftJustReleased, ref joyLeftLongPush); - - if (joyRightJustClicked || joyLeftJustClicked || joyRightLongPush || joyLeftLongPush) - { - float localDeltaOneFrame = dopesheet != null ? 0.31f / (dopesheet.LocalLastFrame - dopesheet.LocalFirstFrame) : 0.0f; - if (joyRightJustClicked || joyRightLongPush) - { - if (closestIndex != -1) - { - deltaFrame++; - Transform child = transform.GetChild(closestIndex); - Vector3 newChildPosition = child.localPosition + new Vector3(+localDeltaOneFrame, 0, 0); - localProjectedWidgetPosition.x = newChildPosition.x; - child.localPosition = newChildPosition; - } - } - else if (joyLeftJustClicked || joyLeftLongPush) - { - if (closestIndex != -1) - { - deltaFrame--; - Transform child = transform.GetChild(closestIndex); - Vector3 newChildPosition = child.localPosition + new Vector3(-localDeltaOneFrame, 0 , 0); - localProjectedWidgetPosition.x = newChildPosition.x; - child.localPosition = newChildPosition; - } - } - } - else - { - if (closestIndex != -1) - { - localProjectedWidgetPosition.x = transform.GetChild(closestIndex).localPosition.x; - } - } - } - - // OUT ray end point - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public class CreateParams - { - public Transform parent = null; - public string widgetName = UIKeyView.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UIKeyView.default_thickness); - public float width = UIKeyView.default_width; - public float height = UIKeyView.default_height; - public float margin = UIKeyView.default_margin; - public float thickness = UIKeyView.default_thickness; - public Material material = UIUtils.LoadMaterial(UIKeyView.default_material_name); - public ColorVar bgcolor = UIOptions.BackgroundColorVar; - public ColorVar fgcolor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - } - - public static UIKeyView Create(CreateParams input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIKeyView uiKeyView = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiKeyView.relativeLocation = input.relativeLocation; - uiKeyView.transform.parent = input.parent; - uiKeyView.transform.localPosition = parentAnchor + input.relativeLocation; - uiKeyView.transform.localRotation = Quaternion.identity; - uiKeyView.transform.localScale = Vector3.one; - uiKeyView.width = input.width; - uiKeyView.height = input.height; - uiKeyView.margin = input.margin; - uiKeyView.thickness = input.thickness; - uiKeyView.source_material = input.material; - uiKeyView.baseColor.useConstant = false; - uiKeyView.baseColor.reference = input.bgcolor; - uiKeyView.textColor.useConstant = false; - uiKeyView.textColor.reference = input.fgcolor; - uiKeyView.pushedColor.useConstant = false; - uiKeyView.pushedColor.reference = input.pushedColor; - uiKeyView.selectedColor.useConstant = false; - uiKeyView.selectedColor.reference = input.selectedColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiKeyView.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.material); - Material sharedMaterial = meshRenderer.sharedMaterial; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.rendererPriority = 1; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiKeyView.SetColor(input.bgcolor.value); - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiKeyView; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIKeyView.cs.meta b/Assets/Scripts/UI/Widgets/UIKeyView.cs.meta deleted file mode 100644 index f9bbf493..00000000 --- a/Assets/Scripts/UI/Widgets/UIKeyView.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 938a9185f5276ae4d9b4c50dec0d7691 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 7174288486110832750, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UILabel.cs b/Assets/Scripts/UI/Widgets/UILabel.cs deleted file mode 100644 index 696015de..00000000 --- a/Assets/Scripts/UI/Widgets/UILabel.cs +++ /dev/null @@ -1,554 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UILabel : UIElement - { - public enum IconMarginBehavior { UseWidgetMargin, UseIconMargin }; - public enum LabelContent { TextOnly, ImageOnly, TextAndImage }; - public enum ImagePosition { Left, Right }; - - // TODO: put in a scriptable object - public static readonly string default_widget_name = "New Label"; - public static readonly float default_width = 0.15f; - public static readonly float default_height = 0.05f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - //public static readonly Color default_label_background_color = UIElement.default_background_color; - //public static readonly Color default_label_foreground_color = UIElement.default_foreground_color; - public static readonly string default_text = "Label"; - public static readonly string default_material_name = "UIElementTransparent"; - public static readonly LabelContent default_content = LabelContent.TextOnly; - public static readonly string default_icon_name = "paint"; - public static readonly ImagePosition default_image_position = ImagePosition.Left; - public static readonly IconMarginBehavior default_icon_margin_behavior = IconMarginBehavior.UseWidgetMargin; - public static readonly float default_icon_margin = 0.0f; - - [SpaceHeader("Label Shape Parameters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float thickness = default_thickness; - public LabelContent content = default_content; - public ImagePosition imagePosition = default_image_position; - public IconMarginBehavior iconMarginBehavior = default_icon_margin_behavior; - [CentimeterFloat] public float iconMargin = default_icon_margin; - public Material source_material = null; - public Sprite image = null; - [TextArea] public string textContent = ""; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public UnityEvent onHoverEvent = new UnityEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - public string Text { get { return textContent; } set { SetText(value); } } - public Sprite Image { get { return image; } set { SetImage(value); } } - - public override void RebuildMesh() - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UILabel_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateCanvasDimensions(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(source_material); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UILabel_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void UpdateCanvasDimensions() - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.sizeDelta = new Vector2(width, height); - - float minSide = Mathf.Min(width, height); - - // IMAGE - Image image = canvas.GetComponentInChildren(true); - if (image != null) - { - image.color = TextColor; - if (content != LabelContent.TextOnly) - { - image.gameObject.SetActive(true); - - RectTransform rt = image.gameObject.GetComponent(); - if (rt) - { - float m = iconMarginBehavior == IconMarginBehavior.UseWidgetMargin ? margin : iconMargin; - float offsetx = content == LabelContent.TextAndImage ? 0.0f : (width - minSide) / 2.0f; - float offsety = content == LabelContent.TextAndImage ? 0.0f : (height - minSide) / 2.0f; - rt.sizeDelta = new Vector2(minSide - 2.0f * m, minSide - 2.0f * m); - rt.localPosition = new Vector3(m + offsetx, -m - offsety, -0.001f); - } - } - else - { - image.gameObject.SetActive(false); - } - } - - // TEXT - TextMeshProUGUI text = canvas.gameObject.GetComponentInChildren(true); - if (text != null) - { - if (content != LabelContent.ImageOnly) - { - text.gameObject.SetActive(true); - - text.text = Text; - text.color = TextColor; - - RectTransform rt = text.gameObject.GetComponent(); - if (rt != null) - { - if (content == LabelContent.TextAndImage) - { - rt.sizeDelta = new Vector2((width - minSide - margin) * 100.0f, (height - 2.0f * margin) * 100.0f); - rt.localPosition = new Vector3(minSide, -margin, -0.002f); - } - else // TextOnly - { - rt.sizeDelta = new Vector2((width - 2.0f * margin) * 100.0f, (height - 2.0f * margin) * 100.0f); - rt.localPosition = new Vector3(margin, -margin, -0.002f); - } - } - } - else - { - text.gameObject.SetActive(false); - } - } - } - } - - public void UpdateTextColor() - { - TextMeshProUGUI text = GetComponentInChildren(); - if (text != null) - { - text.color = TextColor; - // TODO: test to see if we need to go and change the _BaseColor of the material of the text object. - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - ResetColor(); - UpdateTextColor(); - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - SetColor(Disabled ? DisabledColor - : (Selected ? SelectedColor - : BaseColor)); - } - - private void OnDrawGizmosSelected() - { - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); -#if UNITY_EDITOR - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - private void SetText(string textValue) - { - textContent = textValue; - - TextMeshProUGUI text = GetComponentInChildren(); - if (text != null) - { - text.text = textValue; - } - } - - private void SetImage(Sprite sprite) - { - image = sprite; - - Image img = GetComponentInChildren(); - if (null != img) - { - img.sprite = image; - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - onHoverEvent.Invoke(); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - onHoverEvent.Invoke(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - return base.OnRayReleaseOutside(); - } - - #endregion - - #region create - - public class CreateLabelParams - { - public Transform parent = null; - public string widgetName = UILabel.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UILabel.default_thickness); - public float width = UILabel.default_width; - public float height = UILabel.default_height; - public float margin = UILabel.default_margin; - public float thickness = UILabel.default_thickness; - public Material material = UIUtils.LoadMaterial(UILabel.default_material_name); - public ColorVar bgcolor = UIOptions.BackgroundColorVar; - public ColorVar fgcolor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public LabelContent labelContent = UILabel.default_content; - public ImagePosition imagePosition = UILabel.default_image_position; - public IconMarginBehavior iconMarginBehavior = UILabel.default_icon_margin_behavior; - public float iconMargin = UILabel.default_icon_margin; - public string caption = UILabel.default_text; - public Sprite icon = UIUtils.LoadIcon(UILabel.default_icon_name); - } - - public static UILabel Create(CreateLabelParams input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UILabel uiLabel = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiLabel.relativeLocation = input.relativeLocation; - uiLabel.transform.parent = input.parent; - uiLabel.transform.localPosition = parentAnchor + input.relativeLocation; - uiLabel.transform.localRotation = Quaternion.identity; - uiLabel.transform.localScale = Vector3.one; - uiLabel.width = input.width; - uiLabel.height = input.height; - uiLabel.margin = input.margin; - uiLabel.thickness = input.thickness; - uiLabel.content = input.labelContent; - uiLabel.image = input.icon; - uiLabel.textContent = input.caption; - uiLabel.content = input.labelContent; - uiLabel.imagePosition = input.imagePosition; - uiLabel.iconMarginBehavior = input.iconMarginBehavior; - uiLabel.iconMargin = input.iconMargin; - uiLabel.source_material = input.material; - uiLabel.baseColor.useConstant = false; - uiLabel.baseColor.reference = input.bgcolor; - uiLabel.textColor.useConstant = false; - uiLabel.textColor.reference = input.fgcolor; - uiLabel.pushedColor.useConstant = false; - uiLabel.pushedColor.reference = input.pushedColor; - uiLabel.selectedColor.useConstant = false; - uiLabel.selectedColor.reference = input.selectedColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiLabel.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.material); - Material sharedMaterial = meshRenderer.sharedMaterial; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.rendererPriority = 1; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiLabel.SetColor(input.bgcolor.value); - } - - // Add a Canvas - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiLabel.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - c.sortingOrder = 1; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiLabel.width, uiLabel.height); - rt.localPosition = Vector3.zero; - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - // Add image - float minSide = Mathf.Min(uiLabel.width, uiLabel.height); - GameObject image = new GameObject("Image"); - image.transform.parent = canvas.transform; - - Image img = image.AddComponent(); - img.sprite = input.icon; - img.color = input.fgcolor.value; - - RectTransform irt = image.GetComponent(); - irt.localScale = Vector3.one; - irt.localRotation = Quaternion.identity; - irt.anchorMin = new Vector2(0, 1); - irt.anchorMax = new Vector2(0, 1); - irt.pivot = new Vector2(0, 1); // top left - // TODO: non square icons ratio... - if (uiLabel.iconMarginBehavior == IconMarginBehavior.UseWidgetMargin) - { - irt.sizeDelta = new Vector2(minSide - 2.0f * input.margin, minSide - 2.0f * input.margin); - irt.localPosition = new Vector3(input.margin, -input.margin, -0.001f); - } - else // IconMarginBehavior.UseIconMargin for the moment - { - irt.sizeDelta = new Vector2(minSide - 2.0f * uiLabel.iconMargin, minSide - 2.0f * uiLabel.iconMargin); - irt.localPosition = new Vector3(uiLabel.iconMargin, -uiLabel.iconMargin, -0.001f); - } - - image.SetActive(input.labelContent != LabelContent.TextOnly); - - - // Add a Text under the Canvas - GameObject text = new GameObject("Text"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.caption; - t.enableAutoSizing = false; - t.fontSize = 16; - t.fontSizeMin = 18; - t.fontSizeMax = 18; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.MidlineLeft; - t.color = input.fgcolor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - - // TODO: option for V Margin. - - if (input.labelContent == LabelContent.TextAndImage) - { - trt.sizeDelta = new Vector2((input.width - minSide - input.margin) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - trt.localPosition = new Vector3(minSide, 0.0f, -0.002f); - } - else // TextOnly - { - trt.sizeDelta = new Vector2((input.width - 2.0f * input.margin) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - trt.localPosition = new Vector3(input.margin, -input.margin, -0.002f); - } - - text.SetActive(input.labelContent != LabelContent.ImageOnly); - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiLabel; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UILabel.cs.meta b/Assets/Scripts/UI/Widgets/UILabel.cs.meta deleted file mode 100644 index 67d3f8e9..00000000 --- a/Assets/Scripts/UI/Widgets/UILabel.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9a313013d1908c440b64fa3603896534 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 7174288486110832750, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIList.meta b/Assets/Scripts/UI/Widgets/UIList.meta deleted file mode 100644 index 1f7c113c..00000000 --- a/Assets/Scripts/UI/Widgets/UIList.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 55a2eb5115e45d24aa3419ce28715972 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIList/CameraItem.cs b/Assets/Scripts/UI/Widgets/UIList/CameraItem.cs deleted file mode 100644 index 93617333..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/CameraItem.cs +++ /dev/null @@ -1,101 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; - -namespace VRtist -{ - public class CameraItem : ListItemContent - { - [HideInInspector] public GameObject cameraObject; - [HideInInspector] public UIDynamicListItem item; - - public void Start() - { - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - CameraManager.Instance.onActiveCameraChanged.AddListener(OnActiveCameraChanged); - } - - public void OnDestroy() - { - Selection.onSelectionChanged.RemoveListener(OnSelectionChanged); - CameraManager.Instance.onActiveCameraChanged.RemoveListener(OnActiveCameraChanged); - } - - private void OnSelectionChanged(HashSet previousSelectedObjects, HashSet currentSelectedObjects) - { - if (Selection.IsSelected(cameraObject)) - { - SetColor(UIOptions.PushedColor); - } - else - { - SetColor(UIOptions.BackgroundColor); - } - } - - private void OnActiveCameraChanged(GameObject _, GameObject activeCamera) - { - if (activeCamera == cameraObject) - { - SetColor(UIOptions.SceneHoverColor); - } - else - { - if (Selection.IsSelected(cameraObject)) - { - SetColor(UIOptions.PushedColor); - } - else - { - SetColor(UIOptions.BackgroundColor); - } - } - } - - public void SetColor(Color color) - { - gameObject.GetComponentInChildren(true).materials[0].SetColor("_BaseColor", color); - } - - public void SetItemName(string name) - { - TextMeshProUGUI text = transform.Find("Canvas/Panel/Text").gameObject.GetComponent(); - text.text = name; - } - - public void SetCameraObject(GameObject cameraObject) - { - this.cameraObject = cameraObject; - Camera cam = cameraObject.GetComponentInChildren(true); - SetColor(UIOptions.BackgroundColor); - CameraController controller = cameraObject.GetComponent(); - gameObject.GetComponentInChildren(true).materials[1].SetTexture("_UnlitColorMap", controller.Snapshot); - SetItemName(cameraObject.name); - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIList/CameraItem.cs.meta b/Assets/Scripts/UI/Widgets/UIList/CameraItem.cs.meta deleted file mode 100644 index 641535cf..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/CameraItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ba1995784df96414d9099ed07a6c814a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIList/GradientItem.cs b/Assets/Scripts/UI/Widgets/UIList/GradientItem.cs deleted file mode 100644 index 7676fac9..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/GradientItem.cs +++ /dev/null @@ -1,158 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public class GradientItem : ListItemContent - { - [HideInInspector] public UIDynamicListItem item; - - public SkySettings Colors { get { return gradientPreview.Colors; } set { gradientPreview.Colors = value; } } - - public UIGradientPreview gradientPreview = null; - public UIButton copyButton = null; - public UIButton deleteButton = null; - public UIPanel backgroundPanel = null; - - public void OnDestroy() - { - gradientPreview.onClickEvent.RemoveAllListeners(); - copyButton.onClickEvent.RemoveAllListeners(); - copyButton.onReleaseEvent.RemoveAllListeners(); - deleteButton.onClickEvent.RemoveAllListeners(); - deleteButton.onReleaseEvent.RemoveAllListeners(); - } - - public override void SetSelected(bool value) - { - gradientPreview.Selected = value; - copyButton.Selected = value; - copyButton.Selected = value; - deleteButton.Selected = value; - backgroundPanel.Selected = value; - - if (value) - { - // Apply sky here? - } - } - - public void SetListItem(UIDynamicListItem dlItem) - { - item = dlItem; - - gradientPreview.onClickEvent.AddListener(dlItem.OnAnySubItemClicked); - copyButton.onClickEvent.AddListener(dlItem.OnAnySubItemClicked); - deleteButton.onClickEvent.AddListener(dlItem.OnAnySubItemClicked); - } - - public void AddListeners(UnityAction duplicateAction, UnityAction deleteAction) - { - copyButton.onReleaseEvent.AddListener(duplicateAction); - deleteButton.onReleaseEvent.AddListener(deleteAction); - } - - public static GradientItem GenerateGradientItem(SkySettings sky) - { - GameObject root = new GameObject("GradientItem"); - GradientItem gradientItem = root.AddComponent(); - root.layer = LayerMask.NameToLayer("CameraHidden"); - - // Set the item invisible in order to hide it while it is not added into - // a list. We will activate it after it is added - root.transform.localScale = Vector3.zero; - - // - // Background Panel - // - UIPanel panel = UIPanel.Create(new UIPanel.CreatePanelParams - { - parent = root.transform, - widgetName = "GradientPreviewBackgroundPanel", - relativeLocation = new Vector3(0.01f, -0.01f, -UIPanel.default_element_thickness), - width = 0.145f, - height = 0.185f, - margin = 0.005f - }); - panel.SetLightLayer(3); - - // - // Gradient Button - // - UIGradientPreview gradientPreview = UIGradientPreview.Create(new UIGradientPreview.CreateParams - { - parent = panel.transform, - widgetName = "GradientPreview", - relativeLocation = new Vector3(0.0725f, -0.0725f, -UIGradientPreview.default_thickness), - width = 0.12f, - height = 0.12f, - margin = 0.001f - }); - gradientPreview.SetLightLayer(3); - gradientPreview.Colors = sky; - gradientPreview.NeedsRebuild = true; - - // - // Copy Button - // - UIButton copyButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = panel.transform, - widgetName = "CopyButton", - relativeLocation = new Vector3(0.075f, -0.15f, -UIButton.default_thickness), - width = 0.03f, - height = 0.03f, - icon = UIUtils.LoadIcon("duplicate"), - buttonContent = UIButton.ButtonContent.ImageOnly, - margin = 0.001f, - }); - copyButton.SetLightLayer(3); - - // - // Delete Button - // - UIButton deleteButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = panel.transform, - widgetName = "DeleteButton", - relativeLocation = new Vector3(0.11f, -0.15f, -UIButton.default_thickness), - width = 0.03f, - height = 0.03f, - icon = UIUtils.LoadIcon("trash"), - buttonContent = UIButton.ButtonContent.ImageOnly, - margin = 0.001f, - }); - deleteButton.SetLightLayer(3); - - gradientItem.gradientPreview = gradientPreview; - gradientItem.copyButton = copyButton; - gradientItem.deleteButton = deleteButton; - gradientItem.backgroundPanel = panel; - - return gradientItem; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIList/GradientItem.cs.meta b/Assets/Scripts/UI/Widgets/UIList/GradientItem.cs.meta deleted file mode 100644 index 9512def8..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/GradientItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 80bb269621e134840a158182001253e1 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIList/LightItem.cs b/Assets/Scripts/UI/Widgets/UIList/LightItem.cs deleted file mode 100644 index c17fa483..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/LightItem.cs +++ /dev/null @@ -1,96 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; -using UnityEngine.UI; - -namespace VRtist -{ - public class LightItem : ListItemContent - { - [HideInInspector] public GameObject lightObject; - [HideInInspector] public UIDynamicListItem item; - - public void Start() - { - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - } - - public void OnDestroy() - { - Selection.onSelectionChanged.RemoveListener(OnSelectionChanged); - } - - private void OnSelectionChanged(HashSet previousSelectedObjects, HashSet currentSelectedObjects) - { - if (Selection.IsSelected(lightObject)) - { - SetColor(UIOptions.PushedColor); - } - else - { - SetColor(UIOptions.BackgroundColor); - } - } - - public void SetColor(Color color) - { - gameObject.GetComponentInChildren(true).materials[0].SetColor("_BaseColor", color); - } - - public void SetItemName(string name) - { - TextMeshProUGUI text = transform.Find("Canvas/TextPanel/Text").GetComponent(); - text.text = name; - } - - public void SetLightObject(GameObject lightObject, LightController controller) - { - this.lightObject = lightObject; - SetColor(UIOptions.BackgroundColor); - SetItemName(lightObject.name); - - Sprite sprite = null; - switch (controller.Type) - { - case LightType.Directional: - sprite = UIUtils.LoadIcon("sun"); - break; - case LightType.Spot: - sprite = UIUtils.LoadIcon("spot"); - break; - case LightType.Point: - sprite = UIUtils.LoadIcon("light"); - break; - } - if (null != sprite) - { - gameObject.GetComponentInChildren(true).sprite = sprite; - } - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIList/LightItem.cs.meta b/Assets/Scripts/UI/Widgets/UIList/LightItem.cs.meta deleted file mode 100644 index 12bddc5e..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/LightItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 015ec3e2ad2b25c49aed6cbeff150d29 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIList/ListItemContent.cs b/Assets/Scripts/UI/Widgets/UIList/ListItemContent.cs deleted file mode 100644 index d2ee4f55..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/ListItemContent.cs +++ /dev/null @@ -1,32 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class ListItemContent : MonoBehaviour - { - public virtual void SetSelected(bool selected) { } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIList/ListItemContent.cs.meta b/Assets/Scripts/UI/Widgets/UIList/ListItemContent.cs.meta deleted file mode 100644 index fec6bcc1..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/ListItemContent.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b225e6d4a3f287d41bc0e30662b729cd -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIList/ProjectItem.cs b/Assets/Scripts/UI/Widgets/UIList/ProjectItem.cs deleted file mode 100644 index c7459081..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/ProjectItem.cs +++ /dev/null @@ -1,82 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.IO; -using TMPro; -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public class ProjectItem : ListItemContent - { - [HideInInspector] public UIDynamicListItem item; - - private float rotation = 0.0f; - public float rotationSpeedAnglesPerSecond = 2.0f; - - public void OnDestroy() - { - } - - public override void SetSelected(bool value) - { - } - - public void SetListItem(UIDynamicListItem dlItem, string path) - { - item = dlItem; - - Material mat = transform.Find("Content").gameObject.GetComponent().material; - Texture2D texture = Utils.LoadTexture(path, true); - mat.SetTexture("_EquiRect", texture); - mat.SetVector("_CamInitWorldPos", Camera.main.transform.position); - - string projectName = Directory.GetParent(path).Name; - transform.Find("Canvas/Text").gameObject.GetComponent().text = projectName; - } - - public void SetCameraRef(Vector3 cameraPosition) - { - Material mat = transform.Find("Content").gameObject.GetComponent().material; - mat.SetVector("_CamInitWorldPos", cameraPosition); - } - - public void Rotate() - { - rotation += Time.unscaledDeltaTime * rotationSpeedAnglesPerSecond * Mathf.PI / 180.0f; - Material mat = transform.Find("Content").gameObject.GetComponent().material; - mat.SetFloat("_Rotation", rotation); - } - public void ResetRotation(float lobbyRotation) - { - rotation = -lobbyRotation * Mathf.PI / 180.0f; - Material mat = transform.Find("Content").gameObject.GetComponent().material; - mat.SetFloat("_Rotation", rotation); - } - - public void AddListeners(UnityAction duplicateAction, UnityAction deleteAction) - { - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIList/ProjectItem.cs.meta b/Assets/Scripts/UI/Widgets/UIList/ProjectItem.cs.meta deleted file mode 100644 index d4357989..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/ProjectItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 47879da6278087e4c81eddbfa3cd31a9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIList/ShotItem.cs b/Assets/Scripts/UI/Widgets/UIList/ShotItem.cs deleted file mode 100644 index 9d1a08fa..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/ShotItem.cs +++ /dev/null @@ -1,537 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; - -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public class ShotItem : ListItemContent - { - public Shot shot = null; - public UIDynamicListItem item; - - public UILabel currentShotLabel = null; - public UICheckbox shotEnabledCheckbox = null; - public UILabel shotNameLabel = null; - public UILabel cameraNameLabel = null; - public UISpinner startFrameSpinner = null; - public UIButton startFrameButton = null; - public UILabel frameRangeLabel = null; - public UISpinner endFrameSpinner = null; - public UIButton endFrameButton = null; - public UIButton setCameraButton = null; - - private UnityAction startAction; - private UnityAction endAction; - private UnityAction setCameraAction; - - private void OnEnable() - { - // TMPro bug, some attributes are not taken into account while the widget is not enabled - // So force them here - foreach (TextMeshProUGUI text in GetComponentsInChildren()) - { - text.fontSizeMin = 1f; - text.fontSizeMax = 1.5f; - } - } - - public void AddListeners(UnityAction nameAction, UnityAction startAction, UnityAction endAction, UnityAction colorAction, UnityAction enabledAction, UnityAction setCameraAction) - { - startFrameSpinner.onSpinEventInt.AddListener(UpdateShotRange); - endFrameSpinner.onSpinEventInt.AddListener(UpdateShotRange); - - startFrameSpinner.onClickEvent.AddListener(InitSpinnerMinMax); - endFrameSpinner.onClickEvent.AddListener(InitSpinnerMinMax); - - this.startAction = startAction; - this.endAction = endAction; - this.setCameraAction = setCameraAction; - - startFrameSpinner.onReleaseEvent.AddListener(OnEndEditStartSpinner); - endFrameSpinner.onReleaseEvent.AddListener(OnEndEditEndSpinner); - - startFrameButton.onReleaseEvent.AddListener(() => OnSetStartEndFromCurrentFrame(startAction, startFrameSpinner)); - endFrameButton.onReleaseEvent.AddListener(() => OnSetStartEndFromCurrentFrame(endAction, endFrameSpinner)); - - shotEnabledCheckbox.onCheckEvent.AddListener((bool state) => enabledAction(shot, state)); - - setCameraButton.onCheckEvent.AddListener(TogglePickCamera); - - GlobalState.ObjectRenamedEvent.AddListener(OnObjectRenamed); - } - - private void TogglePickCamera(bool value) - { - // If there is already a selected camera, pick it - GameObject activeCamera = CameraManager.Instance.ActiveCamera; - CameraController controller = null; - if (null != activeCamera) - controller = activeCamera.GetComponent(); - if (null != controller) - { - CameraManager.Instance.ActiveCamera = controller.gameObject; - setCameraButton.Checked = false; - setCameraAction(shot); - } - - // Else set everything up to be able to pick a camera - else - { - if (value) - CameraManager.Instance.onActiveCameraChanged.AddListener(OnActiveCameraChanged); - else - CameraManager.Instance.onActiveCameraChanged.RemoveListener(OnActiveCameraChanged); - } - } - - private void OnActiveCameraChanged(GameObject _, GameObject activeCamera) - { - if (null != activeCamera) - { - CameraManager.Instance.onActiveCameraChanged.RemoveListener(OnActiveCameraChanged); - setCameraButton.Checked = false; - setCameraAction(shot); - } - } - - private void OnSetStartEndFromCurrentFrame(UnityAction action, UISpinner spinner) - { - spinner.IntValue = GlobalState.Animation.CurrentFrame; - action.Invoke(shot, GlobalState.Animation.CurrentFrame); - UpdateShotRange(0); // 0: unused - } - - private void OnEndEditStartSpinner() - { - float fValue = startFrameSpinner.IntValue; - startAction.Invoke(shot, fValue); - } - - private void OnEndEditEndSpinner() - { - float fValue = endFrameSpinner.IntValue; - endAction.Invoke(shot, fValue); - } - - private void InitSpinnerMinMax() - { - startFrameSpinner.maxValue = endFrameSpinner.FloatValue; - endFrameSpinner.minValue = startFrameSpinner.FloatValue; - } - - void OnObjectRenamed(GameObject gObject) - { - if (shot.camera == gObject) - cameraNameLabel.Text = shot.camera.name; - } - - private void UpdateShotRange(int value) - { - frameRangeLabel.Text = (endFrameSpinner.IntValue - startFrameSpinner.IntValue + 1).ToString(); - } - - public override void SetSelected(bool value) - { - if (shotNameLabel.Selected == value) - return; - - shotNameLabel.Selected = value; - cameraNameLabel.Selected = value; - shotEnabledCheckbox.Selected = value; - startFrameSpinner.Selected = value; - startFrameButton.Selected = value; - endFrameSpinner.Selected = value; - endFrameButton.Selected = value; - setCameraButton.Selected = value; - frameRangeLabel.Selected = value; - - if (value) - { - CameraController camController = null; - if (null != shot.camera) - { - camController = shot.camera.GetComponent(); - CameraManager.Instance.ActiveCamera = camController.gameObject; - } - - int currentFrame = GlobalState.Animation.CurrentFrame; - if (currentFrame < shot.start || currentFrame > shot.end) - GlobalState.Animation.CurrentFrame = shot.start; - - ShotManager.Instance.SetCurrentShot(shot); - } - } - - public void OnDestroy() - { - currentShotLabel.onClickEvent.RemoveAllListeners(); - - shotEnabledCheckbox.onCheckEvent.RemoveAllListeners(); - shotEnabledCheckbox.onClickEvent.RemoveAllListeners(); - - shotNameLabel.onClickEvent.RemoveAllListeners(); - - cameraNameLabel.onClickEvent.RemoveAllListeners(); - - startFrameSpinner.onSpinEventInt.RemoveAllListeners(); - startFrameSpinner.onClickEvent.RemoveAllListeners(); - startFrameSpinner.onReleaseEvent.RemoveAllListeners(); - - startFrameButton.onReleaseEvent.RemoveAllListeners(); - startFrameButton.onClickEvent.RemoveAllListeners(); - - frameRangeLabel.onClickEvent.RemoveAllListeners(); - - endFrameSpinner.onSpinEventInt.RemoveAllListeners(); - endFrameSpinner.onClickEvent.RemoveAllListeners(); - endFrameSpinner.onReleaseEvent.RemoveAllListeners(); - - endFrameButton.onReleaseEvent.RemoveAllListeners(); - endFrameButton.onClickEvent.RemoveAllListeners(); - - setCameraButton.onCheckEvent.RemoveAllListeners(); - setCameraButton.onClickEvent.RemoveAllListeners(); - } - - public void SetShot(Shot shot) - { - this.shot = shot; - SetShotEnabled(shot.enabled); - SetShotName(shot.name); - SetShotCamera(shot.camera); - SetStartFrame(shot.start); - SetFrameRange(shot.end - shot.start + 1); - SetEndFrame(shot.end); - } - - public void SetShotEnabled(bool value) - { - if (shotEnabledCheckbox != null) - { - shotEnabledCheckbox.Checked = value; - shot.enabled = value; - } - } - - public void SetShotName(string shotName) - { - if (shotNameLabel != null) - { - shotNameLabel.Text = shotName; - shot.name = shotName; - } - } - - public void SetShotCamera(GameObject cam) - { - if (cameraNameLabel != null) - { - if (cam) - cameraNameLabel.Text = cam.name; - else - cameraNameLabel.Text = ""; - shot.camera = cam; - } - } - - public void SetStartFrame(int startFrame) - { - if (startFrameSpinner != null) - { - startFrameSpinner.IntValue = startFrame; - shot.start = startFrame; - } - } - - private void SetFrameRange(int frameRange) - { - if (frameRangeLabel != null) - { - frameRangeLabel.Text = frameRange.ToString(); - } - } - - public void SetEndFrame(int endFrame) - { - if (endFrameSpinner != null) - { - endFrameSpinner.IntValue = endFrame; - shot.end = endFrame; - } - } - - public void SetListItem(UIDynamicListItem dlItem) - { - item = dlItem; - - currentShotLabel.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - shotEnabledCheckbox.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - shotNameLabel.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - cameraNameLabel.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - startFrameSpinner.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - startFrameButton.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - frameRangeLabel.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - endFrameSpinner.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - endFrameButton.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - setCameraButton.onReleaseEvent.AddListener(dlItem.OnAnySubItemClicked); - } - - public static ShotItem GenerateShotItem(Shot shot) - { - GameObject root = new GameObject("shotItem"); - ShotItem shotItem = root.AddComponent(); - root.layer = LayerMask.NameToLayer("CameraHidden"); - - // Set the item invisible in order to hide it while it is not added into - // a list. We will activate it after it is added - root.transform.localScale = Vector3.zero; - - float cx = 0.0f; - - // - // ACTIVE CAMERA Button - // - UILabel currentShotLabel = UILabel.Create(new UILabel.CreateLabelParams - { - parent = root.transform, - widgetName = "CurrentShotLabel", - relativeLocation = new Vector3(0, 0, -UIButton.default_thickness), - width = 0.01f, - height = 0.03f, - margin = 0.001f, - material = UIUtils.LoadMaterial("UIBase"), - selectedColor = UIOptions.FocusColorVar, - caption = "", - }); - - currentShotLabel.SetLightLayer(3); - - cx += 0.01f; - - // - // ENABLE Checkbox - // - UICheckbox shotEnabledCheckbox = UICheckbox.Create(new UICheckbox.CreateParams - { - parent = root.transform, - widgetName = "ShotEnabledCheckbox", - relativeLocation = new Vector3(cx, 0, -UICheckbox.default_thickness), - width = 0.03f, - height = 0.03f, - content = UICheckbox.CheckboxContent.CheckboxOnly, - margin = 0.001f, - material = UIUtils.LoadMaterial("UIBase"), - }); - - shotEnabledCheckbox.SetLightLayer(3); - - cx += 0.03f; - - // - // SHOT NAME Label - // - UILabel shotNameLabel = UILabel.Create(new UILabel.CreateLabelParams - { - parent = root.transform, - widgetName = "ShotNameLabel", - relativeLocation = new Vector3(cx, 0, -UIButton.default_thickness), - width = 0.15f, - height = 0.020f, - margin = 0.001f, - material = UIUtils.LoadMaterial("UIBase"), - }); - - shotNameLabel.SetLightLayer(3); - UIUtils.SetTMProStyle(shotNameLabel.gameObject); - - // - // CAMERA NAME Label - // - UILabel cameraNameLabel = UILabel.Create(new UILabel.CreateLabelParams - { - parent = root.transform, - widgetName = "CameraNameLabel", - relativeLocation = new Vector3(cx, -0.020f, -UIButton.default_thickness), - width = 0.15f, - height = 0.01f, - margin = 0.001f, - fgcolor = UIOptions.Instance.attenuatedTextColor, - material = UIUtils.LoadMaterial("UIBase"), - }); - - cameraNameLabel.SetLightLayer(3); - UIUtils.SetTMProStyle(cameraNameLabel.gameObject, alignment: TextAlignmentOptions.BottomRight); - - cx += 0.15f; - - // Start frame button - UIButton startFrameButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = root.transform, - widgetName = "StartFrameButton", - relativeLocation = new Vector3(cx, 0, -UIButton.default_thickness), - width = 0.02f, - height = 0.03f, - icon = UIUtils.LoadIcon("next"), - buttonContent = UIButton.ButtonContent.ImageOnly, - margin = 0.001f, - }); - - startFrameButton.SetLightLayer(3); - - cx += 0.02f; - - // START: Add UISpinner - UISpinner startFrameSpinner = UISpinner.Create(new UISpinner.CreateArgs - { - parent = root.transform, - widgetName = "StartFrame", - relativeLocation = new Vector3(cx, 0, -UISpinner.default_thickness), - width = 0.055f, - height = 0.03f, - visibility_type = UISpinner.TextAndValueVisibilityType.ShowValueOnly, - value_type = UISpinner.SpinnerValueType.Int, - min_spinner_value = 0, - max_spinner_value = 10000, - cur_spinner_value = shot.start, - spinner_value_rate = 30, - spinner_value_rate_ray = 30, - margin = 0.001f, - }); - - startFrameSpinner.baseColor.useConstant = true; - startFrameSpinner.baseColor.constant = UIOptions.BackgroundColor; - startFrameSpinner.selectedColor.useConstant = true; - startFrameSpinner.selectedColor.constant = UIOptions.SelectedColor; - startFrameSpinner.SetLightLayer(3); - UIUtils.SetTMProStyle(startFrameSpinner.gameObject); - - cx += 0.055f; - - // END: Add UISpinner - UISpinner endFrameSpinner = UISpinner.Create(new UISpinner.CreateArgs - { - parent = root.transform, - widgetName = "EndFrame", - relativeLocation = new Vector3(cx, 0, -UISpinner.default_thickness), - width = 0.055f, - height = 0.03f, - visibility_type = UISpinner.TextAndValueVisibilityType.ShowValueOnly, - value_type = UISpinner.SpinnerValueType.Int, - min_spinner_value = 0, - max_spinner_value = 10000, - cur_spinner_value = shot.end, - spinner_value_rate = 30, - spinner_value_rate_ray = 30, - margin = 0.001f, - }); - - endFrameSpinner.baseColor.useConstant = true; - endFrameSpinner.baseColor.constant = UIOptions.BackgroundColor; - endFrameSpinner.selectedColor.useConstant = true; - endFrameSpinner.selectedColor.constant = UIOptions.SelectedColor; - endFrameSpinner.SetLightLayer(3); - UIUtils.SetTMProStyle(endFrameSpinner.gameObject); - - cx += 0.055f; - - // End frame button - UIButton endFrameButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = root.transform, - widgetName = "EndFrameButton", - relativeLocation = new Vector3(cx, 0, -UIButton.default_thickness), - width = 0.02f, - height = 0.03f, - icon = UIUtils.LoadIcon("prev"), - buttonContent = UIButton.ButtonContent.ImageOnly, - margin = 0.001f, - }); - - endFrameButton.SetLightLayer(3); - - cx += 0.02f; - - // RANGE: Add UILabel - UILabel frameRangeLabel = UILabel.Create(new UILabel.CreateLabelParams - { - parent = root.transform, - widgetName = "FrameRange", - relativeLocation = new Vector3(cx, 0, -UILabel.default_thickness), - width = 0.04f, - height = 0.03f, - margin = 0.001f, - material = UIUtils.LoadMaterial("UIBase"), - }); - - frameRangeLabel.baseColor.useConstant = true; - frameRangeLabel.baseColor.constant = UIOptions.BackgroundColor; - frameRangeLabel.selectedColor.useConstant = true; - frameRangeLabel.selectedColor.constant = UIOptions.SelectedColor; - frameRangeLabel.SetLightLayer(3); - UIUtils.SetTMProStyle(frameRangeLabel.gameObject, alignment: TextAlignmentOptions.Center); - cx += 0.04f; - - // Set camera - UIButton setCameraButton = UIButton.Create(new UIButton.CreateButtonParams - { - parent = root.transform, - widgetName = "SetCameraButton", - relativeLocation = new Vector3(cx, 0, -UIButton.default_thickness), - width = 0.03f, - height = 0.03f, - icon = UIUtils.LoadIcon("icon-camera"), - buttonContent = UIButton.ButtonContent.ImageOnly, - margin = 0.001f, - }); - - setCameraButton.isCheckable = true; - setCameraButton.checkedSprite = UIUtils.LoadIcon("icon-camera"); - setCameraButton.checkedColor.useConstant = false; - setCameraButton.checkedColor.constant = UIOptions.FocusColor; - setCameraButton.checkedColor.reference = UIOptions.FocusColorVar; - setCameraButton.baseSprite = UIUtils.LoadIcon("icon-camera"); - setCameraButton.SetLightLayer(3); - - // Link widgets to the item script. - shotItem.currentShotLabel = currentShotLabel; - shotItem.shotEnabledCheckbox = shotEnabledCheckbox; - shotItem.shotNameLabel = shotNameLabel; - shotItem.cameraNameLabel = cameraNameLabel; - shotItem.startFrameSpinner = startFrameSpinner; - shotItem.startFrameButton = startFrameButton; - shotItem.frameRangeLabel = frameRangeLabel; - shotItem.endFrameSpinner = endFrameSpinner; - shotItem.endFrameButton = endFrameButton; - shotItem.setCameraButton = setCameraButton; - - shotItem.SetShot(shot); - - return shotItem; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIList/ShotItem.cs.meta b/Assets/Scripts/UI/Widgets/UIList/ShotItem.cs.meta deleted file mode 100644 index 13c4cb11..00000000 --- a/Assets/Scripts/UI/Widgets/UIList/ShotItem.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c9e46af8add2b3f428ce9667354106b7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIPanel.cs b/Assets/Scripts/UI/Widgets/UIPanel.cs deleted file mode 100644 index eab724bd..00000000 --- a/Assets/Scripts/UI/Widgets/UIPanel.cs +++ /dev/null @@ -1,331 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIPanel : UIElement - { - public enum BackgroundGeometryStyle { Tube, Flat }; - - private static readonly string default_widget_name = "New Panel"; - private static readonly float default_width = 0.4f; - private static readonly float default_height = 0.6f; - private static readonly float default_margin = 0.02f; - private static readonly float default_radius = 0.01f; - private static readonly float default_thickness = 0.001f; - private static readonly UIPanel.BackgroundGeometryStyle default_bg_geom_style = UIPanel.BackgroundGeometryStyle.Flat; - public static readonly string default_material_name = "UIPanel"; - - [SpaceHeader("Panel Shape Parmeters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float radius = default_radius; - [CentimeterFloat] public float thickness = default_thickness; - public BackgroundGeometryStyle backgroundGeometryStyle = default_bg_geom_style; - public Material source_material = null; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int circleSubdiv = 8; - public int nbSubdivPerUnit = 1; - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_radius = 0.001f; - const int min_circleSubdiv = 3; - const int min_nbSubdivPerUnit = 1; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (radius < min_radius) - radius = min_radius; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (radius > width / 2.0f || radius > height / 2.0f) - radius = Mathf.Min(width / 2.0f, height / 2.0f); - if (margin < radius) - margin = radius; - if (circleSubdiv < min_circleSubdiv) - circleSubdiv = min_circleSubdiv; - if (nbSubdivPerUnit < min_nbSubdivPerUnit) - nbSubdivPerUnit = min_nbSubdivPerUnit; - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - - // NOTE: RebuildMesh() cannot be called in OnValidate(). - } - - private void Update() - { - if (NeedsRebuild) - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - ResetColor(); - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - SetColor(Disabled ? DisabledColor - : (Hovered ? HoveredColor - : BaseColor)); - } - - private void OnDrawGizmosSelected() - { - Vector3 labelPosition = transform.TransformPoint(new Vector3(margin + radius, -margin - radius, 0.0f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, 0)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, 0)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(+margin, -height + margin, 0)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, 0)); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); -#if UNITY_EDITOR - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - public override void RebuildMesh() - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = (backgroundGeometryStyle == BackgroundGeometryStyle.Tube) - ? UIUtils.BuildRoundedRectTubeEx( - width, height, margin, radius, - circleSubdiv, nbSubdivPerUnit, nbSubdivCornerFixed, nbSubdivCornerPerUnit) - : UIUtils.BuildRoundedBoxEx( - width, height, margin, thickness, - nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UIPanel_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(source_material); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIPanel_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - } - - public override bool OnRayReleaseOutside() - { - return base.OnRayReleaseOutside(); - } - - #endregion - - #region create - - public class CreatePanelParams - { - public Transform parent = null; - public string widgetName = UIPanel.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UIPanel.default_thickness); - public float width = UIPanel.default_width; - public float height = UIPanel.default_height; - public float margin = UIPanel.default_margin; - public float thickness = UIPanel.default_thickness; - public float radius = UIPanel.default_radius; - public UIPanel.BackgroundGeometryStyle backgroundGeometryStyle = UIPanel.default_bg_geom_style; - public Material material = UIUtils.LoadMaterial(UIPanel.default_material_name); - public ColorVar color = UIOptions.BackgroundColorVar; - } - - - public static UIPanel Create(CreatePanelParams input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIPanel uiPanel = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiPanel.relativeLocation = input.relativeLocation; - uiPanel.transform.parent = input.parent; - uiPanel.transform.localPosition = parentAnchor + input.relativeLocation; - uiPanel.transform.localRotation = Quaternion.identity; - uiPanel.transform.localScale = Vector3.one; - uiPanel.width = input.width; - uiPanel.height = input.height; - uiPanel.margin = input.margin; - uiPanel.radius = input.radius; - uiPanel.thickness = input.thickness; - uiPanel.backgroundGeometryStyle = input.backgroundGeometryStyle; - uiPanel.source_material = input.material; - uiPanel.baseColor.useConstant = false; - uiPanel.baseColor.reference = input.color; - - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = - (uiPanel.backgroundGeometryStyle == BackgroundGeometryStyle.Tube) - ? UIUtils.BuildRoundedRectTube(input.width, input.height, input.margin, input.radius) - : UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - - uiPanel.Anchor = Vector3.zero; // TODO: thickness goes +Z and Anchor stays zero? or thickness goes -Z and Anchor follows the surface? - - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - coll.center = initColliderCenter; - coll.size = initColliderSize; - coll.isTrigger = true; - } - } - - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.material); - Material sharedMaterial = meshRenderer.sharedMaterial; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiPanel.SetColor(input.color.value); - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiPanel; - } - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIPanel.cs.meta b/Assets/Scripts/UI/Widgets/UIPanel.cs.meta deleted file mode 100644 index b721d137..00000000 --- a/Assets/Scripts/UI/Widgets/UIPanel.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b7a827743f0ebf543b0183759f26826a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIRange.cs b/Assets/Scripts/UI/Widgets/UIRange.cs deleted file mode 100644 index f0bdb24f..00000000 --- a/Assets/Scripts/UI/Widgets/UIRange.cs +++ /dev/null @@ -1,1416 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; - -using TMPro; - -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIRange : UIElement - { - public enum RangeContent { All, LabelOnly, MinMaxOnly, BarOnly }; - public enum RangeValueType { Float, Int }; - public enum RangeWidgetPart { Background, NameLabel, GlobalMinLabel, Rail, LeftKnob, MiddleKnob, RightKnob, GlobalMaxLabel }; - - public static readonly string default_widget_name = "New Range"; - public static readonly float default_width = 0.3f; - public static readonly float default_height = 0.03f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - public static readonly float default_label_end = 0.2f; - public static readonly float default_slider_begin = 0.25f; - public static readonly float default_slider_end = 0.9f; - public static readonly float default_rail_margin = 0.01f; - public static readonly float default_rail_thickness = 0.001f; - public static readonly float default_knob_radius = 0.01f; - public static readonly float default_knob_depth = 0.005f; - public static readonly float default_min_value = 0.0f; - public static readonly float default_max_value = 250.0f; - public static readonly float default_current_min_value = 102.2f; - public static readonly float default_current_max_value = 153.7f; - public static readonly string default_material_name = "UIBase"; - public static readonly string default_rail_material_name = "UIRangeRail"; - public static readonly string default_knob_center_material_name = "UIRangeKnobCenter"; - public static readonly string default_knob_end_material_name = "UIRangeKnobEnd"; - public static readonly string default_label = "Range"; - public static readonly UIRangeKnob.TextBehavior default_text_behavior = UIRangeKnob.TextBehavior.Center; - public static readonly RangeContent default_content = RangeContent.All; - public static readonly UIRange.RangeValueType default_value_type = UIRange.RangeValueType.Int; - - [SpaceHeader("Range Base Shape Parmeters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float thickness = default_thickness; - public float labelPositionEnd = default_slider_begin; - public float sliderPositionBegin = default_slider_begin; - public float sliderPositionEnd = default_slider_end; - public Material sourceMaterial = null; - public Material sourceRailMaterial = null; - public Material sourceKnobCenterMaterial = null; - public Material sourceKnobEndMaterial = null; - [TextArea] public string labelContent = ""; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Range SubComponents Shape Parameters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float railMargin = default_rail_margin; - [CentimeterFloat] public float railThickness = default_rail_thickness; - - [CentimeterFloat] public float knobRadius = default_knob_radius; - [CentimeterFloat] public float knobDepth = default_knob_depth; - - public int knobNbSubdivCornerFixed = 6; - public int knobNbSubdivCornerPerUnit = 3; - - [SpaceHeader("Range Values", 6, 0.8f, 0.8f, 0.8f)] - public UIRangeKnob.TextBehavior textBehavior = default_text_behavior; - public RangeContent content = default_content; - public RangeValueType valueType = default_value_type; - public Vector2 currentRange = new Vector2(12, 15); - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public Vector2ChangedEvent onSlideEvent = new Vector2ChangedEvent(); - public Vector2IntChangedEvent onSlideEventInt = new Vector2IntChangedEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - public UIRangeRail rail = null; - public UIRangeKnob midKnob = null; - public UIRangeKnob minKnob = null; - public UIRangeKnob maxKnob = null; - - public float LabelPositionEnd { get { return labelPositionEnd; } set { labelPositionEnd = value; RebuildMesh(); } } - public float RangePositionBegin { get { return sliderPositionBegin; } set { sliderPositionBegin = value; RebuildMesh(); } } - public float RangePositionEnd { get { return sliderPositionEnd; } set { sliderPositionEnd = value; RebuildMesh(); } } - public string Label { get { return labelContent; } set { SetLabel(value); } } - public Vector2 CurrentRange { get { return currentRange; } set { SetCurrentRange(value); RebuildMesh(); UpdateValueText(); } } - - private RangeWidgetPart keyboardSourcePart = RangeWidgetPart.Background; - private RangeWidgetPart grippedPart = RangeWidgetPart.Background; - - public void UpdateGlobalRange() - { - Vector2 range = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - SetGlobalRange(range); - RebuildMesh(); - UpdateValueText(); - } - - public override void RebuildMesh() - { - // RAIL - Vector3 railPosition = new Vector3(margin + (width - 2 * margin) * sliderPositionBegin, railMargin - height / 2, -railThickness); - float railWidth = (width - 2 * margin) * (sliderPositionEnd - sliderPositionBegin); - float railHeight = 2 * railMargin; // no inner rectangle, only margin driven rounded borders. - - rail.RebuildMesh(railWidth, railHeight, railThickness, railMargin); - rail.transform.localPosition = railPosition; - - // KNOB(s) - float newKnobRadius = knobRadius; - float newKnobDepth = knobDepth; - - Vector2 globalRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - float pctBegin = (currentRange.x - globalRange.x) / (globalRange.y - globalRange.x); - float pctEnd = (currentRange.y - globalRange.x) / (globalRange.y - globalRange.x); - - float widthWithoutMargins = width - 2.0f * margin; - float startX = margin + widthWithoutMargins * sliderPositionBegin + railMargin; - float endX = margin + widthWithoutMargins * sliderPositionEnd - railMargin; - float posX = startX + pctBegin * (endX - startX); - float posXE = startX + pctEnd * (endX - startX); - float newKnobWidth = posXE - posX + 2.0f * knobRadius; - - float smallRadius = newKnobRadius * 0.9f;// .8f; // smaller - float tallDepth = newKnobDepth * 1.2f; - - minKnob.RebuildMesh(2.0f * smallRadius, smallRadius, tallDepth, knobNbSubdivCornerFixed, knobNbSubdivCornerPerUnit); - maxKnob.RebuildMesh(2.0f * smallRadius, smallRadius, tallDepth, knobNbSubdivCornerFixed, knobNbSubdivCornerPerUnit); - midKnob.RebuildMesh(newKnobWidth, newKnobRadius, newKnobDepth, knobNbSubdivCornerFixed, knobNbSubdivCornerPerUnit); - - // BASE - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UIRange_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateCanvasDimensions(); - UpdateRangePosition(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - private void UpdateCanvasDimensions() - { - Canvas canvas = transform.Find("Canvas").GetComponent(); - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.sizeDelta = new Vector2(width, height); - - float textPosRight = width - margin; - float textPosLeft = margin; - float textPosMiddle = margin + (width - 2 * margin) * labelPositionEnd; - - Transform textTransform = canvas.transform.Find("Text"); - TextMeshProUGUI text = textTransform.GetComponent(); - if (text != null) - { - text.text = labelContent; - text.color = TextColor; - if (content == RangeContent.All || content == RangeContent.LabelOnly) - { - text.gameObject.SetActive(true); - RectTransform rectText = textTransform.GetComponent(); - if (content == RangeContent.LabelOnly) - { - rectText.sizeDelta = new Vector2((width - 2 * margin) * sliderPositionBegin * 100.0f, (height - 2.0f * margin) * 100.0f); - rectText.localPosition = new Vector3(textPosLeft, -margin, -0.002f); - } - else - { - rectText.sizeDelta = new Vector2((width - 2 * margin) * labelPositionEnd * 100.0f, (height - 2.0f * margin) * 100.0f); - rectText.localPosition = new Vector3(textPosLeft, -margin, -0.002f); - } - } - else - { - text.gameObject.SetActive(false); - } - } - - Transform minTextValueTransform = canvas.transform.Find("MinTextValue"); - TextMeshProUGUI minTextValue = minTextValueTransform.GetComponent(); - if (minTextValue != null) - { - minTextValue.color = TextColor; - if (content == RangeContent.All || content == RangeContent.MinMaxOnly) - { - minTextValue.gameObject.SetActive(true); - RectTransform rectTextValue = minTextValueTransform.GetComponent(); - if (content == RangeContent.MinMaxOnly) - { - rectTextValue.sizeDelta = new Vector2((width - 2 * margin) * (sliderPositionBegin) * 100.0f, (height - 2.0f * margin) * 100.0f); - rectTextValue.localPosition = new Vector3(textPosLeft, -margin, -0.002f); - } - else - { - rectTextValue.sizeDelta = new Vector2((width - 2 * margin) * (sliderPositionBegin - labelPositionEnd) * 100.0f, (height - 2.0f * margin) * 100.0f); - rectTextValue.localPosition = new Vector3(textPosMiddle, -margin, -0.002f); - } - } - else - { - minTextValue.gameObject.SetActive(false); - } - } - - Transform maxTextValueTransform = canvas.transform.Find("MaxTextValue"); - TextMeshProUGUI maxTextValue = maxTextValueTransform.GetComponent(); - if (maxTextValue != null) - { - maxTextValue.color = TextColor; - if (content == RangeContent.All || content == RangeContent.MinMaxOnly) - { - maxTextValue.gameObject.SetActive(true); - RectTransform rectTextValue = maxTextValueTransform.GetComponent(); - rectTextValue.sizeDelta = new Vector2((width - 2 * margin) * (1 - sliderPositionEnd) * 100.0f, (height - 2.0f * margin) * 100.0f); - rectTextValue.localPosition = new Vector3(textPosRight, -margin, -0.002f); - } - else - { - maxTextValue.gameObject.SetActive(false); - } - } - } - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIRange_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = rail.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = rail.Color; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceRailMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIRangeRail_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = minKnob.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = minKnob.BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceKnobEndMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIRangeKnob_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = maxKnob.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = maxKnob.BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceKnobEndMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIRangeKnob_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = midKnob.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = midKnob.BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceKnobCenterMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIRangeKnob_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - //if (currentValue < minValue) - // currentValue = minValue; - //if (currentValue > maxValue) - // currentValue = maxValue; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - // NOTE: I do all these things because properties can't be called from the inspector. - try - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - UpdateValueText(); - UpdateRangePosition(); - ResetColor(); - } - catch (Exception e) - { - Debug.Log("Exception: " + e); - } - - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - base.ResetColor(); // reset color of base mesh - rail.ResetColor(); - minKnob.ResetColor(); - maxKnob.ResetColor(); - midKnob.ResetColor(); - - // Make the canvas pop front if Hovered. - Canvas c = transform.Find("Canvas").GetComponent(); - if (c != null) - { - RectTransform rt = c.GetComponent(); - if (rt != null) - { - rt.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - } - } - - private void OnDrawGizmosSelected() - { - float widthWithoutMargins = width - 2.0f * margin; - - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - Vector3 posTopLabelEnd = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * labelPositionEnd, -margin, -0.001f)); - Vector3 posBottomLabelEnd = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * labelPositionEnd, -height + margin, -0.001f)); - Vector3 posTopRangeBegin = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionBegin, -margin, -0.001f)); - Vector3 posTopRangeEnd = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionEnd, -margin, -0.001f)); - Vector3 posBottomRangeBegin = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionBegin, -height + margin, -0.001f)); - Vector3 posBottomRangeEnd = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionEnd, -height + margin, -0.001f)); - - Vector3 eps = new Vector3(0.001f, 0, 0); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopLabelEnd); - Gizmos.DrawLine(posTopLabelEnd, posBottomLabelEnd); - Gizmos.DrawLine(posBottomLabelEnd, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); - - Gizmos.color = Color.red; - Gizmos.DrawLine(posTopLabelEnd + eps, posTopRangeBegin); - Gizmos.DrawLine(posTopRangeBegin, posBottomRangeBegin); - Gizmos.DrawLine(posBottomRangeBegin, posBottomLabelEnd + eps); - Gizmos.DrawLine(posBottomLabelEnd + eps, posTopLabelEnd + eps); - - Gizmos.color = Color.green; - Gizmos.DrawLine(posTopRangeBegin + eps, posTopRangeEnd); - Gizmos.DrawLine(posTopRangeEnd, posBottomRangeEnd); - Gizmos.DrawLine(posBottomRangeEnd, posBottomRangeBegin + eps); - Gizmos.DrawLine(posBottomRangeBegin + eps, posTopRangeBegin + eps); - - Gizmos.color = Color.red; - Gizmos.DrawLine(posTopRangeEnd + eps, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomRangeEnd + eps); - Gizmos.DrawLine(posBottomRangeEnd + eps, posTopRangeEnd + eps); - -#if UNITY_EDITOR - Gizmos.color = Color.white; - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - private void UpdateValueText() - { - Canvas canvas = transform.Find("Canvas").GetComponent(); - if (canvas != null) - { - Transform minTextValueTransform = canvas.transform.Find("MinTextValue"); - TextMeshProUGUI minTxt = minTextValueTransform.gameObject.GetComponent(); - if (minTxt != null) - { - minTxt.text = valueType == RangeValueType.Float - ? GlobalState.Animation.StartFrame.ToString("#0.00") - : Mathf.RoundToInt(GlobalState.Animation.StartFrame).ToString(); - } - - Transform maxTextValueTransform = canvas.transform.Find("MaxTextValue"); - TextMeshProUGUI maxTxt = maxTextValueTransform.gameObject.GetComponent(); - if (maxTxt != null) - { - maxTxt.text = valueType == RangeValueType.Float - ? GlobalState.Animation.EndFrame.ToString("#0.00") - : Mathf.RoundToInt(GlobalState.Animation.EndFrame).ToString(); - } - } - - minKnob.UpdateText(currentRange.x, textBehavior); - maxKnob.UpdateText(currentRange.y, textBehavior); - } - - private void UpdateRangePosition() - { - Vector2 globalRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - float pctBegin = (currentRange.x - globalRange.x) / (globalRange.y - globalRange.x); - float pctEnd = (currentRange.y - globalRange.x) / (globalRange.y - globalRange.x); - - float widthWithoutMargins = width - 2.0f * margin; - float startX = margin + widthWithoutMargins * sliderPositionBegin + railMargin; - float endX = margin + widthWithoutMargins * sliderPositionEnd - railMargin; - float posX = startX + pctBegin * (endX - startX); - float posXE = startX + pctEnd * (endX - startX); - - float smallRadius = knobRadius * 0.9f;// .8f; // smaller - float bigDepth = knobDepth * 1.2f; - - minKnob.transform.localPosition = new Vector3(posX - smallRadius, smallRadius - (height / 2.0f), -bigDepth); - maxKnob.transform.localPosition = new Vector3(posXE - smallRadius, smallRadius - (height / 2.0f), -bigDepth); - midKnob.transform.localPosition = new Vector3(posX - knobRadius, knobRadius - (height / 2.0f), -knobDepth); - } - - private void SetLabel(string textValue) - { - labelContent = textValue; - - Transform t = transform.Find("Canvas/Text"); - TextMeshProUGUI text = t.GetComponent(); - if (text != null) - { - text.text = textValue; - } - } - - public override void SetLightLayer(int layerIndex) - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - meshRenderer.renderingLayerMask = (1u << layerIndex); - } - - // Rail, Knob, Text and TextValue - MeshRenderer[] renderers = GetComponentsInChildren(true); - foreach (MeshRenderer r in renderers) - { - r.renderingLayerMask = (1u << layerIndex); - } - } - - private void SetGlobalRange(Vector2 globalRange) - { - if (globalRange.x < globalRange.y) - { - Vector2 newCurrentRange = new Vector2( - Mathf.Max(globalRange.x, currentRange.x), - Mathf.Min(globalRange.y, currentRange.y)); - - if (currentRange != newCurrentRange) - { - currentRange = newCurrentRange; - - onSlideEvent.Invoke(CurrentRange); - Vector2Int intRange = new Vector2Int(Mathf.RoundToInt(currentRange.x), Mathf.RoundToInt(currentRange.y)); - onSlideEventInt.Invoke(intRange); - } - } - else - { - Debug.LogError($"Incoherent GlobalRange set {globalRange.x} {globalRange.y}"); - } - } - - private void SetCurrentRange(Vector2 value) - { - if (value.y - value.x >= 1) - { - Vector2 globalRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - currentRange.x = Mathf.Clamp(value.x, globalRange.x, globalRange.y); - currentRange.y = Mathf.Clamp(value.y, globalRange.x, globalRange.y); - } - else - { - Debug.LogError($"Trying to set an incoherent CurrentRange {value.x} {value.y}"); - } - } - - public override bool IgnoreRayInteraction() - { - return base.IgnoreRayInteraction() || ToolsUIManager.Instance.numericKeyboardOpen; - } - - private void OnValidateKeyboard(string value) - { - Label = value; - // OnLabelNameChanged.Invoke(); - } - - private void OnValidateNumericKeyboard(float value) - { - switch (keyboardSourcePart) - { - case RangeWidgetPart.NameLabel: - { - break; - } - case RangeWidgetPart.GlobalMaxLabel: - { - GlobalState.Animation.EndFrame = (int)value; - break; - } - case RangeWidgetPart.GlobalMinLabel: - { - GlobalState.Animation.StartFrame = (int)value; - break; - } - default: break; - } - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - - bool joyRightJustClicked = false; - bool joyRightJustReleased = false; - bool joyRightLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.primaryController, VRInput.JoyDirection.RIGHT, ref joyRightJustClicked, ref joyRightJustReleased, ref joyRightLongPush); - - bool joyLeftJustClicked = false; - bool joyLeftJustReleased = false; - bool joyLeftLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.primaryController, VRInput.JoyDirection.LEFT, ref joyLeftJustClicked, ref joyLeftJustReleased, ref joyLeftLongPush); - - Vector3 localProjectedWidgetPosition = GetLocalProjected(ray); - RangeWidgetPart hoveredPart = GetRangeWidgetPart(localProjectedWidgetPosition); - - if (joyRightJustClicked || joyLeftJustClicked || joyRightLongPush || joyLeftLongPush) - { - switch (hoveredPart) - { - case RangeWidgetPart.LeftKnob: - { - if (joyRightJustClicked || joyRightLongPush) - { - float newMin = Mathf.Clamp(currentRange.x + 1.0f, GlobalState.Animation.StartFrame, currentRange.y - 1.0f); - CurrentRange = new Vector2(newMin, currentRange.y); - } - else if (joyLeftJustClicked || joyLeftLongPush) - { - float newMin = Mathf.Clamp(currentRange.x - 1.0f, GlobalState.Animation.StartFrame, currentRange.y - 1.0f); - CurrentRange = new Vector2(newMin, currentRange.y); - } - onSlideEvent.Invoke(CurrentRange); - Vector2Int intRange = new Vector2Int(Mathf.RoundToInt(currentRange.x), Mathf.RoundToInt(currentRange.y)); - onSlideEventInt.Invoke(intRange); - } - break; - - case RangeWidgetPart.MiddleKnob: - { - if (joyRightJustClicked || joyRightLongPush) - { - - bool hasReachedMax = currentRange.y + 1.0f > GlobalState.Animation.EndFrame; - float newMin = hasReachedMax ? currentRange.x : currentRange.x + 1.0f; - float newMax = hasReachedMax ? currentRange.y : currentRange.y + 1.0f; - CurrentRange = new Vector2(newMin, newMax); - } - else if (joyLeftJustClicked || joyLeftLongPush) - { - bool hasReachedMin = currentRange.x - 1.0f < GlobalState.Animation.StartFrame; - float newMin = hasReachedMin ? currentRange.x : currentRange.x - 1.0f; - float newMax = hasReachedMin ? currentRange.y : currentRange.y - 1.0f; - CurrentRange = new Vector2(newMin, newMax); - } - onSlideEvent.Invoke(CurrentRange); - Vector2Int intRange = new Vector2Int(Mathf.RoundToInt(currentRange.x), Mathf.RoundToInt(currentRange.y)); - onSlideEventInt.Invoke(intRange); - } - break; - - case RangeWidgetPart.RightKnob: - { - if (joyRightJustClicked || joyRightLongPush) - { - float newMax = Mathf.Clamp(currentRange.y + 1.0f, currentRange.x + 1.0f, GlobalState.Animation.EndFrame); - CurrentRange = new Vector2(currentRange.x, newMax); - } - else if (joyLeftJustClicked || joyLeftLongPush) - { - float newMax = Mathf.Clamp(currentRange.y - 1.0f, currentRange.x + 1.0f, GlobalState.Animation.EndFrame); - CurrentRange = new Vector2(currentRange.x, newMax); - } - onSlideEvent.Invoke(CurrentRange); - Vector2Int intRange = new Vector2Int(Mathf.RoundToInt(currentRange.x), Mathf.RoundToInt(currentRange.y)); - onSlideEventInt.Invoke(intRange); - } - break; - default: break; - } - } - - // Hovered State for sub elements - switch (hoveredPart) - { - case RangeWidgetPart.LeftKnob: - minKnob.Hovered = true; - maxKnob.Hovered = false; - midKnob.Hovered = false; - break; - - case RangeWidgetPart.MiddleKnob: - minKnob.Hovered = false; - maxKnob.Hovered = false; - midKnob.Hovered = true; - break; - - case RangeWidgetPart.RightKnob: - minKnob.Hovered = false; - maxKnob.Hovered = true; - midKnob.Hovered = false; - break; - - default: - minKnob.Hovered = false; - maxKnob.Hovered = false; - midKnob.Hovered = false; - break; - } - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - // exiting while clicking shows a pushed slider, because we are acting on it, not like a button. - Hovered = true; - Pushed = true; - ResetColor(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - onReleaseEvent.Invoke(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - - float lastProjected; - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - Vector3 localProjectedWidgetPosition = GetLocalProjected(ray); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float widthWithoutMargins = width - 2.0f * margin; - float startX = margin + widthWithoutMargins * sliderPositionBegin + railMargin; - float endX = margin + widthWithoutMargins * sliderPositionEnd - railMargin; - Vector2 globalRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - float currentMinPct = (currentRange.x - globalRange.x) / (globalRange.y - globalRange.x); - float currentMinPosX = startX + currentMinPct * (endX - startX); - float currentMaxPct = (currentRange.y - globalRange.x) / (globalRange.y - globalRange.x); - float currentMaxPosX = startX + currentMaxPct * (endX - startX); - float halfRangeSizeX = (currentMaxPosX - currentMinPosX) / 2.0f; - - RangeWidgetPart hoveredPart = GetRangeWidgetPart(localProjectedWidgetPosition); - - // - // Just triggered? Grip range min/max/middle or spawn keyboard. - // - - if (triggerJustClicked) - { - grippedPart = RangeWidgetPart.Background; // reset - - switch (hoveredPart) - { - case RangeWidgetPart.NameLabel: - { - // SPAWN KEYBOARD - ToolsUIManager.Instance.OpenKeyboard(OnValidateKeyboard, transform); - keyboardSourcePart = hoveredPart; - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - case RangeWidgetPart.GlobalMaxLabel: - { - // SPAWN KEYBOARD - ToolsUIManager.Instance.OpenNumericKeyboard(OnValidateNumericKeyboard, transform, GlobalState.Animation.EndFrame); - keyboardSourcePart = hoveredPart; - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - case RangeWidgetPart.GlobalMinLabel: - { - // SPAWN KEYBOARD - ToolsUIManager.Instance.OpenNumericKeyboard(OnValidateNumericKeyboard, transform, GlobalState.Animation.StartFrame); - keyboardSourcePart = hoveredPart; - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - case RangeWidgetPart.LeftKnob: - case RangeWidgetPart.MiddleKnob: - case RangeWidgetPart.RightKnob: - { - grippedPart = hoveredPart; - break; - } - - case RangeWidgetPart.Background: - case RangeWidgetPart.Rail: - default: - break; - } - } - - // - // Is gripped on something? Compute value and ray end point (canne a peche). - // - - if (grippedPart == RangeWidgetPart.LeftKnob - || grippedPart == RangeWidgetPart.MiddleKnob - || grippedPart == RangeWidgetPart.RightKnob) - { - // DRAG - - if (!triggerJustClicked) // if trigger just clicked, use the actual projection, no interpolation. - { - float drag = GlobalState.Settings.RaySliderDrag; - localProjectedWidgetPosition.x = Mathf.Lerp(lastProjected, localProjectedWidgetPosition.x, drag); - } - lastProjected = localProjectedWidgetPosition.x; - - // CLAMP - - switch (grippedPart) - { - case RangeWidgetPart.LeftKnob: - { - if (localProjectedWidgetPosition.x < startX) - localProjectedWidgetPosition.x = startX; - - if (localProjectedWidgetPosition.x > currentMaxPosX - 3.0f * knobRadius) - localProjectedWidgetPosition.x = currentMaxPosX - 3.0f * knobRadius; - - // SET - - float pct = (localProjectedWidgetPosition.x - startX) / (endX - startX); - float v = globalRange.x + pct * (globalRange.y - globalRange.x); - - CurrentRange = new Vector2(v, CurrentRange.y); - } - break; - - case RangeWidgetPart.MiddleKnob: - { - if (localProjectedWidgetPosition.x < startX + halfRangeSizeX) - localProjectedWidgetPosition.x = startX + halfRangeSizeX; - - if (localProjectedWidgetPosition.x > endX - halfRangeSizeX) - localProjectedWidgetPosition.x = endX - halfRangeSizeX; - - // SET - - float pct = (localProjectedWidgetPosition.x - startX) / (endX - startX); - float halfRange = (currentRange.y - currentRange.x) / 2.0f; - float v = globalRange.x + pct * (globalRange.y - globalRange.x); - - CurrentRange = new Vector2(v - halfRange, v + halfRange); - } - break; - - case RangeWidgetPart.RightKnob: - { - if (localProjectedWidgetPosition.x < currentMinPosX + 3.0f * knobRadius) - localProjectedWidgetPosition.x = currentMinPosX + 3.0f * knobRadius; - - if (localProjectedWidgetPosition.x > endX) - localProjectedWidgetPosition.x = endX; - - // SET - - float pct = (localProjectedWidgetPosition.x - startX) / (endX - startX); - float v = globalRange.x + pct * (globalRange.y - globalRange.x); - - CurrentRange = new Vector2(currentRange.x, v); - } - break; - } - - localProjectedWidgetPosition.y = -height / 2.0f; - - // SIGNAL - - onSlideEvent.Invoke(CurrentRange); - Vector2Int intRange = new Vector2Int(Mathf.RoundToInt(currentRange.x), Mathf.RoundToInt(currentRange.y)); - onSlideEventInt.Invoke(intRange); - } - - // OUT ray end point - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - public Vector3 GetLocalProjected(Ray ray) - { - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - widgetPlane.Raycast(ray, out float enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - return localProjectedWidgetPosition; - } - - public RangeWidgetPart GetRangeWidgetPart(Vector3 pos) - { - float widthWithoutMargins = width - 2.0f * margin; - float startX = margin + widthWithoutMargins * sliderPositionBegin + railMargin; - float endX = margin + widthWithoutMargins * sliderPositionEnd - railMargin; - - if (pos.x < margin || pos.x > width - margin) - { - return RangeWidgetPart.Background; - } - else if (pos.x < margin + widthWithoutMargins * labelPositionEnd) - { - return RangeWidgetPart.NameLabel; - } - else if (pos.x < startX) - { - return RangeWidgetPart.GlobalMinLabel; - } - else if (pos.x < endX) - { - Vector2 globalRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - float currentMinPct = (currentRange.x - globalRange.x) / (globalRange.y - globalRange.x); - float currentMinPos = startX + currentMinPct * (endX - startX); - - float currentMaxPct = (currentRange.y - globalRange.x) / (globalRange.y - globalRange.x); - float currentMaxPos = startX + currentMaxPct * (endX - startX); - - if (pos.x < currentMinPos - knobRadius || pos.x > currentMaxPos + knobRadius) - { - return RangeWidgetPart.Rail; - } - else if (pos.x < currentMinPos + knobRadius) - { - return RangeWidgetPart.LeftKnob; - } - else if (pos.x < currentMaxPos - knobRadius) - { - return RangeWidgetPart.MiddleKnob; - } - else - { - return RangeWidgetPart.RightKnob; - } - } - else - { - return RangeWidgetPart.GlobalMaxLabel; - } - } - - #endregion - - #region create - - public class CreateArgs - { - public Transform parent = null; - public string widgetName = UIRange.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UIRange.default_thickness); - public float width = UIRange.default_width; - public float height = UIRange.default_height; - public float margin = UIRange.default_margin; - public float thickness = UIRange.default_thickness; - public float labelEnd = UIRange.default_label_end; - public float sliderBegin = UIRange.default_slider_begin; - public float sliderEnd = UIRange.default_slider_end; - public float railMargin = UIRange.default_rail_margin; - public float railThickness = UIRange.default_rail_thickness; - public float knobRadius = UIRange.default_knob_radius; - public float knobDepth = UIRange.default_knob_depth; - public RangeContent content = UIRange.default_content; - public RangeValueType valueType = UIRange.default_value_type; - public float currentMinValue = UIRange.default_current_min_value; - public float currentMaxValue = UIRange.default_current_max_value; - - public Material material = UIUtils.LoadMaterial(UIRange.default_material_name); - public Material railMaterial = UIUtils.LoadMaterial(UIRange.default_rail_material_name); - public Material knobCenterMaterial = UIUtils.LoadMaterial(UIRange.default_knob_center_material_name); - public Material knobEndMaterial = UIUtils.LoadMaterial(UIRange.default_knob_end_material_name); - - public ColorVar color = UIOptions.BackgroundColorVar; - public ColorVar textColor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public ColorVar railColor = UIOptions.RangeRailColorVar; - public ColorVar knobCenterColor = UIOptions.RangeKnobCenterColorVar; - public ColorVar knobEndColor = UIOptions.RangeKnobEndColorVar; - - public string label = UIRange.default_label; - } - - public static UIRange Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName) - { - tag = "UICollider" - }; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIRange uiRange = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiRange.relativeLocation = input.relativeLocation; - uiRange.transform.parent = input.parent; - uiRange.transform.localPosition = parentAnchor + input.relativeLocation; - uiRange.transform.localRotation = Quaternion.identity; - uiRange.transform.localScale = Vector3.one; - uiRange.width = input.width; - uiRange.height = input.height; - uiRange.margin = input.margin; - uiRange.thickness = input.thickness; - uiRange.labelPositionEnd = input.labelEnd; - uiRange.sliderPositionBegin = input.sliderBegin; - uiRange.sliderPositionEnd = input.sliderEnd; - uiRange.railMargin = input.railMargin; - uiRange.railThickness = input.railThickness; - uiRange.knobRadius = input.knobRadius; - uiRange.knobDepth = input.knobDepth; - uiRange.content = input.content; - uiRange.valueType = input.valueType; - uiRange.currentRange.x = input.currentMinValue; - uiRange.currentRange.y = input.currentMaxValue; - uiRange.labelContent = input.label; - uiRange.sourceMaterial = input.material; - uiRange.sourceRailMaterial = input.railMaterial; - uiRange.sourceKnobCenterMaterial = input.knobCenterMaterial; - uiRange.sourceKnobEndMaterial = input.knobEndMaterial; - uiRange.baseColor.useConstant = false; - uiRange.baseColor.reference = input.color; - uiRange.textColor.useConstant = false; - uiRange.textColor.reference = input.textColor; - uiRange.pushedColor.useConstant = false; - uiRange.pushedColor.reference = input.pushedColor; - uiRange.selectedColor.useConstant = false; - uiRange.selectedColor.reference = input.selectedColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiRange.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.material); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiRange.SetColor(input.color.value); - } - - // - // RAIL - // - - float railWidth = (input.width - 2 * input.margin) * (input.sliderEnd - input.sliderBegin); - float railHeight = 3 * uiRange.railMargin; // TODO: see if we can tie this to another variable, like height. - float railThickness = uiRange.railThickness; - float railMargin = uiRange.railMargin; - Vector3 railPosition = new Vector3(input.margin + (input.width - 2 * input.margin) * input.sliderBegin, -input.height / 2, -railThickness); // put z = 0 back - - uiRange.rail = UIRangeRail.Create( - new UIRangeRail.CreateArgs - { - parent = go.transform, - widgetName = "Rail", - relativeLocation = railPosition, - width = railWidth, - height = railHeight, - thickness = railThickness, - margin = railMargin, - material = input.railMaterial, - c = input.railColor - } - ); - - Vector2 globalRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - - // Left (min) KNOB - { - float newKnobRadius = uiRange.knobRadius * 0.9f;// .8f; // smaller - float newKnobDepth = uiRange.knobDepth * 1.2f; // taller - - float pct = (uiRange.currentRange.x - globalRange.x) / (globalRange.y - globalRange.x); - - float widthWithoutMargins = input.width - 2.0f * input.margin; - float startX = input.margin + widthWithoutMargins * uiRange.sliderPositionBegin + railMargin; - float endX = input.margin + widthWithoutMargins * uiRange.sliderPositionEnd - railMargin; - float posX = startX + pct * (endX - startX); - - Vector3 knobPosition = new Vector3(posX - newKnobRadius, newKnobRadius - (uiRange.height / 2.0f), -newKnobDepth); - - uiRange.minKnob = UIRangeKnob.Create( - new UIRangeKnob.CreateArgs - { - widgetName = "MinKnob", - parent = go.transform, - relativeLocation = knobPosition, - width = 2.0f * newKnobRadius, - radius = newKnobRadius, - depth = newKnobDepth, - material = input.knobEndMaterial, - baseColor = input.knobEndColor, - textColor = input.textColor, - initialValue = input.currentMinValue, - textBehavior = UIRangeKnob.TextBehavior.Center - } - ); - } - - // Right (max) KNOB - { - float newKnobRadius = uiRange.knobRadius * 0.9f;// .8f; // smaller - float newKnobDepth = uiRange.knobDepth * 1.2f; // taller - - float pct = (uiRange.currentRange.y - globalRange.x) / (globalRange.y - globalRange.x); - - float widthWithoutMargins = input.width - 2.0f * input.margin; - float startX = input.margin + widthWithoutMargins * uiRange.sliderPositionBegin + railMargin; - float endX = input.margin + widthWithoutMargins * uiRange.sliderPositionEnd - railMargin; - float posX = startX + pct * (endX - startX); - - Vector3 knobPosition = new Vector3(posX - newKnobRadius, newKnobRadius - (uiRange.height / 2.0f), -newKnobDepth); - - uiRange.maxKnob = UIRangeKnob.Create( - new UIRangeKnob.CreateArgs - { - widgetName = "MaxKnob", - parent = go.transform, - relativeLocation = knobPosition, - width = 2.0f * newKnobRadius, - radius = newKnobRadius, - depth = newKnobDepth, - material = input.knobEndMaterial, - baseColor = input.knobEndColor, - textColor = input.textColor, - initialValue = input.currentMaxValue, - textBehavior = UIRangeKnob.TextBehavior.Center - } - ); - } - - // Middle KNOB - { - float newKnobRadius = uiRange.knobRadius; - float newKnobDepth = uiRange.knobDepth; - - float pctBegin = (uiRange.currentRange.x - globalRange.x) / (globalRange.y - globalRange.x); - float pctEnd = (uiRange.currentRange.y - globalRange.x) / (globalRange.y - globalRange.x); - - float widthWithoutMargins = input.width - 2.0f * input.margin; - float startX = input.margin + widthWithoutMargins * uiRange.sliderPositionBegin + railMargin; - float endX = input.margin + widthWithoutMargins * uiRange.sliderPositionEnd - railMargin; - float posX = startX + pctBegin * (endX - startX); - float posXE = startX + pctEnd * (endX - startX); - float newWidth = posXE - posX; - - Vector3 knobPosition = new Vector3(posX - newKnobRadius, newKnobRadius - (uiRange.height / 2.0f), -newKnobDepth); - - uiRange.midKnob = UIRangeKnob.Create( - new UIRangeKnob.CreateArgs - { - widgetName = "MidKnob", - parent = go.transform, - relativeLocation = knobPosition, - width = newWidth, - radius = newKnobRadius, - depth = newKnobDepth, - material = input.knobCenterMaterial, - baseColor = input.knobCenterColor, - textColor = input.textColor, - textBehavior = UIRangeKnob.TextBehavior.Hidden - } - ); - } - - // - // CANVAS (to hold the 2 texts) - // - - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiRange.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiRange.width, uiRange.height); - rt.localPosition = Vector3.zero; - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - // LABEL - if (input.content == RangeContent.All || input.content == RangeContent.LabelOnly) - { - GameObject text = new GameObject("Text"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.label; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = input.textColor.value; - t.ForceMeshUpdate(); - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - trt.sizeDelta = new Vector2((uiRange.width - 2 * uiRange.margin) * uiRange.labelPositionEnd * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - float textPosLeft = uiRange.margin; - trt.localPosition = new Vector3(textPosLeft, -uiRange.margin, -0.002f); - } - - // Min/Max value texts - if (input.content == RangeContent.All || input.content == RangeContent.MinMaxOnly) - { - { - GameObject text = new GameObject("MinTextValue"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.currentMinValue.ToString("#0.00"); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontSize = 1.85f; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - trt.sizeDelta = new Vector2((uiRange.width - 2 * uiRange.margin) * (uiRange.sliderPositionBegin - uiRange.labelPositionEnd) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - float textPosLeft = uiRange.margin + (uiRange.width - 2 * uiRange.margin) * uiRange.labelPositionEnd; - trt.localPosition = new Vector3(textPosLeft, -uiRange.margin, -0.002f); - } - - { - GameObject text = new GameObject("MaxTextValue"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.currentMaxValue.ToString("#0.00"); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontSize = 1.85f; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Right; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(1, 1); // top right? - trt.sizeDelta = new Vector2((uiRange.width - 2 * uiRange.margin) * (1 - uiRange.sliderPositionEnd) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - float textPosRight = uiRange.width - uiRange.margin; - trt.localPosition = new Vector3(textPosRight, -uiRange.margin, -0.002f); - } - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - uiRange.SetLightLayer(2); - - return uiRange; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIRange.cs.meta b/Assets/Scripts/UI/Widgets/UIRange.cs.meta deleted file mode 100644 index ee5182a6..00000000 --- a/Assets/Scripts/UI/Widgets/UIRange.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ad26488b5eecf6c47813ec490b645aa4 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 4162164826716764455, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIRangeKnob.cs b/Assets/Scripts/UI/Widgets/UIRangeKnob.cs deleted file mode 100644 index d0bd6d3a..00000000 --- a/Assets/Scripts/UI/Widgets/UIRangeKnob.cs +++ /dev/null @@ -1,279 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using TMPro; -using UnityEngine; -using UnityEngine.UI; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer))] - public class UIRangeKnob : MonoBehaviour - { - public float width; - public float radius; - public float depth; - - public ColorReference baseColor = new ColorReference(); - public ColorReference pushedColor = new ColorReference(); - public ColorReference hoveredColor = new ColorReference(); - public ColorReference textColor = new ColorReference(); - - public enum TextBehavior { Hidden, Center, Top, Bottom }; - - private bool isPushed = false; - private bool isHovered = false; - - public Color BaseColor { get { return baseColor.Value; } } - public Color PushedColor { get { return pushedColor.Value; } } - public Color HoveredColor { get { return hoveredColor.Value; } } - public Color TextColor { get { return textColor.Value; } } - - public bool Pushed { get { return isPushed; } set { isPushed = value; ResetColor(); } } - public bool Hovered { get { return isHovered; } set { isHovered = value; ResetColor(); } } - - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - public void RebuildMesh(float newWidth, float newKnobRadius, float newKnobDepth, int knobNbSubdivCornerFixed, int knobNbSubdivCornerPerUnit) - { - MeshFilter meshFilter = gameObject.GetComponent(); - // Make a cylinder using RoundedBox - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(newWidth, 2.0f * newKnobRadius, newKnobRadius, newKnobDepth, knobNbSubdivCornerFixed, knobNbSubdivCornerPerUnit); - theNewMesh.name = "UIRangeKnob_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - radius = newKnobRadius; - depth = newKnobDepth; - nbSubdivCornerFixed = knobNbSubdivCornerFixed; - nbSubdivCornerPerUnit = knobNbSubdivCornerPerUnit; - } - - public void ResetColor() - { - SetColor( isPushed ? PushedColor - : ( isHovered ? HoveredColor - : BaseColor)); - - // Make the canvas pop front if Hovered. - Canvas c = transform.Find("Canvas").GetComponent(); - if (c != null) - { - RectTransform rt = c.GetComponent(); - if (rt != null) - { - rt.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - } - } - - public void UpdateText(float value, TextBehavior textBehavior) - { - // FLOATING TEXT - Transform textValueTransform = transform.Find("Canvas/TextValue"); - if (textValueTransform != null) - { - TextMeshProUGUI t = textValueTransform.GetComponent(); - if (t != null) - { - t.text = value.ToString("#0"); - - RectTransform trt = textValueTransform.GetComponent(); - trt.sizeDelta = new Vector2(radius * 1.6f * 100.0f, radius * 1.6f * 100.0f); - - if (textBehavior == TextBehavior.Hidden) - { - trt.localPosition = new Vector3(0, 0, -0.002f); - t.gameObject.SetActive(false); - } - else - { - if (textBehavior == TextBehavior.Center) - { - trt.localPosition = new Vector3(0.2f * radius, -0.2f * radius, -0.002f); - } - else if (textBehavior == TextBehavior.Bottom) - { - trt.localPosition = new Vector3(0.2f * radius, -2.2f * radius, -0.002f); - } - else if (textBehavior == TextBehavior.Top) - { - trt.localPosition = new Vector3(0.2f * radius, 1.8f * radius, -0.002f); - } - t.gameObject.SetActive(true); - } - } - } - } - - private void SetColor(Color c) - { - GetComponent().sharedMaterial.SetColor("_BaseColor", c); - } - - public class CreateArgs - { - public Transform parent; - public string widgetName; - public Vector3 relativeLocation; - public float width = 0.0f; - public float radius; - public float depth; - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - public float initialValue = 0; - public TextBehavior textBehavior = TextBehavior.Center; - public Material material; - public ColorVar baseColor = UIOptions.SliderKnobColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar hoveredColor = UIOptions.SelectedColorVar; - public ColorVar textColor = UIOptions.ForegroundColorVar; - } - - public static UIRangeKnob Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - go.layer = LayerMask.NameToLayer("CameraHidden"); - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIRangeKnob uiRangeKnob = go.AddComponent(); - uiRangeKnob.transform.parent = input.parent; - uiRangeKnob.transform.localPosition = parentAnchor + input.relativeLocation; - uiRangeKnob.transform.localRotation = Quaternion.identity; - uiRangeKnob.transform.localScale = Vector3.one; - uiRangeKnob.width = input.width; - uiRangeKnob.radius = input.radius; - uiRangeKnob.depth = input.depth; - uiRangeKnob.nbSubdivCornerFixed = input.nbSubdivCornerFixed; - uiRangeKnob.nbSubdivCornerPerUnit = input.nbSubdivCornerPerUnit; - uiRangeKnob.baseColor.useConstant = false; - uiRangeKnob.baseColor.reference = input.baseColor; - uiRangeKnob.pushedColor.useConstant = false; - uiRangeKnob.pushedColor.reference = input.pushedColor; - uiRangeKnob.hoveredColor.useConstant = false; - uiRangeKnob.hoveredColor.reference = input.hoveredColor; - uiRangeKnob.textColor.useConstant = false; - uiRangeKnob.textColor.reference = input.textColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBoxEx(input.width, 2.0f * input.radius, input.radius, input.depth, input.nbSubdivCornerFixed, input.nbSubdivCornerPerUnit); - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - meshRenderer.sharedMaterial = Instantiate(input.material); - meshRenderer.sharedMaterial.SetColor("_BaseColor", uiRangeKnob.BaseColor); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - // - // CANVAS (to hold the text) - // - - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiRangeKnob.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiRangeKnob.width, 2.0f * uiRangeKnob.radius); - rt.localPosition = Vector3.zero; // top left - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - // Text VALUE - { - GameObject text = new GameObject("TextValue"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.initialValue.ToString("#0"); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.characterWidthAdjustment = 50.0f; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Center; - t.enableWordWrapping = false; - t.overflowMode = TextOverflowModes.Truncate; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - trt.sizeDelta = new Vector2(uiRangeKnob.radius * 2.0f * 100.0f, uiRangeKnob.radius * 2.0f * 100.0f); - if (input.textBehavior == TextBehavior.Hidden) - { - trt.localPosition = new Vector3(0, 0, -0.002f); - text.SetActive(false); - } - else if (input.textBehavior == TextBehavior.Center) - { - trt.localPosition = new Vector3(0.0f, -uiRangeKnob.radius, -0.002f); - } - else if (input.textBehavior == TextBehavior.Bottom) - { - trt.localPosition = new Vector3(0.0f, -2.0f * uiRangeKnob.radius, -0.002f); - } - else if (input.textBehavior == TextBehavior.Top) - { - trt.localPosition = new Vector3(0.0f, uiRangeKnob.radius, -0.002f); - } - } - - return uiRangeKnob; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIRangeKnob.cs.meta b/Assets/Scripts/UI/Widgets/UIRangeKnob.cs.meta deleted file mode 100644 index 4a7f48ee..00000000 --- a/Assets/Scripts/UI/Widgets/UIRangeKnob.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 86ee6ab6ba98a9f47a8ea526ad63d42e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIRangeRail.cs b/Assets/Scripts/UI/Widgets/UIRangeRail.cs deleted file mode 100644 index 9881202b..00000000 --- a/Assets/Scripts/UI/Widgets/UIRangeRail.cs +++ /dev/null @@ -1,147 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer))] - //RequireComponent(typeof(BoxCollider))] - public class UIRangeRail : MonoBehaviour - { - public float width; - public float height; - public float thickness; - public float margin; - - public ColorReference _color = new ColorReference(); - public Color Color { get { return _color.Value; } set { _color.Value = value; ResetColor(); } } - - void Awake() - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#else - if (Application.isPlaying) -#endif - { - width = GetComponent().mesh.bounds.size.x; - height = GetComponent().mesh.bounds.size.y; - thickness = GetComponent().mesh.bounds.size.z; - } - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness, float newMargin) - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, 6, 3); // TODO: subdiv parametrable? - theNewMesh.name = "UIRangeRail_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - margin = newMargin; - } - - public void ResetColor() - { - SetColor(Color); - } - - private void SetColor(Color c) - { - GetComponent().sharedMaterial.SetColor("_BaseColor", c); - } - - public class CreateArgs - { - public Transform parent; - public string widgetName; - public Vector3 relativeLocation; - public float width; - public float height; - public float thickness; - public float margin; - public Material material; - public ColorVar c = UIOptions.SliderRailColorVar; - } - - public static UIRangeRail Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - go.layer = LayerMask.NameToLayer("CameraHidden"); - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIRangeRail uiRangeRail = go.AddComponent(); - uiRangeRail.transform.parent = input.parent; - uiRangeRail.transform.localPosition = parentAnchor + input.relativeLocation; - uiRangeRail.transform.localRotation = Quaternion.identity; - uiRangeRail.transform.localScale = Vector3.one; - uiRangeRail.width = input.width; - uiRangeRail.height = input.height; - uiRangeRail.thickness = input.thickness; - uiRangeRail.margin = input.margin; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBoxEx(input.width, input.height, input.margin, input.thickness, 6, 3); - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - Material newMaterial = Instantiate(input.material); - newMaterial.name = "UIRangeRail_Material"; - meshRenderer.sharedMaterial = newMaterial; - - uiRangeRail._color.useConstant = false; - uiRangeRail._color.constant = input.c.value; - uiRangeRail._color.reference = input.c; - meshRenderer.sharedMaterial.SetColor("_BaseColor", uiRangeRail.Color); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - return uiRangeRail; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIRangeRail.cs.meta b/Assets/Scripts/UI/Widgets/UIRangeRail.cs.meta deleted file mode 100644 index 78f29f10..00000000 --- a/Assets/Scripts/UI/Widgets/UIRangeRail.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3f623cb11408fe3419bba4ea4f0f351b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UISlider.cs b/Assets/Scripts/UI/Widgets/UISlider.cs deleted file mode 100644 index 1e722083..00000000 --- a/Assets/Scripts/UI/Widgets/UISlider.cs +++ /dev/null @@ -1,911 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using TMPro; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UISlider : UIElement - { - public enum SliderDataSource { Curve, MinMax }; - - public static readonly string default_widget_name = "New Slider"; - public static readonly float default_width = 0.3f; - public static readonly float default_height = 0.03f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - public static readonly float default_slider_begin = 0.3f; - public static readonly float default_slider_end = 0.8f; - public static readonly float default_rail_margin = 0.004f; - public static readonly float default_rail_thickness = 0.001f; - public static readonly float default_knob_radius = 0.01f; - public static readonly float default_knob_depth = 0.005f; - public static readonly float default_min_value = 0.0f; - public static readonly float default_max_value = 1.0f; - public static readonly float default_current_value = 0.5f; - public static readonly string default_material_name = "UIBase"; - public static readonly string default_rail_material_name = "UISliderRail"; - public static readonly string default_knob_material_name = "UISliderKnob"; - public static readonly string default_text = "Slider"; - public static readonly SliderDataSource default_data_source = SliderDataSource.MinMax; - - [SpaceHeader("Slider Base Shape Parmeters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float thickness = default_thickness; - public float sliderPositionBegin = default_slider_begin; - public float sliderPositionEnd = default_slider_end; - public Material sourceMaterial = null; - public Material sourceRailMaterial = null; - public Material sourceKnobMaterial = null; - [TextArea] public string textContent = ""; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Slider SubComponents Shape Parameters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float railMargin = default_rail_margin; - [CentimeterFloat] public float railThickness = default_rail_thickness; - - [CentimeterFloat] public float knobRadius = default_knob_radius; - [CentimeterFloat] public float knobDepth = default_knob_depth; - - [SpaceHeader("Slider Values", 6, 0.8f, 0.8f, 0.8f)] - public SliderDataSource dataSource = default_data_source; - public float minValue = default_min_value; - public float maxValue = default_max_value; - public float currentValue = default_current_value; - public AnimationCurve dataCurve = new AnimationCurve(new Keyframe(0, default_min_value), new Keyframe(1, default_min_value)); - public AnimationCurve invDataCurve = null; - - // TODO: precision, step? - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public FloatChangedEvent onSlideEvent = new FloatChangedEvent(); - public IntChangedEvent onSlideEventInt = new IntChangedEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - public UISliderRail rail = null; - public UISliderKnob knob = null; - - public float SliderPositionBegin { get { return sliderPositionBegin; } set { sliderPositionBegin = value; RebuildMesh(); } } - public float SliderPositionEnd { get { return sliderPositionEnd; } set { sliderPositionEnd = value; RebuildMesh(); } } - public string Text { get { return textContent; } set { SetText(value); } } - public float Value { get { return GetValue(); } set { SetValue(value); UpdateValueText(); UpdateSliderPosition(); } } - - public AnimationCurve DataCurve { get { return dataCurve; } set { dataCurve = value; UpdateMinMax(); BuildInverseCurve(); dataSource = SliderDataSource.Curve; } } - - public bool HasCurveData() - { - return (dataSource == SliderDataSource.Curve && dataCurve != null && dataCurve.keys.Length > 0); - } - - public override void RebuildMesh() - { - // RAIL - Vector3 railPosition = new Vector3(margin + (width - 2 * margin) * sliderPositionBegin, railMargin - height / 2, -railThickness); - float railWidth = (width - 2 * margin) * (sliderPositionEnd - sliderPositionBegin); - float railHeight = 2 * railMargin; // no inner rectangle, only margin driven rounded borders. - - rail.RebuildMesh(railWidth, railHeight, railThickness, railMargin); - rail.transform.localPosition = railPosition; - - // KNOB - float newKnobRadius = knobRadius; - float newKnobDepth = knobDepth; - - knob.RebuildMesh(newKnobRadius, newKnobDepth); - - // BASE - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UISlider_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateCanvasDimensions(); - UpdateSliderPosition(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - private void UpdateCanvasDimensions() - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.sizeDelta = new Vector2(width, height); - - float textPosRight = width - margin; - float textPosLeft = margin; - - Transform textTransform = canvas.transform.Find("Text"); - TextMeshProUGUI text = textTransform.GetComponent(); - if (text != null) - { - text.text = textContent; - text.color = TextColor; - - RectTransform rectText = textTransform.GetComponent(); - rectText.sizeDelta = new Vector2((width - 2 * margin) * sliderPositionBegin * 100.0f, (height - 2.0f * margin) * 100.0f); - rectText.localPosition = new Vector3(textPosLeft, -margin, -0.002f); - } - - Transform textValueTransform = canvas.transform.Find("TextValue"); - TextMeshProUGUI textValue = textValueTransform.GetComponent(); - if (textValue != null) - { - textValue.color = TextColor; - - RectTransform rectTextValue = textValueTransform.GetComponent(); - rectTextValue.sizeDelta = new Vector2((width - 2 * margin) * (1 - sliderPositionEnd) * 100.0f, (height - 2.0f * margin) * 100.0f); - rectTextValue.localPosition = new Vector3(textPosRight, -margin, -0.002f); - } - } - } - - public void UpdateMinMax() - { - minValue = dataCurve.Evaluate(0f); - maxValue = dataCurve.Evaluate(1f); - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UISlider_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = rail.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = rail.Color; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceRailMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UISliderRail_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = knob.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = knob.Color; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceKnobMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UISliderKnob_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - if (currentValue < minValue) - currentValue = minValue; - if (currentValue > maxValue) - currentValue = maxValue; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - // NOTE: I do all these things because properties can't be called from the inspector. - try - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - UpdateValueText(); - BuildInverseCurve(); - UpdateSliderPosition(); - ResetColor(); - } - catch (Exception e) - { - Debug.Log("Exception: " + e); - } - - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - base.ResetColor(); // reset color of base mesh - rail.ResetColor(); - knob.ResetColor(); - - // Make the canvas pop front if Hovered. - Canvas c = GetComponentInChildren(); - if (c != null) - { - RectTransform rt = c.GetComponent(); - if (rt != null) - { - rt.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - } - } - - private void OnDrawGizmosSelected() - { - float widthWithoutMargins = width - 2.0f * margin; - - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - Vector3 posTopSliderBegin = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionBegin, -margin, -0.001f)); - Vector3 posTopSliderEnd = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionEnd, -margin, -0.001f)); - Vector3 posBottomSliderBegin = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionBegin, -height + margin, -0.001f)); - Vector3 posBottomSliderEnd = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * sliderPositionEnd, -height + margin, -0.001f)); - - Vector3 eps = new Vector3(0.001f, 0, 0); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopSliderBegin); - Gizmos.DrawLine(posTopSliderBegin, posBottomSliderBegin); - Gizmos.DrawLine(posBottomSliderBegin, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); - - Gizmos.color = Color.green; - Gizmos.DrawLine(posTopSliderBegin + eps, posTopSliderEnd); - Gizmos.DrawLine(posTopSliderEnd, posBottomSliderEnd); - Gizmos.DrawLine(posBottomSliderEnd, posBottomSliderBegin + eps); - Gizmos.DrawLine(posBottomSliderBegin + eps, posTopSliderBegin + eps); - - Gizmos.color = Color.red; - Gizmos.DrawLine(posTopSliderEnd + eps, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomSliderEnd + eps); - Gizmos.DrawLine(posBottomSliderEnd + eps, posTopSliderEnd + eps); - -#if UNITY_EDITOR - Gizmos.color = Color.white; - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - private void UpdateValueText() - { - Canvas canvas = GetComponentInChildren(); - if (canvas != null) - { - Transform textValueTransform = canvas.transform.Find("TextValue"); - TextMeshProUGUI txt = textValueTransform.gameObject.GetComponent(); - if (txt != null) - { - txt.text = currentValue.ToString("#0.00"); - } - } - } - - private void UpdateSliderPosition() - { - float pct = HasCurveData() ? invDataCurve.Evaluate(currentValue) - : (currentValue - minValue) / (maxValue - minValue); - - pct = Mathf.Clamp01(pct); // now that Value is unclamped. - - float widthWithoutMargins = width - 2.0f * margin; - float startX = margin + widthWithoutMargins * sliderPositionBegin + railMargin; - float endX = margin + widthWithoutMargins * sliderPositionEnd - railMargin; - float posX = startX + pct * (endX - startX); - - Vector3 knobPosition = new Vector3(posX - knobRadius, knobRadius - (height / 2.0f), -knobDepth); - - knob.transform.localPosition = knobPosition; - } - - public void BuildInverseCurve() - { - if (dataCurve == null) - return; - - // TODO: check c is strictly monotonic and Piecewise linear, log error otherwise - - invDataCurve = new AnimationCurve(); - for (int i = 0; i < dataCurve.keys.Length; i++) - { - var kf = dataCurve.keys[i]; - var rkf = new Keyframe(kf.value, kf.time); - if (kf.inTangent < 0) - { - rkf.inTangent = 1 / kf.outTangent; - rkf.outTangent = 1 / kf.inTangent; - } - else - { - rkf.inTangent = 1 / kf.inTangent; - rkf.outTangent = 1 / kf.outTangent; - } - invDataCurve.AddKey(rkf); - } - } - - private void SetText(string textValue) - { - textContent = textValue; - - Transform t = transform.Find("Canvas/Text"); - TextMeshProUGUI text = t.GetComponent(); - if (text != null) - { - text.text = textValue; - } - } - - public override void SetLightLayer(int layerIndex) - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - meshRenderer.renderingLayerMask = (1u << layerIndex); - } - - // Rail, Knob, Text and TextValue - MeshRenderer[] renderers = GetComponentsInChildren(true); - foreach (MeshRenderer r in renderers) - { - r.renderingLayerMask = (1u << layerIndex); - } - } - - private float GetValue() - { - return currentValue; - } - - private void SetValue(float floatValue) - { - currentValue = floatValue; // NOTE: no auto-clamp of the value here. - } - - public override bool IgnoreRayInteraction() - { - return base.IgnoreRayInteraction() || ToolsUIManager.Instance.numericKeyboardOpen; - } - - private void OnValidateKeyboard(float value) - { - Value = value; - onSlideEvent.Invoke(currentValue); - int intValue = Mathf.RoundToInt(currentValue); - onSlideEventInt.Invoke(intValue); - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - - bool joyRightJustClicked = false; - bool joyRightJustReleased = false; - bool joyRightLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.primaryController, VRInput.JoyDirection.RIGHT, ref joyRightJustClicked, ref joyRightJustReleased, ref joyRightLongPush); - - bool joyLeftJustClicked = false; - bool joyLeftJustReleased = false; - bool joyLeftLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.primaryController, VRInput.JoyDirection.LEFT, ref joyLeftJustClicked, ref joyLeftJustReleased, ref joyLeftLongPush); - - if (joyRightJustClicked || joyLeftJustClicked || joyRightLongPush || joyLeftLongPush) - { - if (joyRightJustClicked || joyRightLongPush) - { - Value = Mathf.Clamp(Value + 1.0f, minValue, maxValue); - } - else if (joyLeftJustClicked || joyLeftLongPush) - { - Value = Mathf.Clamp(Value - 1.0f, minValue, maxValue); - } - onSlideEvent.Invoke(currentValue); - int intValue = Mathf.RoundToInt(currentValue); - onSlideEventInt.Invoke(intValue); - } - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - // exiting while clicking shows a pushed slider, because we are acting on it, not like a button. - Hovered = true; - Pushed = true; - ResetColor(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - onReleaseEvent.Invoke(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - - float lastProjected; - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float widthWithoutMargins = width - 2.0f * margin; - float startX = margin + widthWithoutMargins * sliderPositionBegin + railMargin; - float endX = margin + widthWithoutMargins * sliderPositionEnd - railMargin; - - // SPAWN KEYBOARD - - if (triggerJustClicked && localProjectedWidgetPosition.x > endX) - { - ToolsUIManager.Instance.OpenNumericKeyboard(OnValidateKeyboard, transform, (float) Value); - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - // DRAG - - if (!triggerJustClicked) // if trigger just clicked, use the actual projection, no interpolation. - { - float drag = GlobalState.Settings.RaySliderDrag; - localProjectedWidgetPosition.x = Mathf.Lerp(lastProjected, localProjectedWidgetPosition.x, drag); - } - lastProjected = localProjectedWidgetPosition.x; - - - // CLAMP - - if (localProjectedWidgetPosition.x < startX) - localProjectedWidgetPosition.x = startX; - - if (localProjectedWidgetPosition.x > endX) - localProjectedWidgetPosition.x = endX; - - localProjectedWidgetPosition.y = -height / 2.0f; - - // SET - - float pct = (localProjectedWidgetPosition.x - startX) / (endX - startX); - if (HasCurveData()) - { - Value = dataCurve.Evaluate(pct); - } - else // linear - { - float v = minValue + pct * (maxValue - minValue); - Value = v; // will replace the slider cursor. - } - onSlideEvent.Invoke(currentValue); - int intValue = Mathf.RoundToInt(currentValue); - onSlideEventInt.Invoke(intValue); - - // OUT ray end point - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public class CreateArgs - { - public Transform parent = null; - public string widgetName = UISlider.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UISlider.default_thickness); - public float width = UISlider.default_width; - public float height = UISlider.default_height; - public float margin = UISlider.default_margin; - public float thickness = UISlider.default_thickness; - - public float sliderBegin = UISlider.default_slider_begin; - public float sliderEnd = UISlider.default_slider_end; - public float railMargin = UISlider.default_rail_margin; - public float railThickness = UISlider.default_rail_thickness; - public float knobRadius = UISlider.default_knob_radius; - public float knobDepth = UISlider.default_knob_depth; - public SliderDataSource dataSource = UISlider.default_data_source; - public float minValue = UISlider.default_min_value; - public float maxValue = UISlider.default_max_value; - public float currentValue = UISlider.default_current_value; - - public Material material = UIUtils.LoadMaterial(UISlider.default_material_name); - public Material railMaterial = UIUtils.LoadMaterial(UISlider.default_rail_material_name); - public Material knobMaterial = UIUtils.LoadMaterial(UISlider.default_knob_material_name); - - public ColorVar color = UIOptions.BackgroundColorVar; - public ColorVar textColor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public ColorVar railColor = UIOptions.SliderRailColorVar; // UISlider.default_rail_color; - public ColorVar knobColor = UIOptions.SliderKnobColorVar; // UISlider.default_knob_color; - - public string caption = UISlider.default_text; - } - - public static UISlider Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UISlider uiSlider = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiSlider.relativeLocation = input.relativeLocation; - uiSlider.transform.parent = input.parent; - uiSlider.transform.localPosition = parentAnchor + input.relativeLocation; - uiSlider.transform.localRotation = Quaternion.identity; - uiSlider.transform.localScale = Vector3.one; - uiSlider.width = input.width; - uiSlider.height = input.height; - uiSlider.margin = input.margin; - uiSlider.thickness = input.thickness; - uiSlider.sliderPositionBegin = input.sliderBegin; - uiSlider.sliderPositionEnd = input.sliderEnd; - uiSlider.railMargin = input.railMargin; - uiSlider.railThickness = input.railThickness; - uiSlider.knobRadius = input.knobRadius; - uiSlider.knobDepth = input.knobDepth; - uiSlider.dataSource = input.dataSource; - uiSlider.minValue = input.minValue; - uiSlider.maxValue = input.maxValue; - uiSlider.currentValue = input.currentValue; - uiSlider.textContent = input.caption; - uiSlider.sourceMaterial = input.material; - uiSlider.sourceRailMaterial = input.railMaterial; - uiSlider.sourceKnobMaterial = input.knobMaterial; - uiSlider.baseColor.useConstant = false; - uiSlider.baseColor.reference = input.color; - uiSlider.textColor.useConstant = false; - uiSlider.textColor.reference = input.textColor; - uiSlider.pushedColor.useConstant = false; - uiSlider.pushedColor.reference = input.pushedColor; - uiSlider.selectedColor.useConstant = false; - uiSlider.selectedColor.reference = input.selectedColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiSlider.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.material); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiSlider.SetColor(input.color.value); - } - - // - // RAIL - // - - float railWidth = (input.width - 2 * input.margin) * (input.sliderEnd - input.sliderBegin); - float railHeight = 3 * uiSlider.railMargin; // TODO: see if we can tie this to another variable, like height. - float railThickness = uiSlider.railThickness; - float railMargin = uiSlider.railMargin; - Vector3 railPosition = new Vector3(input.margin + (input.width - 2 * input.margin) * input.sliderBegin, -input.height / 2, -railThickness); // put z = 0 back - - uiSlider.rail = UISliderRail.Create( - new UISliderRail.CreateArgs - { - parent = go.transform, - widgetName = "Rail", - relativeLocation = railPosition, - width = railWidth, - height = railHeight, - thickness = railThickness, - margin = railMargin, - material = input.railMaterial, - c = input.railColor - } - ); - - // KNOB - float newKnobRadius = uiSlider.knobRadius; - float newKnobDepth = uiSlider.knobDepth; - - float pct = (uiSlider.currentValue - uiSlider.minValue) / (uiSlider.maxValue - uiSlider.minValue); - - float widthWithoutMargins = input.width - 2.0f * input.margin; - float startX = input.margin + widthWithoutMargins * uiSlider.sliderPositionBegin + railMargin; - float endX = input.margin + widthWithoutMargins * uiSlider.sliderPositionEnd - railMargin; - float posX = startX + pct * (endX - startX); - - Vector3 knobPosition = new Vector3(posX - uiSlider.knobRadius, uiSlider.knobRadius - (uiSlider.height / 2.0f), -uiSlider.knobDepth); - - uiSlider.knob = UISliderKnob.Create( - new UISliderKnob.CreateArgs - { - widgetName = "Knob", - parent = go.transform, - relativeLocation = knobPosition, - radius = newKnobRadius, - depth = newKnobDepth, - material = input.knobMaterial, - c = input.knobColor - } - ); - - // - // CANVAS (to hold the 2 texts) - // - - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiSlider.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiSlider.width, uiSlider.height); - rt.localPosition = Vector3.zero; - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - // Add a Text under the Canvas - if (input.caption.Length > 0) - { - GameObject text = new GameObject("Text"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.caption; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = input.textColor.value; - t.ForceMeshUpdate(); - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - trt.sizeDelta = new Vector2((uiSlider.width - 2 * uiSlider.margin) * uiSlider.sliderPositionBegin * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - float textPosLeft = uiSlider.margin; - trt.localPosition = new Vector3(textPosLeft, -uiSlider.margin, -0.002f); - } - - // Text VALUE - //if (caption.Length > 0) - { - GameObject text = new GameObject("TextValue"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.currentValue.ToString("#0.00"); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontSize = 1.85f; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Right; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(1, 1); // top right? - trt.sizeDelta = new Vector2((uiSlider.width - 2 * uiSlider.margin) * (1 - uiSlider.sliderPositionEnd) * 100.0f, (input.height - 2.0f * input.margin) * 100.0f); - float textPosRight = uiSlider.width - uiSlider.margin; - trt.localPosition = new Vector3(textPosRight, -uiSlider.margin, -0.002f); - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiSlider; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UISlider.cs.meta b/Assets/Scripts/UI/Widgets/UISlider.cs.meta deleted file mode 100644 index 901ee3a6..00000000 --- a/Assets/Scripts/UI/Widgets/UISlider.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 9796d798f6affbb4a8e57cd3dd645efc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 6519382022992737161, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UISliderKnob.cs b/Assets/Scripts/UI/Widgets/UISliderKnob.cs deleted file mode 100644 index f31e0672..00000000 --- a/Assets/Scripts/UI/Widgets/UISliderKnob.cs +++ /dev/null @@ -1,120 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer))] - public class UISliderKnob : MonoBehaviour - { - public float radius; - public float depth; - - public ColorReference _color = new ColorReference(); - public Color Color { get { return _color.Value; } set { _color.Value = value; ResetColor(); } } - - public void RebuildMesh(float newKnobRadius, float newKnobDepth) - { - MeshFilter meshFilter = gameObject.GetComponent(); - // Make a cylinder using RoundedBox - Mesh theNewMesh = UIUtils.BuildRoundedBox(2.0f * newKnobRadius, 2.0f * newKnobRadius, newKnobRadius, newKnobDepth); - theNewMesh.name = "UISliderKnob_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - radius = newKnobRadius; - depth = newKnobDepth; - } - - public void ResetColor() - { - SetColor(Color); - } - - private void SetColor(Color c) - { - GetComponent().sharedMaterial.SetColor("_BaseColor", c); - } - - public class CreateArgs - { - public Transform parent; - public string widgetName; - public Vector3 relativeLocation; - public float radius; - public float depth; - public Material material; - public ColorVar c = UIOptions.SliderKnobColorVar; - } - - public static UISliderKnob Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - go.layer = LayerMask.NameToLayer("CameraHidden"); - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UISliderKnob uiSliderKnob = go.AddComponent(); - uiSliderKnob.transform.parent = input.parent; - uiSliderKnob.transform.localPosition = parentAnchor + input.relativeLocation; - uiSliderKnob.transform.localRotation = Quaternion.identity; - uiSliderKnob.transform.localScale = Vector3.one; - uiSliderKnob.radius = input.radius; - uiSliderKnob.depth = input.depth; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(2.0f * input.radius, 2.0f * input.radius, input.radius, input.depth); - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - meshRenderer.sharedMaterial = Instantiate(input.material); - uiSliderKnob._color.useConstant = false; - uiSliderKnob._color.reference = input.c; - meshRenderer.sharedMaterial.SetColor("_BaseColor", uiSliderKnob.Color); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - return uiSliderKnob; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UISliderKnob.cs.meta b/Assets/Scripts/UI/Widgets/UISliderKnob.cs.meta deleted file mode 100644 index c8c4ef00..00000000 --- a/Assets/Scripts/UI/Widgets/UISliderKnob.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8328ca92ef0e6594290a85d6940f5649 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UISliderRail.cs b/Assets/Scripts/UI/Widgets/UISliderRail.cs deleted file mode 100644 index add4ac54..00000000 --- a/Assets/Scripts/UI/Widgets/UISliderRail.cs +++ /dev/null @@ -1,147 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer))] - //RequireComponent(typeof(BoxCollider))] - public class UISliderRail : MonoBehaviour - { - public float width; - public float height; - public float thickness; - public float margin; - - public ColorReference _color = new ColorReference(); - public Color Color { get { return _color.Value; } set { _color.Value = value; ResetColor(); } } - - void Awake() - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#else - if (Application.isPlaying) -#endif - { - width = GetComponent().mesh.bounds.size.x; - height = GetComponent().mesh.bounds.size.y; - thickness = GetComponent().mesh.bounds.size.z; - } - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness, float newMargin) - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBox(width, height, margin, thickness); - theNewMesh.name = "UISliderRail_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - margin = newMargin; - } - - public void ResetColor() - { - SetColor(Color); - } - - private void SetColor(Color c) - { - GetComponent().sharedMaterial.SetColor("_BaseColor", c); - } - - public class CreateArgs - { - public Transform parent; - public string widgetName; - public Vector3 relativeLocation; - public float width; - public float height; - public float thickness; - public float margin; - public Material material; - public ColorVar c = UIOptions.SliderRailColorVar; - } - - public static UISliderRail Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - go.layer = LayerMask.NameToLayer("CameraHidden"); - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UISliderRail uiSliderRail = go.AddComponent(); - uiSliderRail.transform.parent = input.parent; - uiSliderRail.transform.localPosition = parentAnchor + input.relativeLocation; - uiSliderRail.transform.localRotation = Quaternion.identity; - uiSliderRail.transform.localScale = Vector3.one; - uiSliderRail.width = input.width; - uiSliderRail.height = input.height; - uiSliderRail.thickness = input.thickness; - uiSliderRail.margin = input.margin; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - Material newMaterial = Instantiate(input.material); - newMaterial.name = "UISliderRail_Material"; - meshRenderer.sharedMaterial = newMaterial; - - uiSliderRail._color.useConstant = false; - uiSliderRail._color.constant = input.c.value; - uiSliderRail._color.reference = input.c; - meshRenderer.sharedMaterial.SetColor("_BaseColor", uiSliderRail.Color); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - return uiSliderRail; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UISliderRail.cs.meta b/Assets/Scripts/UI/Widgets/UISliderRail.cs.meta deleted file mode 100644 index 7b949afc..00000000 --- a/Assets/Scripts/UI/Widgets/UISliderRail.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b07bf7df4b15ca64eabe66160b90971c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UISpinner.cs b/Assets/Scripts/UI/Widgets/UISpinner.cs deleted file mode 100644 index 9ec5555f..00000000 --- a/Assets/Scripts/UI/Widgets/UISpinner.cs +++ /dev/null @@ -1,657 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using TMPro; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UISpinner : UIElement - { - public enum TextAndValueVisibilityType { ShowTextAndValue, ShowValueOnly }; - public enum SpinnerValueType { Float, Int }; - - public static readonly string default_widget_name = "Spinner"; - public static readonly float default_width = 0.13f; - public static readonly float default_height = 0.03f; - public static readonly float default_margin = 0.005f; - public static readonly float default_thickness = 0.001f; - public static readonly float default_spinner_separation = 0.65f; - public static readonly UISpinner.TextAndValueVisibilityType default_visibility_type = UISpinner.TextAndValueVisibilityType.ShowTextAndValue; - public static readonly UISpinner.SpinnerValueType default_value_type = UISpinner.SpinnerValueType.Float; - public static readonly string default_value_format = "#0.00"; - public static readonly float default_min_value = 0.0f; - public static readonly float default_max_value = 1.0f; - public static readonly float default_current_value = 0.5f; - public static readonly float default_value_rate = 0.01f; - public static readonly float default_value_rate_ray = 1f; // per second per meter. - public static readonly string default_background_material_name = "UIBase"; - public static readonly string default_text = "Spinner"; - - [SpaceHeader("Spinner Base Shape Parmeters", 6, 0.3f, 0.3f, 0.3f)] - [CentimeterFloat] public float margin = 0.005f; - [CentimeterFloat] public float thickness = 0.001f; - [Percentage] public float separationPositionPct = 0.3f; - public TextAndValueVisibilityType textAndValueVisibilityType = TextAndValueVisibilityType.ShowTextAndValue; - public SpinnerValueType spinnerValueType = SpinnerValueType.Float; - public string valueFormat = default_value_format; - public Material sourceMaterial = null; - [TextArea] public string textContent = ""; - - [SpaceHeader("Subdivision Parameters", 6, 0.3f, 0.3f, 0.3f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Spinner Float Values", 6, 0.3f, 0.3f, 0.3f)] - public float minValue = default_min_value; - public float maxValue = default_max_value; - public float currentValue = default_current_value; - [Tooltip("Amount of change /m")] public float valueRate = default_value_rate; // increment per meter - [Tooltip("Amount of change /s/m")] public float valueRateRay = default_value_rate_ray; // increment per second per meter - - [SpaceHeader("Callbacks", 6, 0.3f, 0.3f, 0.3f)] - public FloatChangedEvent onSpinEvent = new FloatChangedEvent(); - public IntChangedEvent onSpinEventInt = new IntChangedEvent(); - public UnityEvent onEnterEvent = new UnityEvent(); - public UnityEvent onExitEvent = new UnityEvent(); - public UnityEvent onPressTriggerEvent = new UnityEvent(); - public FloatChangedEvent onReleaseTriggerEvent = new FloatChangedEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - private Vector3 localProjectedWidgetInitialPosition = Vector3.zero; - - public string Text { get { return textContent; } set { SetText(value); } } - public float FloatValue { get { return GetFloatValue(); } set { SetFloatValue(value); UpdateValueText(); } } - public int IntValue { get { return GetIntValue(); } set { SetIntValue(value); UpdateValueText(); } } - - public override void RebuildMesh() - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UISpinner_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateCanvasDimensions(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - private void UpdateCanvasDimensions() - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.sizeDelta = new Vector2(width, height); - - bool hasText = (textAndValueVisibilityType == TextAndValueVisibilityType.ShowTextAndValue); - - float textPosLeft = margin; - - Transform textTransform = canvas.transform.Find("Text"); - TextMeshProUGUI text = textTransform.GetComponent(); - if (text != null) - { - text.text = Text; - text.color = TextColor; - - RectTransform rectText = textTransform.GetComponent(); - rectText.sizeDelta = new Vector2((width - 2 * margin) * separationPositionPct * 100.0f, (height - 2.0f * margin) * 100.0f); - rectText.localPosition = new Vector3(textPosLeft, -margin, -0.002f); - textTransform.gameObject.SetActive(hasText); // hide if ValueOnly - } - - Transform textValueTransform = canvas.transform.Find("TextValue"); - TextMeshProUGUI textValue = textValueTransform.GetComponent(); - if (textValue != null) - { - textValue.color = TextColor; - textValue.alignment = hasText ? TextAlignmentOptions.Right : TextAlignmentOptions.Center; - RectTransform rectTextValue = textValueTransform.GetComponent(); - rectTextValue.sizeDelta = hasText ? - new Vector2((width - 2 * margin) * (1 - separationPositionPct) * 100.0f, (height - 2.0f * margin) * 100.0f) - : new Vector2((width - 2 * margin) * 100.0f, (height - 2.0f * margin) * 100.0f); - float textPos = hasText ? - width - margin // right - : width - margin; // or middle - rectTextValue.localPosition = new Vector3(textPos, -margin, -0.002f); - } - } - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UISpinner_Material_Instance"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - if (currentValue < minValue) - currentValue = minValue; - if (currentValue > maxValue) - currentValue = maxValue; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - try - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - UpdateValueText(); - ResetColor(); - } - catch (Exception e) - { - Debug.Log("Exception: " + e); - } - - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - base.ResetColor(); - - // Make the canvas pop front if Hovered. - Canvas c = GetComponentInChildren(); - if (c != null) - { - RectTransform rt = c.GetComponent(); - if (rt != null) - { - rt.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - } - } - - private void OnDrawGizmosSelected() - { - float widthWithoutMargins = width - 2.0f * margin; - - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - Vector3 posTopMiddle = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * separationPositionPct, -margin, -0.001f)); - Vector3 posBottomMiddle = transform.TransformPoint(new Vector3(margin + widthWithoutMargins * separationPositionPct, -height + margin, -0.001f)); - - Vector3 eps = new Vector3(0.001f, 0, 0); - - // Full Rect - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); - - // Text - if (textAndValueVisibilityType == TextAndValueVisibilityType.ShowTextAndValue) - { - Gizmos.color = Color.green; - Gizmos.DrawLine(posTopLeft, posTopMiddle); - Gizmos.DrawLine(posTopMiddle, posBottomMiddle); - Gizmos.DrawLine(posBottomMiddle, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); - } - - // Value - Gizmos.color = Color.red; - Gizmos.DrawLine(posTopMiddle + eps, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomMiddle + eps); - Gizmos.DrawLine(posBottomMiddle + eps, posTopMiddle + eps); - -#if UNITY_EDITOR - Gizmos.color = Color.white; - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - private void UpdateValueText() - { - Canvas canvas = GetComponentInChildren(); - if (canvas != null) - { - Transform textValueTransform = canvas.transform.Find("TextValue"); - TextMeshProUGUI txt = textValueTransform.gameObject.GetComponent(); - if (txt != null) - { - txt.text = spinnerValueType == SpinnerValueType.Float - ? currentValue.ToString(valueFormat) - : Mathf.RoundToInt(currentValue).ToString(); - } - } - } - - private void SetText(string textValue) - { - textContent = textValue; - - Transform t = transform.Find("Canvas/Text"); - TextMeshProUGUI text = t.GetComponent(); - if (text != null) - { - text.text = textValue; - } - } - - private float GetFloatValue() - { - return currentValue; - } - - private void SetFloatValue(float floatValue) - { - currentValue = Mathf.Clamp(floatValue, minValue, maxValue); - } - - private int GetIntValue() - { - return Mathf.RoundToInt(currentValue); - } - - private void SetIntValue(int intValue) - { - currentValue = (float) intValue; - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - onReleaseEvent.Invoke(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - Vector2 localCenter = new Vector2(width / 2.0f, -height / 2.0f); - - float currentDistX = localProjectedWidgetPosition.x - localCenter.x; - FloatValue += Time.unscaledDeltaTime * valueRateRay * currentDistX; - - localProjectedWidgetPosition.x = localCenter.x; - localProjectedWidgetPosition.y = localCenter.y; - - if (spinnerValueType == SpinnerValueType.Float) - { - onSpinEvent.Invoke(FloatValue); - } - else - { - onSpinEventInt.Invoke(IntValue); - } - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public class CreateArgs - { - public Transform parent = null; - public string widgetName = UISpinner.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UISpinner.default_thickness); - public float width = UISpinner.default_width; - public float height = UISpinner.default_height; - public float margin = UISpinner.default_margin; - public float thickness = UISpinner.default_thickness; - public float spinner_separation_pct = UISpinner.default_spinner_separation; - public TextAndValueVisibilityType visibility_type = UISpinner.default_visibility_type; - public SpinnerValueType value_type = UISpinner.default_value_type; - public float min_spinner_value = UISpinner.default_min_value; - public float max_spinner_value = UISpinner.default_max_value; - public float cur_spinner_value = UISpinner.default_current_value; - public float spinner_value_rate = UISpinner.default_value_rate; - public float spinner_value_rate_ray = UISpinner.default_value_rate_ray; - public Material background_material = UIUtils.LoadMaterial(UISpinner.default_background_material_name); - public ColorVar background_color = UIOptions.BackgroundColorVar; - public ColorVar textColor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public string caption = UISpinner.default_text; - } - - public static UISpinner Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UISpinner uiSpinner = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiSpinner.relativeLocation = input.relativeLocation; - uiSpinner.transform.parent = input.parent; - uiSpinner.transform.localPosition = parentAnchor + input.relativeLocation; - uiSpinner.transform.localRotation = Quaternion.identity; - uiSpinner.transform.localScale = Vector3.one; - uiSpinner.width = input.width; - uiSpinner.height = input.height; - uiSpinner.margin = input.margin; - uiSpinner.thickness = input.thickness; - uiSpinner.separationPositionPct = input.spinner_separation_pct; - uiSpinner.textAndValueVisibilityType = input.visibility_type; - uiSpinner.spinnerValueType = input.value_type; - uiSpinner.minValue = input.min_spinner_value; - uiSpinner.maxValue = input.max_spinner_value; - uiSpinner.currentValue = input.cur_spinner_value; - uiSpinner.valueRate = input.spinner_value_rate; - uiSpinner.valueRateRay = input.spinner_value_rate_ray; - uiSpinner.textContent = input.caption; - uiSpinner.baseColor.useConstant = false; - uiSpinner.baseColor.reference = input.background_color; - uiSpinner.textColor.useConstant = false; - uiSpinner.textColor.reference = input.textColor; - uiSpinner.pushedColor.useConstant = false; - uiSpinner.pushedColor.reference = input.pushedColor; - uiSpinner.selectedColor.useConstant = false; - uiSpinner.selectedColor.reference = input.selectedColor; - uiSpinner.sourceMaterial = input.background_material; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiSpinner.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.background_material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.background_material); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiSpinner.SetColor(input.background_color.value); - } - - // - // CANVAS (to hold the 2 texts) - // - - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiSpinner.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiSpinner.width, uiSpinner.height); - rt.localPosition = Vector3.zero; - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - bool hasText = (input.visibility_type == TextAndValueVisibilityType.ShowTextAndValue); - - // Add a Text under the Canvas - { - GameObject text = new GameObject("Text"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.caption; - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Left; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - trt.sizeDelta = new Vector2( - (uiSpinner.width - 2 * uiSpinner.margin) * uiSpinner.separationPositionPct * 100.0f, - (uiSpinner.height - 2 * uiSpinner.margin) * 100.0f); - float textPosLeft = uiSpinner.margin; - trt.localPosition = new Vector3(textPosLeft, -uiSpinner.margin, -0.002f); - - // hide if ValueOnly - text.SetActive(hasText); - } - - // Text VALUE - { - GameObject text = new GameObject("TextValue"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = (input.value_type == SpinnerValueType.Float) - ? input.cur_spinner_value.ToString(default_value_format) - : Mathf.RoundToInt(input.cur_spinner_value).ToString(); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = hasText ? TextAlignmentOptions.Right : TextAlignmentOptions.Center; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(1, 1); // top right? - trt.sizeDelta = hasText ? - new Vector2( - (uiSpinner.width - 2 * uiSpinner.margin) * (1 - uiSpinner.separationPositionPct) * 100.0f, - (uiSpinner.height - 2 * uiSpinner.margin) * 100.0f) - : new Vector2( - (uiSpinner.width - 2 * uiSpinner.margin) * 100.0f, - (uiSpinner.height - 2 * uiSpinner.margin) * 100.0f); - float textPos = hasText ? - uiSpinner.width - uiSpinner.margin // right - : uiSpinner.width - uiSpinner.margin; // or middle - trt.localPosition = new Vector3(textPos, -uiSpinner.margin, -0.002f); - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiSpinner; - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UISpinner.cs.meta b/Assets/Scripts/UI/Widgets/UISpinner.cs.meta deleted file mode 100644 index bd0d755c..00000000 --- a/Assets/Scripts/UI/Widgets/UISpinner.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 10942d2cacede2340bae7304dbb20d9b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: -5397416234189338067, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UITimeBar.cs b/Assets/Scripts/UI/Widgets/UITimeBar.cs deleted file mode 100644 index 848d410a..00000000 --- a/Assets/Scripts/UI/Widgets/UITimeBar.cs +++ /dev/null @@ -1,489 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UITimeBar : UIElement - { - private static readonly string default_widget_name = " New TimeBar"; - private static readonly float default_width = 0.3f; - private static readonly float default_height = 0.03f; - private static readonly float default_thickness = 0.001f; - private static readonly int default_min_value = 0; - private static readonly int default_max_value = 250; - private static readonly int default_current_value = 0; - private static readonly string default_background_material_name = "UIBase"; - //private static readonly Color default_color = UIElement.default_background_color; - private static readonly string default_text = "TimeBar"; - - [SpaceHeader("TimeBar Base Shape Parmeters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float thickness = 0.001f; - - [SpaceHeader("TimeBar Values", 6, 0.8f, 0.8f, 0.8f)] - public int minValue = 0; - public int maxValue = 250; - public int currentValue = 0; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public IntChangedEvent onSlideEvent = new IntChangedEvent(); - public UnityEvent onClickEvent = null; - public UnityEvent onReleaseEvent = null; - - [SerializeField] private Transform knob = null; - - public int MinValue { get { return GetMinValue(); } set { SetMinValue(value); UpdateTimeBarPosition(); UpdateTimeBarRange(); } } - public int MaxValue { get { return GetMaxValue(); } set { SetMaxValue(value); UpdateTimeBarPosition(); UpdateTimeBarRange(); } } - - bool lerp = false; - public int Value { get { return GetValue(); } set { SetValue(value); lerp = true; UpdateTimeBarPosition(); } } - - Material rulerMaterial; - Transform planeTransform; - void Start() - { - planeTransform = transform.Find("TimeTicks/Plane"); - rulerMaterial = planeTransform.GetComponent().sharedMaterial; - rulerMaterial.SetFloat("_SubTickCount", GlobalState.Animation.fps); - } - - public override void RebuildMesh() - { - // TIME TICKS ?? - // ... - - // BASE - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildBoxEx(width, height, thickness); - theNewMesh.name = "UITimeBar_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateTimeBarPosition(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (currentValue < minValue) - currentValue = minValue; - if (currentValue > maxValue) - currentValue = maxValue; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - // NOTE: I do all these things because properties can't be called from the inspector. - try - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - UpdateTimeBarPosition(); - UpdateTimeBarRange(); - ResetColor(); - } - catch (Exception e) - { - Debug.Log("Exception: " + e); - } - - NeedsRebuild = false; - } - } - - private void OnDrawGizmosSelected() - { - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(0.0f, 0.0f, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width, 0.0f, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(0.0f, -height, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width, -height, -0.001f)); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posTopLeft); - -#if UNITY_EDITOR - Gizmos.color = Color.white; - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material material = UIUtils.LoadMaterial("UIPanel"); - Material materialInstance = Instantiate(material); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIPanel_Instance_for_UITimebar"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - private void UpdateTimeBarRange() - { - rulerMaterial.SetVector("_Range", new Vector4(MinValue, MaxValue, 0, 0)); - // TODO - //rulerMaterial.SetFloat("_WidgetWidth", planeTransform.lossyScale.x * 10f); - } - - private void UpdateTimeBarPosition() - { - float pct = (float) (currentValue - minValue) / (float) (maxValue - minValue); - - float startX = 0.0f; - float endX = width; - float posX = startX + pct * (endX - startX); - - Vector3 knobPosition = new Vector3(posX, 0.0f, 0.0f); - - bool visibile = GlobalState.Animation.CurrentFrame >= minValue && GlobalState.Animation.CurrentFrame <= maxValue; - knob.gameObject.SetActive(visibile); - - knob.localPosition = knobPosition; - } - - private int GetMinValue() - { - return minValue; - } - - private void SetMinValue(int intValue) - { - minValue = intValue; - } - - private int GetMaxValue() - { - return maxValue; - } - - private void SetMaxValue(int intValue) - { - maxValue = intValue; - } - - private int GetValue() - { - return currentValue; - } - - private void SetValue(int intValue) - { - currentValue = intValue; - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - base.OnRayExitClicked(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - onReleaseEvent.Invoke(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float startX = 0; - float endX = width; - - float currentValuePct = (float) (Value - minValue) / (float) (maxValue - minValue); - float currentKnobPositionX = startX + currentValuePct * (endX - startX); - - // TODO: apply drag directly on the Value and previous Value. - - // DRAG - - if (!triggerJustClicked && lerp) - { - localProjectedWidgetPosition.x = Mathf.Lerp(currentKnobPositionX, localProjectedWidgetPosition.x, GlobalState.Settings.RaySliderDrag); - } - - // CLAMP - - if (localProjectedWidgetPosition.x < startX) - localProjectedWidgetPosition.x = startX; - - if (localProjectedWidgetPosition.x > endX) - localProjectedWidgetPosition.x = endX; - - // Compute closest int for snapping. - float pct = (localProjectedWidgetPosition.x - startX) / (endX - startX); - float fValue = (float) minValue + pct * (float) (maxValue - minValue); - int roundedValue = Mathf.RoundToInt(fValue); - - // SNAP X to closest int - localProjectedWidgetPosition.x = startX + ((float) roundedValue - minValue) * (endX - startX) / (float) (maxValue - minValue); - // SNAP Y to middle of knob object. TODO: use actual knob dimensions - localProjectedWidgetPosition.y = -height + 0.02f; - // SNAP Z to the thickness of the knob - localProjectedWidgetPosition.z = -0.005f; - - // SET - if (roundedValue != GlobalState.Animation.CurrentFrame) - { - onSlideEvent.Invoke(roundedValue); - if (triggerJustClicked) - lerp = false; - } - - // Haptic intensity as we go deeper into the widget. - //float intensity = Mathf.Clamp01(0.001f + 0.999f * localWidgetPosition.z / UIElement.collider_min_depth_deep); - //intensity *= intensity; // ease-in - - //VRInput.SendHaptic(VRInput.rightController, 0.005f, intensity); - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - // - // CREATE - // - - public class CreateArgs - { - public Transform parent = null; - public string widgetName = UITimeBar.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UITimeBar.default_thickness); - public float width = UITimeBar.default_width; - public float height = UITimeBar.default_height; - public float thickness = UITimeBar.default_thickness; - public int min_slider_value = UITimeBar.default_min_value; - public int max_slider_value = UITimeBar.default_max_value; - public int cur_slider_value = UITimeBar.default_current_value; - public Material background_material = UIUtils.LoadMaterial(UITimeBar.default_background_material_name); - public ColorVar background_color = UIOptions.BackgroundColorVar; - public string caption = UITimeBar.default_text; - } - - public static void Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UITimeBar uiTimeBar = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiTimeBar.relativeLocation = input.relativeLocation; - uiTimeBar.transform.parent = input.parent; - uiTimeBar.transform.localPosition = parentAnchor + input.relativeLocation; - uiTimeBar.transform.localRotation = Quaternion.identity; - uiTimeBar.transform.localScale = Vector3.one; - uiTimeBar.width = input.width; - uiTimeBar.height = input.height; - uiTimeBar.thickness = input.thickness; - uiTimeBar.minValue = input.min_slider_value; - uiTimeBar.maxValue = input.max_slider_value; - uiTimeBar.currentValue = input.cur_slider_value; - uiTimeBar.baseColor.useConstant = false; - uiTimeBar.baseColor.reference = input.background_color; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - // TODO: new mesh, with time ticks texture - meshFilter.sharedMesh = UIUtils.BuildBoxEx(input.width, input.height, input.thickness); - uiTimeBar.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.background_material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.background_material); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = (1 << 3); - - uiTimeBar.SetColor(input.background_color.value); - } - - // KNOB - GameObject K = new GameObject("Knob"); - uiTimeBar.knob = K.transform; - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - } - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UITimeBar.cs.meta b/Assets/Scripts/UI/Widgets/UITimeBar.cs.meta deleted file mode 100644 index 565198af..00000000 --- a/Assets/Scripts/UI/Widgets/UITimeBar.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 41a5818b5dba6d446abe0cff040defbd -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UITouchScreen.cs b/Assets/Scripts/UI/Widgets/UITouchScreen.cs deleted file mode 100644 index a67bc144..00000000 --- a/Assets/Scripts/UI/Widgets/UITouchScreen.cs +++ /dev/null @@ -1,112 +0,0 @@ -using UnityEngine; -using UnityEngine.Events; - -namespace VRtist -{ - public class UITouchScreen : UIElement - { - public Vector2ChangedEvent touchEvent = new Vector2ChangedEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - private float thickness; - - #region Ray - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - onReleaseEvent.Invoke(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - widgetPlane.Raycast(ray, out float enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0f); - - // Clamp - localProjectedWidgetPosition.x = Mathf.Clamp(localProjectedWidgetPosition.x, 0, width); - localProjectedWidgetPosition.y = Mathf.Clamp(localProjectedWidgetPosition.y, -height, 0); - - // Normalize local coordinates in [-1, 1] - Vector2 localScreenCoords = new Vector2((localWidgetPosition.x / width) * 2f - 1f, -((localWidgetPosition.y / height) * 2f + 1f)); - touchEvent.Invoke(localScreenCoords); - - // Ray end point on the screen - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region Create - - public class CreateTouchScreenParams - { - public Transform parent = null; - public string widgetName = "TouchScreen"; - public Vector3 relativeLocation = new Vector3(0, 0, -0.001f); - public float width = 0.1f; - public float height = 0.1f; - public float thickness = 0.001f; - } - - - public static UITouchScreen Create(CreateTouchScreenParams input) - { - GameObject go = new GameObject(input.widgetName) - { - tag = "UICollider" - }; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UITouchScreen uiTouchScreen = go.AddComponent(); - uiTouchScreen.relativeLocation = input.relativeLocation; - uiTouchScreen.transform.parent = input.parent; - uiTouchScreen.transform.localPosition = parentAnchor + input.relativeLocation; - uiTouchScreen.transform.localRotation = Quaternion.identity; - uiTouchScreen.transform.localScale = Vector3.one; - uiTouchScreen.width = input.width; - uiTouchScreen.height = input.height; - uiTouchScreen.thickness = input.thickness; - - BoxCollider collider = go.AddComponent(); - collider.size = new Vector3(uiTouchScreen.width, uiTouchScreen.height, uiTouchScreen.thickness); - collider.center = new Vector3(uiTouchScreen.width * 0.5f, -uiTouchScreen.height * 0.5f, -uiTouchScreen.thickness * 0.5f); - collider.isTrigger = true; - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - - return uiTouchScreen; - } - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UITouchScreen.cs.meta b/Assets/Scripts/UI/Widgets/UITouchScreen.cs.meta deleted file mode 100644 index 5656d63d..00000000 --- a/Assets/Scripts/UI/Widgets/UITouchScreen.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d9014e10e2c2e764d9ee03d7edec88f6 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIVerticalSlider.cs b/Assets/Scripts/UI/Widgets/UIVerticalSlider.cs deleted file mode 100644 index 0c2246aa..00000000 --- a/Assets/Scripts/UI/Widgets/UIVerticalSlider.cs +++ /dev/null @@ -1,887 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using TMPro; -using UnityEngine; -using UnityEngine.Events; -using UnityEngine.UI; -using UnityEngine.XR; - -namespace VRtist -{ - [ExecuteInEditMode] - [SelectionBase] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer)), - RequireComponent(typeof(BoxCollider))] - public class UIVerticalSlider : UIElement - { - public enum SliderDataSource { Curve, MinMax }; - public enum SliderTextValueAlign { Left, Right }; - - public static readonly string default_widget_name = "New VerticalSlider"; - public static readonly float default_width = 0.025f; - public static readonly float default_height = 0.15f; - public static readonly float default_margin = 0.002f; - public static readonly float default_thickness = 0.001f; - public static readonly float default_slider_begin = 0.0f; - public static readonly float default_slider_end = 0.85f; - public static readonly float default_rail_margin = 0.002f; - public static readonly float default_rail_thickness = 0.0005f; - public static readonly float default_knob_radius = 0.0065f; - public static readonly float default_knob_depth = 0.0025f; - public static readonly float default_min_value = 0.0f; - public static readonly float default_max_value = 1.0f; - public static readonly float default_current_value = 0.5f; - public static readonly string default_material_name = "UIBase"; - public static readonly string default_rail_material_name = "UISliderRail"; - public static readonly string default_knob_material_name = "UISliderKnob"; - public static readonly string default_text = "Slider"; - public static readonly string default_icon_name = "paint"; - public static readonly SliderTextValueAlign default_text_value_align = SliderTextValueAlign.Left; - public static readonly SliderDataSource default_data_source = SliderDataSource.MinMax; - - [SpaceHeader("Slider Base Shape Parmeters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float margin = default_margin; - [CentimeterFloat] public float thickness = default_thickness; - public float sliderPositionBegin = default_slider_begin; - public float sliderPositionEnd = default_slider_end; - public Material sourceMaterial = null; - public Material sourceRailMaterial = null; - public Material sourceKnobMaterial = null; - [TextArea] public string textContent = ""; - - [SpaceHeader("Subdivision Parameters", 6, 0.8f, 0.8f, 0.8f)] - public int nbSubdivCornerFixed = 3; - public int nbSubdivCornerPerUnit = 3; - - [SpaceHeader("Slider SubComponents Shape Parameters", 6, 0.8f, 0.8f, 0.8f)] - [CentimeterFloat] public float railMargin = default_rail_margin; - [CentimeterFloat] public float railThickness = default_rail_thickness; - - [CentimeterFloat] public float knobRadius = default_knob_radius; - [CentimeterFloat] public float knobDepth = default_knob_depth; - - [SpaceHeader("Slider Values", 6, 0.8f, 0.8f, 0.8f)] - public SliderDataSource dataSource = default_data_source; - public float minValue = default_min_value; - public float maxValue = default_max_value; - public float currentValue = default_current_value; - public AnimationCurve dataCurve = new AnimationCurve(new Keyframe(0, default_min_value), new Keyframe(1, default_min_value)); - public AnimationCurve invDataCurve = null; - - public SliderTextValueAlign textValueAlign = default_text_value_align; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public FloatChangedEvent onSlideEvent = new FloatChangedEvent(); - public IntChangedEvent onSlideEventInt = new IntChangedEvent(); - public UnityEvent onClickEvent = new UnityEvent(); - public UnityEvent onReleaseEvent = new UnityEvent(); - - public UIVerticalSliderRail rail = null; - public UIVerticalSliderKnob knob = null; - - public float SliderPositionBegin { get { return sliderPositionBegin; } set { sliderPositionBegin = value; RebuildMesh(); } } - public float SliderPositionEnd { get { return sliderPositionEnd; } set { sliderPositionEnd = value; RebuildMesh(); } } - public string Text { get { return textContent; } set { SetText(value); } } - public float Value { get { return GetValue(); } set { SetValue(value); UpdateValueText(); UpdateSliderPosition(); } } - - public bool HasCurveData() - { - return (dataSource == SliderDataSource.Curve && dataCurve != null && dataCurve.keys.Length > 0); - } - - private void OnValidate() - { - const float min_width = 0.01f; - const float min_height = 0.01f; - const float min_thickness = 0.001f; - const int min_nbSubdivCornerFixed = 1; - const int min_nbSubdivCornerPerUnit = 1; - - if (width < min_width) - width = min_width; - if (height < min_height) - height = min_height; - if (thickness < min_thickness) - thickness = min_thickness; - if (margin > width / 2.0f || margin > height / 2.0f) - margin = Mathf.Min(width / 2.0f, height / 2.0f); - if (nbSubdivCornerFixed < min_nbSubdivCornerFixed) - nbSubdivCornerFixed = min_nbSubdivCornerFixed; - if (nbSubdivCornerPerUnit < min_nbSubdivCornerPerUnit) - nbSubdivCornerPerUnit = min_nbSubdivCornerPerUnit; - if (currentValue < minValue) - currentValue = minValue; - if (currentValue > maxValue) - currentValue = maxValue; - - // Realign button to parent anchor if we change the thickness. - if (-thickness != relativeLocation.z) - relativeLocation.z = -thickness; - - NeedsRebuild = true; - } - - private void Update() - { - if (NeedsRebuild) - { - // NOTE: I do all these things because properties can't be called from the inspector. - try - { - RebuildMesh(); - UpdateLocalPosition(); - UpdateAnchor(); - UpdateChildren(); - UpdateValueText(); - BuildInverseCurve(); - UpdateSliderPosition(); - ResetColor(); - } - catch (Exception e) - { - Debug.Log("Exception: " + e); - } - - NeedsRebuild = false; - } - } - - public override void ResetColor() - { - base.ResetColor(); // reset color of base mesh - rail.ResetColor(); - knob.ResetColor(); - - // Make the canvas pop front if Hovered. - Canvas c = GetComponentInChildren(); - if (c != null) - { - RectTransform rt = c.GetComponent(); - if (rt != null) - { - rt.localPosition = Hovered ? new Vector3(0, 0, -0.003f) : Vector3.zero; - } - } - } - - private void OnDrawGizmosSelected() - { - float heightWithoutMargins = height - 2.0f * margin; - - Vector3 labelPosition = transform.TransformPoint(new Vector3(width / 4.0f, -height / 2.0f, -0.001f)); - Vector3 posTopLeft = transform.TransformPoint(new Vector3(margin, -margin, -0.001f)); - Vector3 posTopRight = transform.TransformPoint(new Vector3(width - margin, -margin, -0.001f)); - Vector3 posBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin, -0.001f)); - Vector3 posBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin, -0.001f)); - Vector3 posSliderTopLeft = transform.TransformPoint(new Vector3(margin, -height + margin + heightWithoutMargins * sliderPositionEnd, -0.001f)); - Vector3 posSliderTopRight = transform.TransformPoint(new Vector3(width - margin, -height + margin + heightWithoutMargins * sliderPositionEnd, -0.001f)); - Vector3 posSliderBottomLeft = transform.TransformPoint(new Vector3(margin, -height + margin + heightWithoutMargins * sliderPositionBegin, -0.001f)); - Vector3 posSliderBottomRight = transform.TransformPoint(new Vector3(width - margin, -height + margin + heightWithoutMargins * sliderPositionBegin, -0.001f)); - - Vector3 eps = new Vector3(0, 0.001f, 0); - - Gizmos.color = Color.white; - Gizmos.DrawLine(posTopLeft, posTopRight); - Gizmos.DrawLine(posTopRight, posSliderTopRight); - Gizmos.DrawLine(posSliderTopRight, posSliderTopLeft); - Gizmos.DrawLine(posSliderTopLeft, posTopLeft); - - Gizmos.color = Color.green; - Gizmos.DrawLine(posSliderTopLeft - eps, posSliderTopRight - eps); - Gizmos.DrawLine(posSliderTopRight - eps, posSliderBottomRight); - Gizmos.DrawLine(posSliderBottomRight, posSliderBottomLeft); - Gizmos.DrawLine(posSliderBottomLeft, posSliderTopLeft - eps); - - Gizmos.color = Color.red; - Gizmos.DrawLine(posSliderBottomLeft - eps, posSliderBottomRight - eps); - Gizmos.DrawLine(posSliderBottomRight - eps, posBottomRight); - Gizmos.DrawLine(posBottomRight, posBottomLeft); - Gizmos.DrawLine(posBottomLeft, posSliderBottomLeft - eps); - -#if UNITY_EDITOR - Gizmos.color = Color.white; - UnityEditor.Handles.Label(labelPosition, gameObject.name); -#endif - } - - public override void RebuildMesh() - { - // RAIL - pivot is at top-left - Vector3 railPosition = new Vector3(width / 2.0f - railMargin, -height + margin + (height - 2 * margin) * sliderPositionEnd, -railThickness); - float railWidth = 2 * railMargin; // no inner rectangle, only margin driven rounded borders. - float railHeight = (height - 2 * margin) * (sliderPositionEnd - sliderPositionBegin); - - rail.RebuildMesh(railWidth, railHeight, railThickness, railMargin); - rail.transform.localPosition = railPosition; - - // KNOB - float newKnobRadius = knobRadius; - float newKnobDepth = knobDepth; - - knob.RebuildMesh(newKnobRadius, newKnobDepth); // TODO: + text - - // BASE - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBoxEx(width, height, margin, thickness, nbSubdivCornerFixed, nbSubdivCornerPerUnit); - theNewMesh.name = "UISlider_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - UpdateColliderDimensions(); - UpdateCanvasDimensions(); - UpdateSliderPosition(); - } - - private void UpdateColliderDimensions() - { - MeshFilter meshFilter = gameObject.GetComponent(); - BoxCollider coll = gameObject.GetComponent(); - if (meshFilter != null && coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - } - } - - private void UpdateCanvasDimensions() - { - Canvas canvas = gameObject.GetComponentInChildren(); - if (canvas != null) - { - RectTransform canvasRT = canvas.gameObject.GetComponent(); - canvasRT.sizeDelta = new Vector2(width, height); - - float minSide = Mathf.Min(width, height); - - // IMAGE - Image image = canvas.GetComponentInChildren(); - if (image != null) - { - image.color = TextColor; - RectTransform rt = image.gameObject.GetComponent(); - if (rt) - { - rt.sizeDelta = new Vector2(minSide - 2.0f * margin, minSide - 2.0f * margin); - rt.localPosition = new Vector3(margin, -margin, -0.001f); - } - } - - // FLOATING TEXT - UpdateTextPosition(); - } - } - - private void UpdateValueText() - { - Canvas canvas = GetComponentInChildren(); - if (canvas != null) - { - Transform textValueTransform = canvas.transform.Find("TextValue"); - TextMeshProUGUI txt = textValueTransform.gameObject.GetComponent(); - if (txt != null) - { - txt.text = currentValue.ToString("#0.00"); - } - } - } - - private void UpdateSliderPosition() - { - float pct = HasCurveData() ? invDataCurve.Evaluate(currentValue) - : (currentValue - minValue) / (maxValue - minValue); - - float heightWithoutMargins = height - 2.0f * margin; - float startY = -height + margin + heightWithoutMargins * sliderPositionBegin + railMargin; - float endY = -height + margin + heightWithoutMargins * sliderPositionEnd - railMargin; - float posY = startY + pct * (endY - startY); - - Vector3 knobPosition = new Vector3((width / 2.0f) - knobRadius, posY + knobRadius, -knobDepth); - - knob.transform.localPosition = knobPosition; - - // FLOATING TEXT - UpdateTextPosition(); - } - - private void BuildInverseCurve() - { - if (dataCurve == null) - return; - - // TODO: check c is strictly monotonic and Piecewise linear, log error otherwise - - invDataCurve = new AnimationCurve(); - for (int i = 0; i < dataCurve.keys.Length; i++) - { - var kf = dataCurve.keys[i]; - var rkf = new Keyframe(kf.value, kf.time); - if (kf.inTangent < 0) - { - rkf.inTangent = 1 / kf.outTangent; - rkf.outTangent = 1 / kf.inTangent; - } - else - { - rkf.inTangent = 1 / kf.inTangent; - rkf.outTangent = 1 / kf.outTangent; - } - invDataCurve.AddKey(rkf); - } - } - - private void UpdateTextPosition() - { - Vector3 knobPosition = knob.transform.localPosition; - - // FLOATING TEXT - Transform textValueTransform = transform.Find("Canvas/TextValue"); - if (textValueTransform != null) - { - TextMeshProUGUI text = textValueTransform.GetComponent(); - if (text != null) - { - RectTransform rectTextValue = textValueTransform.GetComponent(); - rectTextValue.sizeDelta = new Vector2(5, knobRadius * 2.0f * 100.0f); - if (textValueAlign == SliderTextValueAlign.Left) - { - text.alignment = TextAlignmentOptions.Right; - rectTextValue.pivot = new Vector2(1, 1); // top right - rectTextValue.localPosition = new Vector3(-2.0f * margin, knobPosition.y, -0.002f); - } - else // Right (pour le moment) - { - text.alignment = TextAlignmentOptions.Left; - rectTextValue.pivot = new Vector2(0, 1); // top left - rectTextValue.localPosition = new Vector3(width + 2.0f * margin, knobPosition.y, -0.002f); - } - } - } - } - - public override void ResetMaterial() - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - Color prevColor = BaseColor; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UIBase_Instance_for_UIVerticalSlider"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = rail.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = rail.Color; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceRailMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UISliderRail_Instance_for_UIVerticalSliderRail"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - - meshRenderer = knob.GetComponent(); - if (meshRenderer != null) - { - Color prevColor = knob.Color; - if (meshRenderer.sharedMaterial != null) - { - prevColor = meshRenderer.sharedMaterial.GetColor("_BaseColor"); - } - - Material materialInstance = Instantiate(sourceKnobMaterial); - - meshRenderer.sharedMaterial = materialInstance; - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - //meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - Material sharedMaterialInstance = meshRenderer.sharedMaterial; - sharedMaterialInstance.name = "UISliderKnob_Instance_for_UIVerticalSliderKnob"; - sharedMaterialInstance.SetColor("_BaseColor", prevColor); - } - } - - public override void SetLightLayer(int layerIndex) - { - MeshRenderer meshRenderer = GetComponent(); - if (meshRenderer != null) - { - meshRenderer.renderingLayerMask = (1u << layerIndex); - } - - // Rail, Knob, Text and TextValue - MeshRenderer[] renderers = GetComponentsInChildren(true); - foreach (MeshRenderer r in renderers) - { - r.renderingLayerMask = (1u << layerIndex); - } - } - - private void SetText(string textValue) - { - textContent = textValue; - - TextMeshProUGUI text = GetComponentInChildren(); - if (text != null) - { - text.text = textValue; - } - } - - private float GetValue() - { - return currentValue; - } - - private void SetValue(float floatValue) - { - currentValue = floatValue; - } - - #region ray - - public override void OnRayEnter() - { - base.OnRayEnter(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayEnterClicked() - { - base.OnRayEnterClicked(); - } - - public override void OnRayHover(Ray ray) - { - base.OnRayHover(ray); - } - - public override void OnRayHoverClicked() - { - base.OnRayHoverClicked(); - } - - public override void OnRayExit() - { - base.OnRayExit(); - WidgetBorderHapticFeedback(); - } - - public override void OnRayExitClicked() - { - // exiting while clicking shows a pushed slider, because we are acting on it, not like a button. - Hovered = true; - Pushed = true; - ResetColor(); - } - - public override void OnRayClick() - { - base.OnRayClick(); - onClickEvent.Invoke(); - } - - public override void OnRayReleaseInside() - { - base.OnRayReleaseInside(); - onReleaseEvent.Invoke(); - } - - public override bool OnRayReleaseOutside() - { - onReleaseEvent.Invoke(); - return base.OnRayReleaseOutside(); - } - - public override bool OverridesRayEndPoint() { return true; } - public override void OverrideRayEndPoint(Ray ray, ref Vector3 rayEndPoint) - { - bool triggerJustClicked = false; - bool triggerJustReleased = false; - VRInput.GetInstantButtonEvent(VRInput.primaryController, CommonUsages.triggerButton, ref triggerJustClicked, ref triggerJustReleased); - - // Project ray on the widget plane. - Plane widgetPlane = new Plane(-transform.forward, transform.position); - float enter; - widgetPlane.Raycast(ray, out enter); - Vector3 worldCollisionOnWidgetPlane = ray.GetPoint(enter); - - Vector3 localWidgetPosition = transform.InverseTransformPoint(worldCollisionOnWidgetPlane); - Vector3 localProjectedWidgetPosition = new Vector3(localWidgetPosition.x, localWidgetPosition.y, 0.0f); - - if (IgnoreRayInteraction()) - { - // return endPoint at the surface of the widget. - rayEndPoint = transform.TransformPoint(localProjectedWidgetPosition); - return; - } - - float heightWithoutMargins = height - 2.0f * margin; - float startY = -height + margin + heightWithoutMargins * sliderPositionBegin + railMargin; - float endY = -height + margin + heightWithoutMargins * sliderPositionEnd - railMargin; - - float currentValuePct = (Value - minValue) / (maxValue - minValue); - if (HasCurveData()) - { - currentValuePct = invDataCurve.Evaluate(Value); - } - float currentKnobPositionY = startY + currentValuePct * (endY - startY); - - // DRAG - - if (!triggerJustClicked) - { - localProjectedWidgetPosition.y = Mathf.Lerp(currentKnobPositionY, localProjectedWidgetPosition.y, GlobalState.Settings.RaySliderDrag); - } - - // CLAMP - // SNAP Y top - if (localProjectedWidgetPosition.y < startY) - localProjectedWidgetPosition.y = startY; - - // SNAP Y bottom - if (localProjectedWidgetPosition.y > endY) - localProjectedWidgetPosition.y = endY; - - // SNAP X to middle - localProjectedWidgetPosition.x = width / 2.0f; - - // SET - - float pct = (localProjectedWidgetPosition.y - startY) / (endY - startY); - if (HasCurveData()) - { - Value = dataCurve.Evaluate(pct); - } - else // linear - { - Value = minValue + pct * (maxValue - minValue); // will replace the slider cursor. - } - Value = minValue + pct * (maxValue - minValue); // will replace the slider cursor. - onSlideEvent.Invoke(currentValue); - int intValue = Mathf.RoundToInt(currentValue); - onSlideEventInt.Invoke(intValue); - - // Haptic intensity as we go deeper into the widget. - //float intensity = Mathf.Clamp01(0.001f + 0.999f * localWidgetPosition.z / UIElement.collider_min_depth_deep); - //intensity *= intensity; // ease-in - - //VRInput.SendHaptic(VRInput.rightController, 0.005f, intensity); - - Vector3 worldProjectedWidgetPosition = transform.TransformPoint(localProjectedWidgetPosition); - //cursorShapeTransform.position = worldProjectedWidgetPosition; - rayEndPoint = worldProjectedWidgetPosition; - } - - #endregion - - #region create - - public class CreateArgs - { - public Transform parent = null; - public string widgetName = UIVerticalSlider.default_widget_name; - public Vector3 relativeLocation = new Vector3(0, 0, -UIVerticalSlider.default_thickness); - public float width = UIVerticalSlider.default_width; - public float height = UIVerticalSlider.default_height; - public float margin = UIVerticalSlider.default_margin; - public float thickness = UIVerticalSlider.default_thickness; - - public float sliderBegin = UIVerticalSlider.default_slider_begin; - public float sliderEnd = UIVerticalSlider.default_slider_end; - public float railMargin = UIVerticalSlider.default_rail_margin; - public float railThickness = UIVerticalSlider.default_rail_thickness; - public float knobRadius = UIVerticalSlider.default_knob_radius; - public float knobDepth = UIVerticalSlider.default_knob_depth; - public SliderDataSource dataSource = UIVerticalSlider.default_data_source; - public float minValue = UIVerticalSlider.default_min_value; - public float maxValue = UIVerticalSlider.default_max_value; - public float currentValue = UIVerticalSlider.default_current_value; - - public Material material = UIUtils.LoadMaterial(UIVerticalSlider.default_material_name); - public Material railMaterial = UIUtils.LoadMaterial(UIVerticalSlider.default_rail_material_name); - public Material knobMaterial = UIUtils.LoadMaterial(UIVerticalSlider.default_knob_material_name); - - public ColorVar color = UIOptions.BackgroundColorVar; - public ColorVar textColor = UIOptions.ForegroundColorVar; - public ColorVar pushedColor = UIOptions.PushedColorVar; - public ColorVar selectedColor = UIOptions.SelectedColorVar; - public ColorVar railColor = UIOptions.SliderRailColorVar; - public ColorVar knobColor = UIOptions.SliderKnobColorVar; - - public string caption = UIVerticalSlider.default_text; - - public SliderTextValueAlign textValueAlign = UIVerticalSlider.default_text_value_align; - public Sprite icon = UIUtils.LoadIcon(UIVerticalSlider.default_icon_name); - } - - public static void Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIVerticalSlider uiSlider = go.AddComponent(); // NOTE: also creates the MeshFilter, MeshRenderer and Collider components - uiSlider.relativeLocation = input.relativeLocation; - uiSlider.transform.parent = input.parent; - uiSlider.transform.localPosition = parentAnchor + input.relativeLocation; - uiSlider.transform.localRotation = Quaternion.identity; - uiSlider.transform.localScale = Vector3.one; - uiSlider.width = input.width; - uiSlider.height = input.height; - uiSlider.margin = input.margin; - uiSlider.thickness = input.thickness; - uiSlider.sliderPositionBegin = input.sliderBegin; - uiSlider.sliderPositionEnd = input.sliderEnd; - uiSlider.railMargin = input.railMargin; - uiSlider.railThickness = input.railThickness; - uiSlider.knobRadius = input.knobRadius; - uiSlider.knobDepth = input.knobDepth; - uiSlider.dataSource = input.dataSource; - uiSlider.minValue = input.minValue; - uiSlider.maxValue = input.maxValue; - uiSlider.currentValue = input.currentValue; - uiSlider.textContent = input.caption; - uiSlider.sourceMaterial = input.material; - uiSlider.sourceRailMaterial = input.railMaterial; - uiSlider.sourceKnobMaterial = input.knobMaterial; - uiSlider.textValueAlign = input.textValueAlign; - uiSlider.baseColor.useConstant = false; - uiSlider.baseColor.reference = input.color; - uiSlider.textColor.useConstant = false; - uiSlider.textColor.reference = input.textColor; - uiSlider.pushedColor.useConstant = false; - uiSlider.pushedColor.reference = input.pushedColor; - uiSlider.selectedColor.useConstant = false; - uiSlider.selectedColor.reference = input.selectedColor; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - uiSlider.Anchor = Vector3.zero; - BoxCollider coll = go.GetComponent(); - if (coll != null) - { - Vector3 initColliderCenter = meshFilter.sharedMesh.bounds.center; - Vector3 initColliderSize = meshFilter.sharedMesh.bounds.size; - if (initColliderSize.z < UIElement.collider_min_depth_shallow) - { - coll.center = new Vector3(initColliderCenter.x, initColliderCenter.y, UIElement.collider_min_depth_shallow / 2.0f); - coll.size = new Vector3(initColliderSize.x, initColliderSize.y, UIElement.collider_min_depth_shallow); - } - else - { - coll.center = initColliderCenter; - coll.size = initColliderSize; - } - coll.isTrigger = true; - } - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - // Clone the material. - meshRenderer.sharedMaterial = Instantiate(input.material); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - - uiSlider.SetColor(input.color.value); - } - - // - // RAIL - // - - float railWidth = 2 * uiSlider.railMargin; - float railHeight = (input.height - 2 * input.margin) * (input.sliderEnd - input.sliderBegin); - float railThickness = uiSlider.railThickness; - float railMargin = uiSlider.railMargin; - Vector3 railPosition = new Vector3(input.width / 2.0f - railMargin, -input.height + input.margin + (input.height - 2 * input.margin) * uiSlider.sliderPositionEnd, -railThickness); - - uiSlider.rail = UIVerticalSliderRail.Create( - new UIVerticalSliderRail.CreateArgs - { - parent = go.transform, - widgetName = "Rail", - relativeLocation = railPosition, - width = railWidth, - height = railHeight, - thickness = railThickness, - margin = railMargin, - material = input.railMaterial, - c = input.railColor - } - ); - - // - // KNOB - // - - float newKnobRadius = uiSlider.knobRadius; - float newKnobDepth = uiSlider.knobDepth; - - float pct = (uiSlider.currentValue - uiSlider.minValue) / (uiSlider.maxValue - uiSlider.minValue); - float heightWithoutMargins = input.height - 2.0f * input.margin; - float startY = -input.height + input.margin + heightWithoutMargins * uiSlider.sliderPositionBegin + railMargin; - float endY = -input.height + input.margin + heightWithoutMargins * uiSlider.sliderPositionEnd - railMargin; - float posY = startY + pct * (endY - startY); - - Vector3 knobPosition = new Vector3((input.width / 2.0f) - uiSlider.knobRadius, posY + uiSlider.knobRadius, -uiSlider.knobDepth); - - uiSlider.knob = UIVerticalSliderKnob.Create( - new UIVerticalSliderKnob.CreateArgs - { - widgetName = "Knob", - parent = go.transform, - relativeLocation = knobPosition, - radius = newKnobRadius, - depth = newKnobDepth, - material = input.knobMaterial, - c = input.knobColor - } - ); - - // - // CANVAS (to hold the image) - // - - GameObject canvas = new GameObject("Canvas"); - canvas.transform.parent = uiSlider.transform; - - Canvas c = canvas.AddComponent(); - c.renderMode = RenderMode.WorldSpace; - - RectTransform rt = canvas.GetComponent(); // auto added when adding Canvas - rt.localScale = Vector3.one; - rt.localRotation = Quaternion.identity; - rt.anchorMin = new Vector2(0, 1); - rt.anchorMax = new Vector2(0, 1); - rt.pivot = new Vector2(0, 1); // top left - rt.sizeDelta = new Vector2(uiSlider.width, uiSlider.height); - rt.localPosition = Vector3.zero; // top left - - CanvasScaler cs = canvas.AddComponent(); - cs.dynamicPixelsPerUnit = 300; // 300 dpi, sharp font - cs.referencePixelsPerUnit = 100; // default? - - float minSide = Mathf.Min(uiSlider.width, uiSlider.height); - - // Add an Image under the Canvas - if (input.icon != null) - { - GameObject image = new GameObject("Image"); - image.transform.parent = canvas.transform; - - Image img = image.AddComponent(); - img.sprite = input.icon; - img.color = input.textColor.value; - - RectTransform trt = image.GetComponent(); - trt.localScale = Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(0, 1); // top left - // TODO: non square icons ratio... - trt.sizeDelta = new Vector2(minSide - 2.0f * input.margin, minSide - 2.0f * input.margin); - trt.localPosition = new Vector3(input.margin, -input.margin, -0.001f); // top-left minus margins - } - - // Text VALUE - { - GameObject text = new GameObject("TextValue"); - text.transform.parent = canvas.transform; - - TextMeshProUGUI t = text.AddComponent(); - t.text = input.currentValue.ToString("#0.00"); - t.enableAutoSizing = true; - t.fontSizeMin = 1; - t.fontSizeMax = 500; - t.fontStyle = FontStyles.Normal; - t.alignment = TextAlignmentOptions.Right; - t.color = input.textColor.value; - - RectTransform trt = t.GetComponent(); - trt.localScale = 0.01f * Vector3.one; - trt.localRotation = Quaternion.identity; - trt.anchorMin = new Vector2(0, 1); - trt.anchorMax = new Vector2(0, 1); - trt.pivot = new Vector2(1, 1); // top right? - trt.sizeDelta = new Vector2(5, uiSlider.knobRadius * 2.0f * 100.0f); // size = 5, enough to hold the 0.00 float. - float textPosRight = - 2.0f * uiSlider.margin; // TMP: au pif pour le moment - trt.localPosition = new Vector3(textPosRight, knobPosition.y, -0.002f); - } - - UIUtils.SetRecursiveLayer(go, "CameraHidden"); - } - - #endregion - } -} diff --git a/Assets/Scripts/UI/Widgets/UIVerticalSlider.cs.meta b/Assets/Scripts/UI/Widgets/UIVerticalSlider.cs.meta deleted file mode 100644 index 5d7d83b0..00000000 --- a/Assets/Scripts/UI/Widgets/UIVerticalSlider.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 80757d17dc542ec468349ad80552fe14 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {fileID: 6519382022992737161, guid: 0000000000000000d000000000000000, type: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIVerticalSliderKnob.cs b/Assets/Scripts/UI/Widgets/UIVerticalSliderKnob.cs deleted file mode 100644 index a3b9f2f2..00000000 --- a/Assets/Scripts/UI/Widgets/UIVerticalSliderKnob.cs +++ /dev/null @@ -1,122 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer))] - public class UIVerticalSliderKnob : MonoBehaviour - { - // TODO: Add Canvas and Text - - public float radius; - public float depth; - - public ColorReference _color = new ColorReference(); - public Color Color { get { return _color.Value; } set { _color.Value = value; ResetColor(); } } - - public void RebuildMesh(float newKnobRadius, float newKnobDepth) - { - MeshFilter meshFilter = gameObject.GetComponent(); - // Make a cylinder using RoundedBox - Mesh theNewMesh = UIUtils.BuildRoundedBox(2.0f * newKnobRadius, 2.0f * newKnobRadius, newKnobRadius, newKnobDepth); - theNewMesh.name = "UIVerticalSliderKnob_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - radius = newKnobRadius; - depth = newKnobDepth; - } - - public void ResetColor() - { - SetColor(Color); - } - - private void SetColor(Color c) - { - GetComponent().sharedMaterial.SetColor("_BaseColor", c); - } - - public class CreateArgs - { - public Transform parent; - public string widgetName; - public Vector3 relativeLocation; - public float radius; - public float depth; - public Material material; - public ColorVar c = UIOptions.SliderKnobColorVar; - } - - public static UIVerticalSliderKnob Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - go.layer = LayerMask.NameToLayer("CameraHidden"); - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIVerticalSliderKnob uiSliderKnob = go.AddComponent(); - uiSliderKnob.transform.parent = input.parent; - uiSliderKnob.transform.localPosition = parentAnchor + input.relativeLocation; - uiSliderKnob.transform.localRotation = Quaternion.identity; - uiSliderKnob.transform.localScale = Vector3.one; - uiSliderKnob.radius = input.radius; - uiSliderKnob.depth = input.depth; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(2.0f * input.radius, 2.0f * input.radius, input.radius, input.depth); - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - meshRenderer.sharedMaterial = Instantiate(input.material); - uiSliderKnob._color.useConstant = false; - uiSliderKnob._color.reference = input.c; - meshRenderer.sharedMaterial.SetColor("_BaseColor", uiSliderKnob.Color); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - return uiSliderKnob; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIVerticalSliderKnob.cs.meta b/Assets/Scripts/UI/Widgets/UIVerticalSliderKnob.cs.meta deleted file mode 100644 index 03aa506f..00000000 --- a/Assets/Scripts/UI/Widgets/UIVerticalSliderKnob.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 86165d900a2be16479a948bbda81c386 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Widgets/UIVerticalSliderRail.cs b/Assets/Scripts/UI/Widgets/UIVerticalSliderRail.cs deleted file mode 100644 index 7eeb5ad0..00000000 --- a/Assets/Scripts/UI/Widgets/UIVerticalSliderRail.cs +++ /dev/null @@ -1,146 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEditor; -using UnityEngine; - -namespace VRtist -{ - [ExecuteInEditMode] - [RequireComponent(typeof(MeshFilter)), - RequireComponent(typeof(MeshRenderer))] - public class UIVerticalSliderRail : MonoBehaviour - { - public float width; - public float height; - public float thickness; - public float margin; - - public ColorReference _color = new ColorReference(); - public Color Color { get { return _color.Value; } set { _color.Value = value; ResetColor(); } } - - void Awake() - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#else - if (Application.isPlaying) -#endif - { - width = GetComponent().mesh.bounds.size.x; - height = GetComponent().mesh.bounds.size.y; - thickness = GetComponent().mesh.bounds.size.z; - } - } - - public void RebuildMesh(float newWidth, float newHeight, float newThickness, float newMargin) - { - MeshFilter meshFilter = gameObject.GetComponent(); - Mesh theNewMesh = UIUtils.BuildRoundedBox(width, height, margin, thickness); - theNewMesh.name = "UISliderRail_GeneratedMesh"; - meshFilter.sharedMesh = theNewMesh; - - width = newWidth; - height = newHeight; - thickness = newThickness; - margin = newMargin; - } - - public void ResetColor() - { - SetColor(Color); - } - - private void SetColor(Color c) - { - GetComponent().sharedMaterial.SetColor("_BaseColor", c); - } - - public class CreateArgs - { - public Transform parent; - public string widgetName; - public Vector3 relativeLocation; - public float width; - public float height; - public float thickness; - public float margin; - public Material material; - public ColorVar c = UIOptions.SliderRailColorVar; - } - - public static UIVerticalSliderRail Create(CreateArgs input) - { - GameObject go = new GameObject(input.widgetName); - go.tag = "UICollider"; - go.layer = LayerMask.NameToLayer("CameraHidden"); - - // Find the anchor of the parent if it is a UIElement - Vector3 parentAnchor = Vector3.zero; - if (input.parent) - { - UIElement elem = input.parent.gameObject.GetComponent(); - if (elem) - { - parentAnchor = elem.Anchor; - } - } - - UIVerticalSliderRail uiSliderRail = go.AddComponent(); - uiSliderRail.transform.parent = input.parent; - uiSliderRail.transform.localPosition = parentAnchor + input.relativeLocation; - uiSliderRail.transform.localRotation = Quaternion.identity; - uiSliderRail.transform.localScale = Vector3.one; - uiSliderRail.width = input.width; - uiSliderRail.height = input.height; - uiSliderRail.thickness = input.thickness; - uiSliderRail.margin = input.margin; - - // Setup the Meshfilter - MeshFilter meshFilter = go.GetComponent(); - if (meshFilter != null) - { - meshFilter.sharedMesh = UIUtils.BuildRoundedBox(input.width, input.height, input.margin, input.thickness); - } - - // Setup the MeshRenderer - MeshRenderer meshRenderer = go.GetComponent(); - if (meshRenderer != null && input.material != null) - { - Material newMaterial = Instantiate(input.material); - newMaterial.name = "UIVerticalSliderRail_Material"; - meshRenderer.sharedMaterial = newMaterial; - - uiSliderRail._color.useConstant = false; - uiSliderRail._color.constant = input.c.value; - uiSliderRail._color.reference = input.c; - meshRenderer.sharedMaterial.SetColor("_BaseColor", uiSliderRail.Color); - - meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; - meshRenderer.renderingLayerMask = 2; // "LightLayer 1" - } - - return uiSliderRail; - } - } -} diff --git a/Assets/Scripts/UI/Widgets/UIVerticalSliderRail.cs.meta b/Assets/Scripts/UI/Widgets/UIVerticalSliderRail.cs.meta deleted file mode 100644 index 1354108f..00000000 --- a/Assets/Scripts/UI/Widgets/UIVerticalSliderRail.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 33de3079272a4c146b4d21f7b879c0a7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows.meta b/Assets/Scripts/UI/Windows.meta deleted file mode 100644 index 9c673081..00000000 --- a/Assets/Scripts/UI/Windows.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: d08bd5a5120779542ad8638a214a5c40 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/AbstractKeyboard.cs b/Assets/Scripts/UI/Windows/AbstractKeyboard.cs deleted file mode 100644 index 919c2008..00000000 --- a/Assets/Scripts/UI/Windows/AbstractKeyboard.cs +++ /dev/null @@ -1,107 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class AbstractKeyboard : MonoBehaviour - { - protected UILabel contentLabel = null; - protected string textContent = ""; - - public bool autoClose = true; - private bool selected = false; - public bool Selected - { - get - { - return selected; - } - set - { - selected = value; - if (null != contentLabel) - { - contentLabel.Selected = value; - } - } - } - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public CharChangedEvent onKeyStrokeEvent = new CharChangedEvent(); - - protected virtual void Start() - { - Transform mainPanel = transform.Find("MainPanel"); - if (mainPanel != null) - { - contentLabel = mainPanel.Find("TextContentLabel")?.GetComponent(); - } - } - - public virtual void OnKeyFired(char character) - { - if (Selected) - { - Clear(); - Selected = false; - } - textContent += character; - contentLabel.Text = textContent; - - onKeyStrokeEvent.Invoke(character); - } - - public virtual void OnBackspace() - { - if (Selected) - { - Clear(); - Selected = false; - } - if (textContent.Length > 0) - { - if (textContent.Length > 1) - textContent = textContent.Substring(0, textContent.Length - 1); - else - textContent = ""; - } - - contentLabel.Text = textContent; - } - - public virtual void OnSubmit() { } - - public virtual void Clear() - { - textContent = ""; - contentLabel.Text = textContent; - } - - public virtual void OnDeselect() - { - Selected = false; - } - } -} diff --git a/Assets/Scripts/UI/Windows/AbstractKeyboard.cs.meta b/Assets/Scripts/UI/Windows/AbstractKeyboard.cs.meta deleted file mode 100644 index 04986cec..00000000 --- a/Assets/Scripts/UI/Windows/AbstractKeyboard.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 808de96a836940149b245a9642e74bc0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/CameraPreviewWindow.cs b/Assets/Scripts/UI/Windows/CameraPreviewWindow.cs deleted file mode 100644 index 71a653b9..00000000 --- a/Assets/Scripts/UI/Windows/CameraPreviewWindow.cs +++ /dev/null @@ -1,77 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class CameraPreviewWindow : MonoBehaviour - { - private Transform handle = null; - private Transform mainPanel = null; - private Transform previewImagePlane = null; - private UILabel titleBar = null; - - void Start() - { - handle = transform.parent; - mainPanel = transform.Find("MainPanel"); - if (mainPanel != null) - { - previewImagePlane = mainPanel.Find("PreviewImage/Plane"); - titleBar = transform.parent.Find("TitleBar").GetComponent(); - } - - CameraManager.Instance.onActiveCameraChanged.AddListener(OnActiveCameraChanged); - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - CameraManager.Instance.RegisterScreen(previewImagePlane.GetComponent().material); - previewImagePlane.GetComponent().material.SetTexture("_UnlitColorMap", CameraManager.Instance.EmptyTexture); - } - - private void OnAnimationStateChanged(AnimationState state) - { - titleBar.Pushed = false; - titleBar.Hovered = false; - - switch (state) - { - case AnimationState.Playing: titleBar.Pushed = true; break; - case AnimationState.AnimationRecording: titleBar.Hovered = true; break; - } - } - - public void Show(bool doShow) - { - if (mainPanel != null) - { - mainPanel.gameObject.SetActive(doShow); - } - } - - private void OnActiveCameraChanged(GameObject _, GameObject activeCamera) - { - // Get the name of the camera, and set it in the title bar - ToolsUIManager.Instance.SetWindowTitle(handle, null != activeCamera ? activeCamera.name : ""); - } - } -} diff --git a/Assets/Scripts/UI/Windows/CameraPreviewWindow.cs.meta b/Assets/Scripts/UI/Windows/CameraPreviewWindow.cs.meta deleted file mode 100644 index 274c3f81..00000000 --- a/Assets/Scripts/UI/Windows/CameraPreviewWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 63e88e5a4eca7da42a4f95a88cac94a7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/ConsoleWindow.cs b/Assets/Scripts/UI/Windows/ConsoleWindow.cs deleted file mode 100644 index f6569297..00000000 --- a/Assets/Scripts/UI/Windows/ConsoleWindow.cs +++ /dev/null @@ -1,204 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using UnityEngine; - -namespace VRtist -{ - public class LogItem - { - public LogType type; - public string text; - public string stackTrace; - } - - public sealed class FixedSizeQueue : Queue - { - public int Capacity { get; } - - public FixedSizeQueue(int capacity) - { - Capacity = capacity; - } - - public new T Enqueue(T item) - { - base.Enqueue(item); - if (base.Count > Capacity) - { - return base.Dequeue(); - } - return default; - } - } - - public class ConsoleWindow : MonoBehaviour - { - [Tooltip("Max number of logs"), Range(10, 500)] public int capacity = 100; - - private Transform mainPanel = null; - private UIVerticalSlider scrollbar = null; - - private UILabel[] labels = new UILabel[8]; - private bool dirty = false; - private bool scrollDirty = false; - private int scrollIndex = 0; - - private bool showInfos = true; - private bool showWarnings = true; - private bool showErrors = true; - - FixedSizeQueue logs; - List filteredLogs = new List(); - - void Start() - { - mainPanel = transform.Find("MainPanel"); - if (mainPanel != null) - { - scrollbar = mainPanel.Find("Scrollbar")?.GetComponent(); - - for (int i = 0; i < labels.Length; ++i) - { - labels[i] = mainPanel.Find($"Line_{i}").GetComponent(); - } - } - - logs = new FixedSizeQueue(capacity); - Application.logMessageReceived += HandleLog; - } - - private void Update() - { - if (dirty) - { - FilterLogs(); - } - - if (dirty || scrollDirty) - { - int index = 0; // for lines - int logsIndex = 0; // for log items - foreach (LogItem item in filteredLogs) - { - // Apply scroll - if (logsIndex < scrollIndex) - { - ++logsIndex; - continue; - } - - // Set lines - labels[index].Text = item.text.Substring(0, Math.Min(item.text.Length, 65)); // TMP truncate is bugged - if (labels[index].Text.Length < item.text.Length) { labels[index].Text += "..."; } - - switch (item.type) - { - case LogType.Log: labels[index].Image = UIUtils.LoadIcon("info"); break; - case LogType.Warning: labels[index].Image = UIUtils.LoadIcon("warning"); break; - case LogType.Error: - case LogType.Exception: - case LogType.Assert: - labels[index].Image = UIUtils.LoadIcon("error"); - break; - } - - ++index; - if (index == labels.Length) { break; } - } - dirty = false; - scrollDirty = false; - } - } - - private void HandleLog(string text, string stackTrace, LogType type) - { - logs.Enqueue(new LogItem { type = type, text = text, stackTrace = stackTrace }); - dirty = true; - } - - public void OnScroll(int value) - { - scrollIndex = value; - scrollDirty = true; - } - - private void FilterLogs() - { - filteredLogs.Clear(); - foreach (LogItem item in logs) - { - if (!showInfos && item.type == LogType.Log) { continue; } - if (!showWarnings && item.type == LogType.Warning) { continue; } - if (!showErrors && (item.type == LogType.Error || item.type == LogType.Exception || item.type == LogType.Assert)) { continue; } - - filteredLogs.Add(item); - } - - scrollbar.maxValue = Math.Max(filteredLogs.Count - 8, 0.1f); // there are 8 lines of logs - scrollbar.Value = scrollbar.maxValue; - scrollIndex = (int) scrollbar.Value; - } - - private void ClearLabels() - { - foreach (UILabel label in labels) - { - label.Text = ""; - label.Image = UIUtils.LoadIcon("empty"); - } - } - - public void Clear() - { - logs.Clear(); - filteredLogs.Clear(); - scrollIndex = 0; - scrollbar.maxValue = 0.1f; - ClearLabels(); - } - - public void ShowErrors(bool value) - { - showErrors = value; - ClearLabels(); - dirty = true; - } - - public void ShowWarnings(bool value) - { - showWarnings = value; - ClearLabels(); - dirty = true; - } - - public void ShowInfos(bool value) - { - showInfos = value; - ClearLabels(); - dirty = true; - } - } -} diff --git a/Assets/Scripts/UI/Windows/ConsoleWindow.cs.meta b/Assets/Scripts/UI/Windows/ConsoleWindow.cs.meta deleted file mode 100644 index bdef3f38..00000000 --- a/Assets/Scripts/UI/Windows/ConsoleWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 995d1bad6bf05204a84fe371efc906b7 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/Dopesheet.cs b/Assets/Scripts/UI/Windows/Dopesheet.cs deleted file mode 100644 index 086c10e2..00000000 --- a/Assets/Scripts/UI/Windows/Dopesheet.cs +++ /dev/null @@ -1,546 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; - -namespace VRtist -{ - public class Dopesheet : MonoBehaviour - { - [SpaceHeader("Sub Widget Refs", 6, 0.8f, 0.8f, 0.8f)] - [SerializeField] private Transform mainPanel = null; - [SerializeField] private UITimeBar timeBar = null; - [SerializeField] private UILabel currentFrameLabel = null; - [SerializeField] private UIRange currentRange = null; - private UILabel titleBar = null; - - UIButton constantInterpolationButton = null; - UIButton linearInterpolationButton = null; - UIButton bezierInterpolationButton = null; - Color constantInterpolationColor; - Color linearInterpolationColor; - Color bezierInterpolationColor; - - [SpaceHeader("Callbacks", 6, 0.8f, 0.8f, 0.8f)] - public IntChangedEvent onAddKeyframeEvent = new IntChangedEvent(); - public IntChangedEvent onRemoveKeyframeEvent = new IntChangedEvent(); - public IntChangedEvent onPreviousKeyframeEvent = new IntChangedEvent(); - public IntChangedEvent onNextKeyframeEvent = new IntChangedEvent(); - - private int localFirstFrame = 0; - private int localLastFrame = 250; - - public int LocalFirstFrame { get { return localFirstFrame; } set { localFirstFrame = value; UpdateFirstFrame(); } } - public int LocalLastFrame { get { return localLastFrame; } set { localLastFrame = value; UpdateLastFrame(); } } - - private GameObject keyframePrefab; - private GameObject currentObject = null; - - public class AnimKey - { - public AnimKey(float value, Interpolation interpolation) - { - this.value = value; - this.interpolation = interpolation; - } - public float value; - public Interpolation interpolation; - } - - private readonly SortedList> keys = new SortedList>(); - private bool listenerAdded = false; - - void Start() - { - mainPanel = transform.Find("MainPanel"); - if (mainPanel != null) - { - timeBar = mainPanel.Find("TimeBar").GetComponent(); - currentRange = mainPanel.Find("Range").GetComponent(); - currentFrameLabel = mainPanel.Find("CurrentFrameLabel").GetComponent(); - titleBar = transform.parent.Find("TitleBar").GetComponent(); - keyframePrefab = Resources.Load("Prefabs/UI/DOPESHEET/Keyframe"); - - constantInterpolationButton = mainPanel.Find("Constant").GetComponent(); - linearInterpolationButton = mainPanel.Find("Linear").GetComponent(); - bezierInterpolationButton = mainPanel.Find("Bezier").GetComponent(); - ColorUtility.TryParseHtmlString("#5985FF", out constantInterpolationColor); - ColorUtility.TryParseHtmlString("#FFB600", out linearInterpolationColor); - ColorUtility.TryParseHtmlString("#FF2D5E", out bezierInterpolationColor); - - currentRange.CurrentRange = new Vector2(GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - localFirstFrame = GlobalState.Animation.StartFrame; - localLastFrame = GlobalState.Animation.EndFrame; - - UpdateInterpolation(); - } - - GlobalState.Animation.onFrameEvent.AddListener(OnFrameChanged); - } - - private void OnFrameChanged(int frame) - { - UpdateCurrentFrame(); - } - - private void OnRangeChanged(Vector2Int range) - { - UpdateFirstFrame(); - UpdateLastFrame(); - UpdateKeyframes(); - currentRange.UpdateGlobalRange(); - } - - private void UpdateInterpolation() - { - Interpolation interpolation = GlobalState.Settings.interpolation; - constantInterpolationButton.Checked = interpolation == Interpolation.Constant; - linearInterpolationButton.Checked = interpolation == Interpolation.Linear; - bezierInterpolationButton.Checked = interpolation == Interpolation.Bezier; - } - public void OnSetInterpolationConstant() - { - GlobalState.Settings.interpolation = Interpolation.Constant; - UpdateInterpolation(); - } - public void OnSetInterpolationLinear() - { - GlobalState.Settings.interpolation = Interpolation.Linear; - UpdateInterpolation(); - } - public void OnSetInterpolationBezier() - { - GlobalState.Settings.interpolation = Interpolation.Bezier; - UpdateInterpolation(); - } - - public void OnEditCurrentFrame() - { - ToolsUIManager.Instance.OpenNumericKeyboard((float value) => OnChangeCurrentFrame((int)value), currentFrameLabel.transform, GlobalState.Animation.CurrentFrame); - } - - public void OnGlobalRangeChanged(Vector2Int globalBounds) - { - SceneManager.SetFrameRange(globalBounds.x, globalBounds.y); - } - - public void OnLocalRangeChanged(Vector2Int bounds) - { - LocalFirstFrame = bounds.x; - LocalLastFrame = bounds.y; - - UpdateKeyframes(); - } - - private void OnAnimationStateChanged(AnimationState state) - { - titleBar.Pushed = false; - titleBar.Hovered = false; - - switch (state) - { - case AnimationState.Playing: titleBar.Pushed = true; break; - case AnimationState.AnimationRecording: titleBar.Hovered = true; break; - } - } - - private void Update() - { - bool enable = transform.localScale.x != 0f; - if (enable) - { - if (!listenerAdded) - { - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - GlobalState.ObjectRenamedEvent.AddListener(OnCameraNameChanged); - GlobalState.Animation.onRangeEvent.AddListener(OnRangeChanged); - - Selection.onSelectionChanged.AddListener(OnSelectionChanged); - Selection.onAuxiliarySelectionChanged.AddListener(OnAuxiliaryChanged); - - GlobalState.Animation.onAddAnimation.AddListener(UpdateCurrentObjectAnimation); - GlobalState.Animation.onRemoveAnimation.AddListener(UpdateCurrentObjectAnimation); - GlobalState.Animation.onChangeCurve.AddListener(OnCurveUpdated); - UpdateSelectionChanged(); - } - } - else - { - if (listenerAdded) - { - GlobalState.Animation.onAnimationStateEvent.RemoveListener(OnAnimationStateChanged); - GlobalState.ObjectRenamedEvent.RemoveListener(OnCameraNameChanged); - GlobalState.Animation.onRangeEvent.RemoveListener(OnRangeChanged); - - Selection.onSelectionChanged.RemoveListener(OnSelectionChanged); - Selection.onAuxiliarySelectionChanged.RemoveListener(OnAuxiliaryChanged); - - GlobalState.Animation.onAddAnimation.RemoveListener(UpdateCurrentObjectAnimation); - GlobalState.Animation.onRemoveAnimation.RemoveListener(UpdateCurrentObjectAnimation); - GlobalState.Animation.onChangeCurve.RemoveListener(OnCurveUpdated); - } - } - listenerAdded = enable; - } - - private void UpdateFirstFrame() - { - //currentRange.GlobalRange = new Vector2(); - - if (timeBar != null) - { - timeBar.MinValue = localFirstFrame; // updates knob position - } - } - - private void UpdateLastFrame() - { - if (timeBar != null) - { - timeBar.MaxValue = localLastFrame; // updates knob position - } - } - - private void UpdateCurrentFrame() - { - if (currentFrameLabel != null) - { - int frames = GlobalState.Animation.CurrentFrame % (int)GlobalState.Animation.fps; - TimeSpan t = TimeSpan.FromSeconds(GlobalState.Animation.CurrentFrame / GlobalState.Animation.fps); - currentFrameLabel.Text = $"{t.Hours:D2}:{t.Minutes:D2}:{t.Seconds:D2}:{frames:D2} / {GlobalState.Animation.CurrentFrame}"; - } - if (timeBar != null) - { - timeBar.Value = GlobalState.Animation.CurrentFrame; // changes the knob's position - } - } - - public void Show(bool doShow) - { - if (mainPanel != null) - { - mainPanel.gameObject.SetActive(doShow); - } - } - - void OnCurveUpdated(GameObject gobject, AnimatableProperty property) - { - if (property == AnimatableProperty.PositionX) - { - UpdateCurrentObjectAnimation(gobject); - } - } - void UpdateCurrentObjectAnimation(GameObject gObject) - { - if (null == currentObject || currentObject != gObject) - return; - - Clear(); - - AnimationSet animationSet = GlobalState.Animation.GetObjectAnimation(gObject); - if (null == animationSet) - { - UpdateTrackName(); - return; - } - - // Take only one curve (the first one) to add keys - foreach (AnimationKey key in animationSet.curves[0].keys) - { - if (!keys.TryGetValue(key.frame, out List keyList)) - { - keyList = new List(); - keys[key.frame] = keyList; - } - - keyList.Add(new AnimKey(key.value, key.interpolation)); - } - - UpdateTrackName(); - - Transform keyframes = transform.Find("MainPanel/Tracks/Summary/Keyframes"); - foreach (var key in keys) - { - GameObject keyframe = GameObject.Instantiate(keyframePrefab, keyframes); - List animKeys = key.Value; - AnimKey firstKey = animKeys[0]; - switch (firstKey.interpolation) - { - case Interpolation.Constant: - keyframe.GetComponent().material.SetColor("_UnlitColor", constantInterpolationColor); - break; - case Interpolation.Linear: - keyframe.GetComponent().material.SetColor("_UnlitColor", linearInterpolationColor); - break; - case Interpolation.Bezier: - keyframe.GetComponent().material.SetColor("_UnlitColor", bezierInterpolationColor); - break; - } - } - - UpdateKeyframes(); - } - - void UpdateKeyframes() - { - Transform keyframes = transform.Find("MainPanel/Tracks/Summary/Keyframes"); - UIKeyView track = keyframes.gameObject.GetComponent(); - int i = 0; - foreach (var key in keys) - { - GameObject keyframe = keyframes.GetChild(i++).gameObject; - - float time = key.Key; - float currentValue = (float)time; - float pct = (float)(currentValue - localFirstFrame) / (float)(localLastFrame - localFirstFrame); - - float startX = 0.0f; - float endX = timeBar.width; - float posX = startX + pct * (endX - startX); - - Vector3 knobPosition = new Vector3(posX, -0.5f * track.height, 0.0f); - - if (time < LocalFirstFrame || time > LocalLastFrame) - { - keyframe.SetActive(false); // clip out of range keyframes - } - else - { - keyframe.SetActive(true); - } - - keyframe.transform.localPosition = knobPosition; - } - } - - int GetKeyAtFrame(int index) - { - if (index < 0 || index >= keys.Count) - return -1; - - return keys.Keys[index]; - } - - // delta = +/- 1 - public void OnUpdateKeyframe(int i, int delta) - { - int frame = GetKeyAtFrame(i); - if (frame == -1) - return; - - CommandGroup group = new CommandGroup("Add Keyframe"); - try - { - foreach (GameObject item in Selection.SelectedObjects) - { - new CommandMoveKeyframes(item, frame, frame + delta).Submit(); - } - } - finally - { - group.Submit(); - } - } - - void OnCameraNameChanged(GameObject gObject) - { - if (currentObject == gObject) - { - UpdateTrackName(); - } - } - - protected void UpdateSelectionChanged() - { - if (Selection.ActiveObjects.Count == 0) - { - Clear(); - UpdateTrackName(); - return; - } - - GameObject gObject = null; - foreach (GameObject o in Selection.ActiveObjects) - { - gObject = o; - break; - } - currentObject = gObject; - UpdateCurrentObjectAnimation(gObject); - } - - protected virtual void OnSelectionChanged(HashSet previousSelectedObjects, HashSet currentSelectedObjects) - { - UpdateSelectionChanged(); - } - protected virtual void OnAuxiliaryChanged(GameObject previousAuxiliarySelectedObject, GameObject currentAuxiliarySelectedObject) - { - UpdateSelectionChanged(); - } - - public int GetNextKeyFrame() - { - foreach (int t in keys.Keys) - { - // TODO: dichotomic search - if (t > GlobalState.Animation.CurrentFrame) - return t; - } - - return LocalFirstFrame; - } - - public int GetPreviousKeyFrame() - { - for (int i = keys.Keys.Count - 1; i >= 0; i--) - { - // TODO: dichotomic search - int t = keys.Keys[i]; - if (t < GlobalState.Animation.CurrentFrame) - return t; - } - - return LocalLastFrame; - } - - public void UpdateTrackName() - { - TextMeshProUGUI trackLabel = transform.Find("MainPanel/Tracks/Summary/Label/Canvas/Text").GetComponent(); - int count = Selection.ActiveObjects.Count; - if (count > 1) - { - trackLabel.text = count.ToString() + " Objects"; - return; - } - foreach (GameObject obj in Selection.ActiveObjects) - { - trackLabel.text = obj.name; - return; - } - trackLabel.text = ""; - } - - public void Clear() - { - Transform tracks = transform.Find("MainPanel/Tracks"); - for (int i = 0; i < tracks.childCount; ++i) - { - Transform track = tracks.GetChild(i); - string channelName = track.name; - string trackName = $"MainPanel/Tracks/{channelName}/Keyframes"; - Transform keyframes = transform.Find(trackName); - for (int j = keyframes.childCount - 1; j >= 0; j--) - { - GameObject kfo = keyframes.GetChild(j).gameObject; - kfo.transform.parent = null; - Destroy(kfo); - } - } - - keys.Clear(); - } - - // called by the slider when moved - public void OnChangeCurrentFrame(int i) - { - GlobalState.Animation.CurrentFrame = i; - } - - public void OnPrevKeyFrame() - { - onPreviousKeyframeEvent.Invoke(GlobalState.Animation.CurrentFrame); - } - - public void OnNextKeyFrame() - { - onNextKeyframeEvent.Invoke(GlobalState.Animation.CurrentFrame); - } - - public void OnAddKeyFrame() - { - CommandGroup group = new CommandGroup("Add Keyframe"); - try - { - foreach (GameObject item in Selection.SelectedObjects) - { - new CommandAddKeyframes(item).Submit(); - } - } - finally - { - group.Submit(); - } - } - - public void OnRemoveKeyFrame() - { - CommandGroup group = new CommandGroup("Remove Keyframe"); - try - { - foreach (GameObject gObject in Selection.SelectedObjects) - { - if (GlobalState.Animation.ObjectHasKeyframeAt(gObject, GlobalState.Animation.CurrentFrame)) - { - new CommandRemoveKeyframes(gObject).Submit(); - } - } - } - finally - { - group.Submit(); - } - } - - public void OnClearAnimations() - { - CommandGroup group = new CommandGroup("Clear Animations"); - try - { - foreach (GameObject gObject in Selection.SelectedObjects) - { - new CommandClearAnimations(gObject).Submit(); - } - } - finally - { - group.Submit(); - } - } - - public void OnEnableAutoKey(bool value) - { - GlobalState.Animation.autoKeyEnabled = value; - } - - public bool IsAutoKeyEnabled() - { - return GlobalState.Animation.autoKeyEnabled; - } - - } -} diff --git a/Assets/Scripts/UI/Windows/Dopesheet.cs.meta b/Assets/Scripts/UI/Windows/Dopesheet.cs.meta deleted file mode 100644 index a6935250..00000000 --- a/Assets/Scripts/UI/Windows/Dopesheet.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 33f5d0c94a243814ab32681a13e1352e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/Keyboard.cs b/Assets/Scripts/UI/Windows/Keyboard.cs deleted file mode 100644 index a14e6d72..00000000 --- a/Assets/Scripts/UI/Windows/Keyboard.cs +++ /dev/null @@ -1,115 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class Keyboard : AbstractKeyboard - { - private Transform mainPanel = null; - private Transform alphaLowerPanel = null; - private Transform alphaUpperPanel = null; - private Transform digitsPanel = null; - private Transform symbolsPanel = null; - private UIButton shiftButton = null; - private UIButton symbolsButton = null; - - public StringChangedEvent onSubmitEvent = new StringChangedEvent(); - - protected override void Start() - { - mainPanel = transform.Find("MainPanel"); - if (mainPanel != null) - { - alphaLowerPanel = mainPanel.Find("AlphaLowerPanel"); - alphaUpperPanel = mainPanel.Find("AlphaUpperPanel"); - digitsPanel = mainPanel.Find("DigitsPanel"); - symbolsPanel = mainPanel.Find("SymbolsPanel"); - shiftButton = mainPanel.Find("ShiftButton")?.GetComponent(); - symbolsButton = mainPanel.Find("SymbolsButton")?.GetComponent(); - contentLabel = mainPanel.Find("TextContentLabel")?.GetComponent(); - - if (alphaLowerPanel == null - || alphaUpperPanel == null - || digitsPanel == null - || symbolsPanel == null - || shiftButton == null - || symbolsButton == null - || contentLabel == null) - { - Debug.LogError("Panels missing from Keyboard"); - } - else - { - digitsPanel.gameObject.SetActive(true); - alphaLowerPanel.gameObject.SetActive(true); - - alphaUpperPanel.gameObject.SetActive(false); - symbolsPanel.gameObject.SetActive(false); - - shiftButton.Checked = false; - symbolsButton.Checked = false; - } - } - } - - public void OnShift(bool isChecked) - { - alphaLowerPanel.gameObject.SetActive(!symbolsButton.Checked && !isChecked); - - alphaUpperPanel.gameObject.SetActive(!symbolsButton.Checked && isChecked); - - symbolsPanel.gameObject.SetActive(symbolsButton.Checked); - } - - public void OnSymbols(bool isChecked) - { - symbolsPanel.gameObject.SetActive(isChecked); - - alphaLowerPanel.gameObject.SetActive(!isChecked && !shiftButton.Checked); - - alphaUpperPanel.gameObject.SetActive(!isChecked && shiftButton.Checked); - } - - public void OnSpacebar() - { - OnKeyFired(' '); - } - - public override void OnSubmit() - { - onSubmitEvent.Invoke(textContent); - if (autoClose) - { - ToolsUIManager.Instance.CloseKeyboard(); - } - } - - public void SetText(string text) - { - textContent = text; - contentLabel.Text = text; - } - } -} diff --git a/Assets/Scripts/UI/Windows/Keyboard.cs.meta b/Assets/Scripts/UI/Windows/Keyboard.cs.meta deleted file mode 100644 index e6f0e774..00000000 --- a/Assets/Scripts/UI/Windows/Keyboard.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 15deec99201a61e479c8b1b9909fa5f0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/KeyboardTouch.cs b/Assets/Scripts/UI/Windows/KeyboardTouch.cs deleted file mode 100644 index 8d02c3ba..00000000 --- a/Assets/Scripts/UI/Windows/KeyboardTouch.cs +++ /dev/null @@ -1,55 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class KeyboardTouch : MonoBehaviour - { - public char keyValue = 'A'; - private UIButton touch = null; - private AbstractKeyboard kb = null; - - //public CharChangedEvent onKeyTouched = new CharChangedEvent(); - - void Start() - { - touch = GetComponent(); - if (touch != null) - { - //touch.onClickEvent.AddListener(OnTouchPressed); - touch.onReleaseEvent.AddListener(OnTouchPressed); - //keyValue = touch.textContent[0]; // get key directly from the text component of the button? what if we use an icon? - } - - kb = GetComponentInParent(); - } - - public void OnTouchPressed() - { - //onKeyTouched.Invoke(keyValue); - kb.OnKeyFired(keyValue); // direct call, dont use events. - } - } -} diff --git a/Assets/Scripts/UI/Windows/KeyboardTouch.cs.meta b/Assets/Scripts/UI/Windows/KeyboardTouch.cs.meta deleted file mode 100644 index 8320b2ea..00000000 --- a/Assets/Scripts/UI/Windows/KeyboardTouch.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 1ee11022f667e134d95500b971ac55cc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/MessageBox.cs b/Assets/Scripts/UI/Windows/MessageBox.cs deleted file mode 100644 index 9258e722..00000000 --- a/Assets/Scripts/UI/Windows/MessageBox.cs +++ /dev/null @@ -1,69 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using TMPro; -using UnityEngine; - -namespace VRtist -{ - public class MessageBox : MonoBehaviour - { - TextMeshProUGUI text = null; - - void Init() - { - if (null == text) - { - text = transform.Find("Canvas/Panel/Text").GetComponent(); - } - } - - public void SetText(string text) - { - Init(); - this.text.text = text; - } - - public void SetVisible(bool visible) - { - gameObject.SetActive(visible); - } - - public void ShowMessage(string text, float duration = -1) - { - SetText(text); - SetVisible(true); - if (duration > 0) - { - StartCoroutine(AutoHide(duration)); - } - } - - IEnumerator AutoHide(float duration) - { - yield return new WaitForSeconds(duration); - SetVisible(false); - } - } -} diff --git a/Assets/Scripts/UI/Windows/MessageBox.cs.meta b/Assets/Scripts/UI/Windows/MessageBox.cs.meta deleted file mode 100644 index 4d5a6efb..00000000 --- a/Assets/Scripts/UI/Windows/MessageBox.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 168b5a131bb1e854285da2a261dfbfae -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/NumericKeyboard.cs b/Assets/Scripts/UI/Windows/NumericKeyboard.cs deleted file mode 100644 index 8af18242..00000000 --- a/Assets/Scripts/UI/Windows/NumericKeyboard.cs +++ /dev/null @@ -1,78 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Globalization; -using System.Text.RegularExpressions; - -namespace VRtist -{ - public class NumericKeyboard : AbstractKeyboard - { - public FloatChangedEvent onSubmitEvent = new FloatChangedEvent(); - private static Regex floatRegex = new Regex("[-+]?([0-9]*[.])?[0-9]*", RegexOptions.Compiled); - - public override void OnSubmit() - { - // User input can be: - // "-.56", ".45", "3.", "-45.89", "98" ("." & "-" are invalid inputs) - if (float.TryParse(textContent, NumberStyles.Float, CultureInfo.InvariantCulture.NumberFormat, out float value)) - { - onSubmitEvent.Invoke(value); - if (autoClose) - { - ToolsUIManager.Instance.CloseNumericKeyboard(); - } - } - } - - public override void OnKeyFired(char character) - { - if (Selected) - { - Clear(); - Selected = false; - } - string text = textContent + character; - if (floatRegex.IsMatch(text)) - { - textContent = text; - contentLabel.Text = textContent; - onKeyStrokeEvent.Invoke(character); - } - } - - public void SetValue(float? value) - { - if (null != value) - { - textContent = value.ToString(); - contentLabel.Text = textContent; - } - else - { - textContent = ""; - contentLabel.Text = ""; - } - } - } -} diff --git a/Assets/Scripts/UI/Windows/NumericKeyboard.cs.meta b/Assets/Scripts/UI/Windows/NumericKeyboard.cs.meta deleted file mode 100644 index 929f9123..00000000 --- a/Assets/Scripts/UI/Windows/NumericKeyboard.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ea7cf34f3e550534cbe8c2c8eb62e5b3 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/RemotePlayer.cs b/Assets/Scripts/UI/Windows/RemotePlayer.cs deleted file mode 100644 index 4864f747..00000000 --- a/Assets/Scripts/UI/Windows/RemotePlayer.cs +++ /dev/null @@ -1,124 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class RemotePlayer : MonoBehaviour - { - public Dopesheet dopesheet = null; - - UIButton playButton = null; - UIButton recordButton = null; - - UIButton shortcutPlayButton = null; - - public void Start() - { - playButton = transform.Find("PlayButton").GetComponent(); - recordButton = transform.Find("RecordButton").GetComponent(); - shortcutPlayButton = Utils.FindRootGameObject("Camera Rig").transform.Find("Pivot/PaletteController/PaletteHandle/Palette/MainPanel/Shortcuts Panel/Play Button").GetComponent(); - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - } - - private void OnAnimationStateChanged(AnimationState state) - { - playButton.Checked = false; - recordButton.Checked = false; - shortcutPlayButton.Checked = false; - - switch (state) - { - case AnimationState.Playing: - playButton.Checked = true; - shortcutPlayButton.Checked = true; - break; - case AnimationState.AnimationRecording: - recordButton.Checked = true; - playButton.Checked = true; - shortcutPlayButton.Checked = true; - break; - case AnimationState.VideoOutput: - playButton.Checked = true; - shortcutPlayButton.Checked = true; - break; - } - } - - public void OnNextKey() - { - GlobalState.Animation.CurrentFrame = dopesheet.GetNextKeyFrame(); - } - - public void OnPrevKey() - { - GlobalState.Animation.CurrentFrame = dopesheet.GetPreviousKeyFrame(); - } - - public void OnNextFrame() - { - GlobalState.Animation.CurrentFrame = Mathf.Min(dopesheet.LocalLastFrame, GlobalState.Animation.CurrentFrame + 1); - } - - public void OnPrevFrame() - { - GlobalState.Animation.CurrentFrame = Mathf.Max(dopesheet.LocalFirstFrame, GlobalState.Animation.CurrentFrame - 1); - } - - public void OnFirstFrame() - { - GlobalState.Animation.CurrentFrame = dopesheet.LocalFirstFrame; - } - - public void OnLastFrame() - { - GlobalState.Animation.CurrentFrame = dopesheet.LocalLastFrame; - } - - public void OnRecordOrStop(bool record) - { - if (record) - { - GlobalState.Animation.Record(); - } - else - { - GlobalState.Animation.Pause(); - } - } - - public void OnPlayOrPause(bool play) - { - if (play) - { - GlobalState.Animation.Play(); - } - else - { - GlobalState.Animation.Pause(); - } - } - - } -} diff --git a/Assets/Scripts/UI/Windows/RemotePlayer.cs.meta b/Assets/Scripts/UI/Windows/RemotePlayer.cs.meta deleted file mode 100644 index 033fa15e..00000000 --- a/Assets/Scripts/UI/Windows/RemotePlayer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: d79fcf09f05f66d42a8c3649942c2f65 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/UIHandle.cs b/Assets/Scripts/UI/Windows/UIHandle.cs deleted file mode 100644 index 139bbe82..00000000 --- a/Assets/Scripts/UI/Windows/UIHandle.cs +++ /dev/null @@ -1,40 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class UIHandle : MonoBehaviour - { - private void Start() - { - GlobalState.Settings.LoadWindowPosition(transform); - } - - private void OnDisable() - { - GlobalState.Settings.SaveWindowPosition(transform); - } - } -} diff --git a/Assets/Scripts/UI/Windows/UIHandle.cs.meta b/Assets/Scripts/UI/Windows/UIHandle.cs.meta deleted file mode 100644 index 6ce1313b..00000000 --- a/Assets/Scripts/UI/Windows/UIHandle.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2f3efd3bf7aee3b419e8403efe641f04 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/UIShotManager.cs b/Assets/Scripts/UI/Windows/UIShotManager.cs deleted file mode 100644 index 290a396a..00000000 --- a/Assets/Scripts/UI/Windows/UIShotManager.cs +++ /dev/null @@ -1,471 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.Assertions; - -namespace VRtist -{ - public class UIShotManager : MonoBehaviour - { - public UIDynamicList shotList; - public UILabel activeShotCountLabel; - - UICheckbox montageCheckbox = null; - UIButton videoOutputButton; - - void Start() - { - ShotManager.Instance.ShotsChangedEvent.AddListener(OnShotManagerChanged); - ShotManager.Instance.ActiveShotChangedEvent.AddListener(OnActiveShotChanged); - shotList.ItemClickedEvent += OnListItemClicked; - - montageCheckbox = transform.Find("MainPanel/Montage").GetComponent(); - ShotManager.Instance.MontageModeChangedEvent.AddListener(OnMontageModeChanged); - - videoOutputButton = transform.Find("MainPanel/VideoOutput").GetComponent(); - videoOutputButton.Disabled = !montageCheckbox.Checked; - - GlobalState.Animation.onFrameEvent.AddListener(OnCurrentFrameChanged); - GlobalState.Animation.onAnimationStateEvent.AddListener(OnAnimationStateChanged); - ToolsUIManager.Instance.onPaletteOpened.AddListener(OnPaletteOpened); - } - - void OnPaletteOpened() - { - shotList.NeedsRebuild = true; - } - - public void OnSetMontage(bool montage) - { - ShotManager.Instance.MontageEnabled = montage; - } - - private void OnMontageModeChanged() - { - montageCheckbox.Checked = ShotManager.Instance.MontageEnabled; - videoOutputButton.Disabled = !montageCheckbox.Checked; - } - - void SetUIElementColors(UIElement spinner, Color baseColor, Color selectedColor) - { - bool apply = false; - if (spinner.baseColor.constant != baseColor) - { - spinner.baseColor.constant = baseColor; - apply = true; - } - if (spinner.selectedColor.constant != selectedColor) - { - spinner.selectedColor.constant = selectedColor; - apply = true; - } - if (apply) - { - spinner.ResetColor(); - } - } - - public void UpdateShotItemsColors(int currentFrame) - { - ShotManager sm = ShotManager.Instance; - - Color focusColor = UIOptions.FocusColor; - - for (int i = 0; i < sm.shots.Count; ++i) - { - ShotItem item = GetShotItem(i); - Shot shot = sm.shots[i]; - Color defaultColor = UIOptions.BackgroundColor; - Color defaultSelectedColor = UIOptions.SelectedColor; - - if (currentFrame == shot.start) - { - SetUIElementColors(item.startFrameSpinner, focusColor, focusColor); - } - else - { - SetUIElementColors(item.startFrameSpinner, defaultColor, defaultSelectedColor); - } - - if (currentFrame == shot.end) - { - SetUIElementColors(item.endFrameSpinner, focusColor, focusColor); - } - else - { - SetUIElementColors(item.endFrameSpinner, defaultColor, defaultSelectedColor); - } - - if (shot.end <= shot.start) - { - SetUIElementColors(item.frameRangeLabel, defaultColor, UIOptions.ErrorColor); - } - else - { - if (currentFrame > shot.start && currentFrame < shot.end) - { - SetUIElementColors(item.frameRangeLabel, focusColor, focusColor); - } - else - { - SetUIElementColors(item.frameRangeLabel, defaultColor, defaultSelectedColor); - } - } - } - } - - private void OnAnimationStateChanged(AnimationState state) - { - if (!videoOutputButton.Disabled) - { - videoOutputButton.Checked = GlobalState.Animation.animationState == AnimationState.VideoOutput; - } - // Prevent unchecking montage while recording a video - montageCheckbox.Disabled = GlobalState.Animation.animationState == AnimationState.VideoOutput; - } - - private void OnCurrentFrameChanged(int currentFrame) - { - UpdateShotItemsColors(currentFrame); - } - - public ShotItem GetShotItem(int index) - { - return shotList.GetItems()[index].Content.GetComponent(); - } - - // Update UI: set current shot - void OnActiveShotChanged() - { - int itemIndex = 0; - int currentShotIndex = ShotManager.Instance.ActiveShotIndex; - foreach (UIDynamicListItem item in shotList.GetItems()) - { - ShotItem shotItem = item.Content.GetComponent(); - shotItem.currentShotLabel.Selected = (itemIndex++ == currentShotIndex); - } - } - - // Update UI: rebuild shots list - void OnShotManagerChanged() - { - shotList.Clear(); - ShotManager sm = ShotManager.Instance; - int activeShotCount = 0; - foreach (Shot shot in sm.shots) - { - ShotItem shotItem = ShotItem.GenerateShotItem(shot); - shotItem.AddListeners(OnUpdateShotName, OnUpdateShotStart, OnUpdateShotEnd, OnUpdateShotColor, OnUpdateShotEnabled, OnSetCamera); - UIDynamicListItem dlItem = shotList.AddItem(shotItem.transform); - dlItem.UseColliderForUI = false; // dont use the default global collider, sub-widget will catch UI events and propagate them. - shotItem.transform.localScale = Vector3.one; // Items are hidden (scale 0) while they are not added into a list, so activate the item here. - shotItem.SetListItem(dlItem); // link individual elements to their parent list in order to be able to send messages upwards. - - if (shot.enabled) - activeShotCount++; - } - shotList.CurrentIndex = sm.ActiveShotIndex; - activeShotCountLabel.Text = activeShotCount.ToString() + "/" + sm.shots.Count.ToString(); - } - - void OnListItemClicked(object sender, IndexedGameObjectArgs args) - { - ShotManager.Instance.SetCurrentShotIndex(args.index); - } - - // Update data: add a shot - public void OnAddShot() - { - ShotManager sm = ShotManager.Instance; - - // Take the current shot to find the start frame of the new shot - // Keep same camera as the current shot if anyone - int start = GlobalState.Animation.CurrentFrame; - GameObject camera; - if (shotList.CurrentIndex != -1) - { - Shot selectedShot = sm.shots[shotList.CurrentIndex]; - start = selectedShot.end + 1; - camera = CameraManager.Instance.ActiveCamera != null ? CameraManager.Instance.ActiveCamera : selectedShot.camera; - } - else - { - camera = CameraManager.Instance.ActiveCamera; - } - int end = start + 50; // arbitrary duration - end = Mathf.Min(end, GlobalState.Animation.EndFrame); - - // Look at all the shots to find a name for the new shot - string name = sm.GetUniqueShotName(); - - Shot shot = new Shot { name = name, camera = camera, enabled = true, end = end, start = start }; - int shotIndex = shotList.CurrentIndex; - - // Send network message - ShotManagerActionInfo info = new ShotManagerActionInfo - { - action = ShotManagerAction.AddShot, - camera = camera, - shotIndex = shotIndex, - shotName = shot.name, - shotStart = start, - shotEnd = end, - shotEnabled = 1, - shotColor = Color.blue // TODO: find a unique color - }; - new CommandShotManager(info).Submit(); - // Add the shot to ShotManager singleton - shotIndex++; - sm.SetCurrentShotIndex(shotIndex); - - // Rebuild UI - OnShotManagerChanged(); - } - - // Update data: delete shot - public void OnDeleteShot() - { - ShotManager sm = ShotManager.Instance; - - if (shotList.CurrentIndex == -1) { return; } - - // Delete the current shot - int shotIndex = shotList.CurrentIndex; - Shot shot = sm.shots[shotIndex]; - - // Send network message - ShotManagerActionInfo info = new ShotManagerActionInfo - { - action = ShotManagerAction.DeleteShot, - shotName = shot.name, - camera = shot.camera, - shotStart = shot.start, - shotEnd = shot.end, - shotColor = shot.color, - shotEnabled = shot.enabled ? 1 : 0, - shotIndex = shotIndex - }; - - new CommandShotManager(info).Submit(); - // Rebuild UI - OnShotManagerChanged(); - } - - // Duplicate Shot - public void OnDuplicateShot() - { - ShotManager sm = ShotManager.Instance; - - // Take the current shot to find the start frame of the new shot - // Keep same camera as the current shot if anyone - if (shotList.CurrentIndex == -1) - return; - - Shot shot = sm.shots[shotList.CurrentIndex].Copy(); - shot.name = sm.GetUniqueShotName(); - int shotIndex = shotList.CurrentIndex; - - // Send network message - ShotManagerActionInfo info = new ShotManagerActionInfo - { - action = ShotManagerAction.AddShot, - camera = shot.camera, - shotIndex = shotIndex, - shotName = shot.name, - shotStart = shot.start, - shotEnd = shot.end, - shotEnabled = shot.enabled ? 1 : 0, - shotColor = Color.blue // TODO: find a unique color - }; - new CommandShotManager(info).Submit(); - - // Add the shot to ShotManager singleton - shotIndex++; - sm.SetCurrentShotIndex(shotIndex); - - // Rebuild UI - OnShotManagerChanged(); - } - - - // Update data: move shot - public void OnMoveShot(int offset) - { - ShotManager sm = ShotManager.Instance; - - int shotIndex = shotList.CurrentIndex; - if (offset < 0 && shotIndex <= 0) - return; - if (offset > 0 && shotIndex >= (sm.shots.Count - 1)) - return; - - // Send network message - ShotManagerActionInfo info = new ShotManagerActionInfo - { - action = ShotManagerAction.MoveShot, - shotIndex = shotIndex, - moveOffset = offset - }; - new CommandShotManager(info).Submit(); - shotList.CurrentIndex = shotIndex + offset; - // Rebuild UI - OnShotManagerChanged(); - } - - public void OnUpdateShotStart(Shot shot, float value) - { - ShotManager sm = ShotManager.Instance; - - int intValue = Mathf.FloorToInt(value); - int endValue = shot.end; - if (intValue > endValue) - intValue = endValue; - - // Send network message - ShotManagerActionInfo oldInfo = new ShotManagerActionInfo - { - action = ShotManagerAction.UpdateShot, - shotIndex = sm.GetShotIndex(shot), - shotStart = shot.start - }; - ShotManagerActionInfo info = oldInfo.Copy(); - info.shotStart = intValue; - shot.start = intValue; - - new CommandShotManager(oldInfo, info).Submit(); - - UpdateShotItemsColors(GlobalState.Animation.CurrentFrame); - } - - public void OnUpdateShotEnd(Shot shot, float value) - { - ShotManager sm = ShotManager.Instance; - - int intValue = Mathf.FloorToInt(value); - int startValue = shot.start; - if (intValue < startValue) - intValue = startValue; - - // Send network message - ShotManagerActionInfo oldInfo = new ShotManagerActionInfo - { - action = ShotManagerAction.UpdateShot, - shotIndex = sm.GetShotIndex(shot), - shotEnd = shot.end, - }; - - ShotManagerActionInfo info = oldInfo.Copy(); - info.shotEnd = intValue; - shot.end = intValue; - - new CommandShotManager(oldInfo, info).Submit(); - - UpdateShotItemsColors(GlobalState.Animation.CurrentFrame); - } - - public void OnUpdateShotName(Shot shot, string value) - { - ShotManager sm = ShotManager.Instance; - - // Send network message - ShotManagerActionInfo oldInfo = new ShotManagerActionInfo - { - action = ShotManagerAction.UpdateShot, - shotIndex = sm.GetShotIndex(shot), - shotName = shot.name - }; - - ShotManagerActionInfo info = oldInfo.Copy(); - info.shotName = value; - shot.name = value; - - new CommandShotManager(oldInfo, info).Submit(); - OnShotManagerChanged(); - } - - public void OnUpdateShotColor(Shot shot, Color value) - { - ShotManager sm = ShotManager.Instance; - - // Send network message - ShotManagerActionInfo oldInfo = new ShotManagerActionInfo - { - action = ShotManagerAction.UpdateShot, - shotIndex = sm.GetShotIndex(shot), - shotColor = shot.color - }; - - ShotManagerActionInfo info = oldInfo.Copy(); - info.shotColor = value; - shot.color = value; - - new CommandShotManager(oldInfo, info).Submit(); - } - - public void OnUpdateShotEnabled(Shot shot, bool value) - { - Assert.IsTrue(ShotManager.Instance.ActiveShotIndex >= 0); // TODO: voir si le probleme persiste une fois que le rayon fonctionne. - - ShotManager sm = ShotManager.Instance; - - // Send network message - ShotManagerActionInfo oldInfo = new ShotManagerActionInfo - { - action = ShotManagerAction.UpdateShot, - shotIndex = sm.GetShotIndex(shot), - shotEnabled = shot.enabled ? 1 : 0 - }; - - ShotManagerActionInfo info = oldInfo.Copy(); - info.shotEnabled = value ? 1 : 0; - shot.enabled = value; - - new CommandShotManager(oldInfo, info).Submit(); - } - - public void OnSetCamera(Shot shot) - { - ShotManager sm = ShotManager.Instance; - int shotIndex = sm.GetShotIndex(shot); - ShotManagerActionInfo oldInfo = new ShotManagerActionInfo - { - action = ShotManagerAction.UpdateShot, - shotIndex = shotIndex, - camera = shot.camera, - }; - - ShotManagerActionInfo info = oldInfo.Copy(); - info.camera = CameraManager.Instance.ActiveCamera; - - new CommandShotManager(oldInfo, info).Submit(); - - // Update Camera UI Button - ShotItem uiItem = GetShotItem(shotIndex); - if (null != info.camera) - uiItem.cameraNameLabel.Text = info.camera.name; - else - uiItem.cameraNameLabel.Text = ""; - } - } -} diff --git a/Assets/Scripts/UI/Windows/UIShotManager.cs.meta b/Assets/Scripts/UI/Windows/UIShotManager.cs.meta deleted file mode 100644 index 91c81cb2..00000000 --- a/Assets/Scripts/UI/Windows/UIShotManager.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6ec2e5fe462e81b429ad0a3460b1e025 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/UIVolumeTag.cs b/Assets/Scripts/UI/Windows/UIVolumeTag.cs deleted file mode 100644 index f3aa3036..00000000 --- a/Assets/Scripts/UI/Windows/UIVolumeTag.cs +++ /dev/null @@ -1,33 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -namespace VRtist -{ - public class UIVolumeTag : MonoBehaviour - { - } -} diff --git a/Assets/Scripts/UI/Windows/UIVolumeTag.cs.meta b/Assets/Scripts/UI/Windows/UIVolumeTag.cs.meta deleted file mode 100644 index c1fada42..00000000 --- a/Assets/Scripts/UI/Windows/UIVolumeTag.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b05378dad25911e40b9ee5f68990ea88 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/WindowAnchor.cs b/Assets/Scripts/UI/Windows/WindowAnchor.cs deleted file mode 100644 index b1c78a55..00000000 --- a/Assets/Scripts/UI/Windows/WindowAnchor.cs +++ /dev/null @@ -1,223 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; -using System.Collections.Generic; - -using UnityEngine; - -namespace VRtist -{ - public enum AnchorTypes - { - Left, - Right, - Top, - Bottom - } - - [RequireComponent(typeof(BoxCollider), typeof(Rigidbody))] - public class WindowAnchor : MonoBehaviour - { - [SerializeField] private AnchorTypes anchorType; - - bool attached = false; - bool otherAttached = false; - bool gripped = false; - bool previouslyGripped = false; - Transform window; - Transform target; - GameObject anchorObject; - GameObject anchoredObject; - - static readonly HashSet allAnchors = new HashSet(); - - void Start() - { - allAnchors.Add(this); - - anchorObject = transform.GetChild(0).gameObject; - anchoredObject = transform.GetChild(1).gameObject; - - window = GetComponentInParent().transform; - } - - private bool IsWindowAttached() - { - foreach (WindowAnchor anchor in window.GetComponentsInChildren()) - { - if (anchor.attached) - return true; - } - return false; - } - - private void Update() - { - gripped = Selection.AuxiliarySelection == window.gameObject; - - // Window hidden - if (window.localScale == Vector3.zero) - { - SetTarget(null); - } - // Window visible - else - { - if (gripped != previouslyGripped) - { - ShowAllAnchors(gripped); - } - - // Attach when release grip - if (null != target && !gripped && !attached) - { - WindowAnchor targetAnchor = target.GetComponent(); - if (!targetAnchor.attached && !IsWindowAttached()) - { - attached = true; - targetAnchor.otherAttached = true; - anchoredObject.SetActive(true); - } - } - - // Move window with attached one - if (attached) - { - if (!gripped) - { - SnapToAnchor(); - } - else - { - SetTarget(null); - } - } - } - - previouslyGripped = gripped; - } - - private void OnTriggerEnter(Collider other) - { - if (other.CompareTag("WindowAnchor")) - { - // We may have OnTriggerEnter from the other anchor - if (!gripped || attached) { return; } - - WindowAnchor otherAnchor = other.gameObject.GetComponent(); - if (otherAnchor.attached) - return; - - AnchorTypes otherAnchorType = otherAnchor.anchorType; - switch (anchorType) - { - case AnchorTypes.Left: if (otherAnchorType != AnchorTypes.Right) { return; } break; - case AnchorTypes.Right: if (otherAnchorType != AnchorTypes.Left) { return; } break; - case AnchorTypes.Bottom: if (otherAnchorType != AnchorTypes.Top) { return; } break; - case AnchorTypes.Top: if (otherAnchorType != AnchorTypes.Bottom) { return; } break; - } - SetTarget(other.transform); - StartCoroutine(AnimAnchors()); - } - } - - private void OnTriggerExit(Collider other) - { - if (other.CompareTag("WindowAnchor")) - { - // We may have OnTriggerEnter from the other anchor - if (!gripped) { return; } - SetTarget(null); - ShowAllAnchors(true); - } - } - - private void SetTarget(Transform target) - { - if (target == this.target) - { - return; - } - - if (null != this.target) - { - this.target.GetComponent().otherAttached = false; - } - - this.target = target; - attached = false; - - anchorObject.SetActive(null == target); - anchoredObject.SetActive(null != target); - } - - private void SnapToAnchor() - { - window.rotation = target.GetComponentInParent().transform.rotation; - Vector3 offset = target.transform.position - transform.position; - window.position += offset; - } - - private void ShowAllAnchors(bool show) - { - foreach (WindowAnchor anchor in allAnchors) - { - if (!show) - { - anchor.anchorObject.SetActive(false); - anchor.anchoredObject.SetActive(anchor.attached); - } - else - { - anchor.anchorObject.SetActive(!anchor.otherAttached && !anchor.attached); - anchor.anchoredObject.SetActive(anchor.attached); - } - //anchor.anchorObject.SetActive(show && !otherAttached); - } - } - - private IEnumerator AnimAnchors() - { - float step = 0.01f; - float factor = 1f; - float threshold = 0.08f; - Vector3 initScale = anchorObject.transform.localScale; - //Vector3 targetInitScale = target.localScale; - while (null != target && !attached) - { - yield return null; - if (null == target || attached) { break; } - float offset = factor * step; - target.localScale += new Vector3(offset, offset, offset); - transform.localScale += new Vector3(offset, offset, offset); - if (Mathf.Abs(transform.localScale.x - initScale.x) >= threshold) - { - factor *= -1f; - } - } - //target.localScale = targetInitScale; - anchorObject.transform.localScale = initScale; - } - } -} diff --git a/Assets/Scripts/UI/Windows/WindowAnchor.cs.meta b/Assets/Scripts/UI/Windows/WindowAnchor.cs.meta deleted file mode 100644 index 97e0b942..00000000 --- a/Assets/Scripts/UI/Windows/WindowAnchor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 095bb4c28cd5ff24aaf52ddb5d053aa8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 200 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/UI/Windows/WindowAnchorVFX.cs b/Assets/Scripts/UI/Windows/WindowAnchorVFX.cs deleted file mode 100644 index 44f3f925..00000000 --- a/Assets/Scripts/UI/Windows/WindowAnchorVFX.cs +++ /dev/null @@ -1,69 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; -using UnityEngine.VFX; - -[ExecuteInEditMode] -public class WindowAnchorVFX : MonoBehaviour -{ - public Transform targetA = null; - public Transform targetB = null; - private VisualEffect vfx = null; - - // Start is called before the first frame update - void Start() - { - vfx = GetComponent(); - } - - private void Update() - { - if (targetA != null && targetB != null && vfx != null && vfx.isActiveAndEnabled) - { - vfx.SetVector3("TargetA_position", targetA.position); - vfx.SetVector3("TargetA_angles", targetA.eulerAngles); - vfx.SetVector3("TargetA_scale", targetA.localScale); - - vfx.SetVector3("TargetB_position", targetB.position); - vfx.SetVector3("TargetB_angles", targetB.eulerAngles); - vfx.SetVector3("TargetB_scale", targetB.localScale); - } - } - - public void StartVFX() - { - if (vfx != null) - { - vfx.Play(); - } - } - - public void StopVFX() - { - if (vfx != null) - { - vfx.Stop(); - } - } -} diff --git a/Assets/Scripts/UI/Windows/WindowAnchorVFX.cs.meta b/Assets/Scripts/UI/Windows/WindowAnchorVFX.cs.meta deleted file mode 100644 index 6f4451b5..00000000 --- a/Assets/Scripts/UI/Windows/WindowAnchorVFX.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: beebe7919c4bdba4f865e3f0f299eadc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils.meta b/Assets/Scripts/Utils.meta deleted file mode 100644 index 7a4ca26b..00000000 --- a/Assets/Scripts/Utils.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 86b0ac96523b77c488fe25b1d74f80cf -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/ConvexHullCalculator.cs b/Assets/Scripts/Utils/ConvexHullCalculator.cs deleted file mode 100644 index 38ddb2b7..00000000 --- a/Assets/Scripts/Utils/ConvexHullCalculator.cs +++ /dev/null @@ -1,1208 +0,0 @@ -/** - * Copyright 2019 Oskar Sigvardsson - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in - * all copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -//#define DEBUG_QUICKHULL - -using System.Collections.Generic; -using System.Diagnostics; -using System.Runtime.CompilerServices; -using UnityEngine; - -namespace GK -{ - /// - /// An implementation of the quickhull algorithm for generating 3d convex - /// hulls. - /// - /// The algorithm works like this: you start with an initial "seed" hull, - /// that is just a simple tetrahedron made up of four points in the point - /// cloud. This seed hull is then grown until it all the points in the - /// point cloud is inside of it, at which point it will be the convex hull - /// for the entire set. - /// - /// All of the points in the point cloud is divided into two parts, the - /// "open set" and the "closed set". The open set consists of all the - /// points outside of the tetrahedron, and the closed set is all of the - /// points inside the tetrahedron. After each iteration of the algorithm, - /// the closed set gets bigger and the open set get smaller. When the open - /// set is empty, the algorithm is finished. - /// - /// Each point in the open set is assigned to a face that it lies outside - /// of. To grow the hull, the point in the open set which is farthest from - /// it's face is chosen. All faces which are facing that point (I call - /// them "lit faces" in the code, because if you imagine the point as a - /// point light, it's the set of points which would be lit by that point - /// light) are removed, and a "horizon" of edges is found from where the - /// faces were removed. From this horizon, new faces are constructed in a - /// "cone" like fashion connecting the point to the edges. - /// - /// To keep track of the faces, I use a struct for each face which - /// contains the three vertices of the face in CCW order, as well as the - /// three triangles which share an edge. I was considering doing a - /// half-edge structure to store the mesh, but it's not needed. Using a - /// struct for each face and neighbors simplify the algorithm and makes it - /// easy to export it as a mesh. - /// - /// The most subtle part of the algorithm is finding the horizon. In order - /// to properly construct the cone so that all neighbors are kept - /// consistent, you can do a depth-first search from the first lit face. - /// If the depth-first search always proceeeds in a counter-clockwise - /// fashion, it guarantees that the horizon will be found in a - /// counter-clockwise order, which makes it easy to construct the cone of - /// new faces. - /// - /// A note: the code uses a right-handed coordinate system, where the - /// cross-product uses the right-hand rule and the faces are in CCW order. - /// At the end of the algorithm, the hull is exported in a Unity-friendly - /// fashion, with a left-handed mesh. - /// - public class ConvexHullCalculator - { - - /// - /// Constant representing a point that has yet to be assigned to a - /// face. It's only used immediately after constructing the seed hull. - /// - const int UNASSIGNED = -2; - - /// - /// Constant representing a point that is inside the convex hull, and - /// thus is behind all faces. In the openSet array, all points with - /// INSIDE are at the end of the array, with indexes larger - /// openSetTail. - /// - const int INSIDE = -1; - - /// - /// Epsilon value. If the coordinates of the point space are - /// exceptionally close to each other, this value might need to be - /// adjusted. - /// - const float EPSILON = 0.0001f; - - /// - /// Struct representing a single face. - /// - /// Vertex0, Vertex1 and Vertex2 are the vertices in CCW order. They - /// acutal points are stored in the points array, these are just - /// indexes into that array. - /// - /// Opposite0, Opposite1 and Opposite2 are the keys to the faces which - /// share an edge with this face. Opposite0 is the face opposite - /// Vertex0 (so it has an edge with Vertex2 and Vertex1), etc. - /// - /// Normal is (unsurprisingly) the normal of the triangle. - /// - struct Face - { - public int Vertex0; - public int Vertex1; - public int Vertex2; - - public int Opposite0; - public int Opposite1; - public int Opposite2; - - public Vector3 Normal; - - public Face(int v0, int v1, int v2, int o0, int o1, int o2, Vector3 normal) - { - Vertex0 = v0; - Vertex1 = v1; - Vertex2 = v2; - Opposite0 = o0; - Opposite1 = o1; - Opposite2 = o2; - Normal = normal; - } - - public bool Equals(Face other) - { - return (this.Vertex0 == other.Vertex0) - && (this.Vertex1 == other.Vertex1) - && (this.Vertex2 == other.Vertex2) - && (this.Opposite0 == other.Opposite0) - && (this.Opposite1 == other.Opposite1) - && (this.Opposite2 == other.Opposite2) - && (this.Normal == other.Normal); - } - } - - /// - /// Struct representing a mapping between a point and a face. These - /// are used in the openSet array. - /// - /// Point is the index of the point in the points array, Face is the - /// key of the face in the Key dictionary, Distance is the distance - /// from the face to the point. - /// - struct PointFace - { - public int Point; - public int Face; - public float Distance; - - public PointFace(int p, int f, float d) - { - Point = p; - Face = f; - Distance = d; - } - } - - /// - /// Struct representing a single edge in the horizon. - /// - /// Edge0 and Edge1 are the vertexes of edge in CCW order, Face is the - /// face on the other side of the horizon. - /// - /// TODO Edge1 isn't actually needed, you can just index the next item - /// in the horizon array. - /// - struct HorizonEdge - { - public int Face; - public int Edge0; - public int Edge1; - } - - /// - /// A dictionary storing the faces of the currently generated convex - /// hull. The key is the id of the face, used in the Face, PointFace - /// and HorizonEdge struct. - /// - /// This is a Dictionary, because we need both random access to it, - /// the ability to loop through it, and ability to quickly delete - /// faces (in the ConstructCone method), and Dictionary is the obvious - /// candidate that can do all of those things. - /// - /// I'm wondering if using a Dictionary is best idea, though. It might - /// be better to just have them in a List and mark a face as - /// deleted by adding a field to the Face struct. The downside is that - /// we would need an extra field in the Face struct, and when we're - /// looping through the points in openSet, we would have to loop - /// through all the Faces EVER created in the algorithm, and skip the - /// ones that have been marked as deleted. However, looping through a - /// list is fairly fast, and it might be worth it to avoid Dictionary - /// overhead. - /// - /// TODO test converting to a List instead. - /// - Dictionary faces; - - /// - /// The set of points to be processed. "openSet" is a misleading name, - /// because it's both the open set (points which are still outside the - /// convex hull) and the closed set (points that are inside the convex - /// hull). The first part of the array (with indexes <= openSetTail) - /// is the openSet, the last part of the array (with indexes > - /// openSetTail) are the closed set, with Face set to INSIDE. The - /// closed set is largely irrelevant to the algorithm, the open set is - /// what matters. - /// - /// Storing the entire open set in one big list has a downside: when - /// we're reassigning points after ConstructCone, we only need to - /// reassign points that belong to the faces that have been removed, - /// but storing it in one array, we have to loop through the entire - /// list, and checking litFaces to determine which we can skip and - /// which need to be reassigned. - /// - /// The alternative here is to give each face in Face array it's own - /// openSet. I don't like that solution, because then you have to - /// juggle so many more heap-allocated List's, we'd have to use - /// object pools and such. It would do a lot more allocation, and it - /// would have worse locality. I should maybe test that solution, but - /// it probably wont be faster enough (if at all) to justify the extra - /// allocations. - /// - List openSet; - - /// - /// Set of faces which are "lit" by the current point in the set. This - /// is used in the FindHorizon() DFS search to keep track of which - /// faces we've already visited, and in the ReassignPoints() method to - /// know which points need to be reassigned. - /// - HashSet litFaces; - - /// - /// The current horizon. Generated by the FindHorizon() DFS search, - /// and used in ConstructCone to construct new faces. The list of - /// edges are in CCW order. - /// - List horizon; - - /// - /// If SplitVerts is false, this Dictionary is used to keep track of - /// which points we've added to the final mesh. - /// - Dictionary hullVerts; - - /// - /// The "tail" of the openSet, the last index of a vertex that has - /// been assigned to a face. - /// - int openSetTail = -1; - - /// - /// When adding a new face to the faces Dictionary, use this for the - /// key and then increment it. - /// - int faceCount = 0; - - /// - /// Generate a convex hull from points in points array, and store the - /// mesh in Unity-friendly format in verts and tris. If splitVerts is - /// true, the the verts will be split, if false, the same vert will be - /// used for more than one triangle. - /// - public void GenerateHull( - List points, - bool splitVerts, - ref List verts, - ref List tris, - ref List normals) - { - if (points.Count < 4) - { - throw new System.ArgumentException("Need at least 4 points to generate a convex hull"); - } - - Initialize(points, splitVerts); - - GenerateInitialHull(points); - - while (openSetTail >= 0) - { - GrowHull(points); - } - - ExportMesh(points, splitVerts, ref verts, ref tris, ref normals); - VerifyMesh(points, ref verts, ref tris); - } - - /// - /// Make sure all the buffers and variables needed for the algorithm - /// are initialized. - /// - void Initialize(List points, bool splitVerts) - { - faceCount = 0; - openSetTail = -1; - - if (faces == null) - { - faces = new Dictionary(); - litFaces = new HashSet(); - horizon = new List(); - openSet = new List(points.Count); - } - else - { - faces.Clear(); - litFaces.Clear(); - horizon.Clear(); - openSet.Clear(); - - if (openSet.Capacity < points.Count) - { - // i wonder if this is a good idea... if you call - // GenerateHull over and over with slightly increasing - // points counts, it's going to reallocate every time. Maybe - // i should just use .Add(), and let the List manage the - // capacity, increasing it geometrically every time we need - // to reallocate. - - // maybe do - // openSet.Capacity = Mathf.NextPowerOfTwo(points.Count) - // instead? - - openSet.Capacity = points.Count; - } - } - - if (!splitVerts) - { - if (hullVerts == null) - { - hullVerts = new Dictionary(); - } - else - { - hullVerts.Clear(); - } - } - } - - /// - /// Create initial seed hull. - /// - void GenerateInitialHull(List points) - { - // Find points suitable for use as the seed hull. Some varieties of - // this algorithm pick extreme points here, but I'm not convinced - // you gain all that much from that. Currently what it does is just - // find the first four points that are not coplanar. - int b0, b1, b2, b3; - FindInitialHullIndices(points, out b0, out b1, out b2, out b3); - - var v0 = points[b0]; - var v1 = points[b1]; - var v2 = points[b2]; - var v3 = points[b3]; - - var above = Dot(v3 - v1, Cross(v1 - v0, v2 - v0)) > 0.0f; - - // Create the faces of the seed hull. You need to draw a diagram - // here, otherwise it's impossible to know what's going on :) - - // Basically: there are two different possible start-tetrahedrons, - // depending on whether the fourth point is above or below the base - // triangle. If you draw a tetrahedron with these coordinates (in a - // right-handed coordinate-system): - - // b0 = (0,0,0) - // b1 = (1,0,0) - // b2 = (0,1,0) - // b3 = (0,0,1) - - // you can see the first case (set b3 = (0,0,-1) for the second - // case). The faces are added with the proper references to the - // faces opposite each vertex - - faceCount = 0; - if (above) - { - faces[faceCount++] = new Face(b0, b2, b1, 3, 1, 2, Normal(points[b0], points[b2], points[b1])); - faces[faceCount++] = new Face(b0, b1, b3, 3, 2, 0, Normal(points[b0], points[b1], points[b3])); - faces[faceCount++] = new Face(b0, b3, b2, 3, 0, 1, Normal(points[b0], points[b3], points[b2])); - faces[faceCount++] = new Face(b1, b2, b3, 2, 1, 0, Normal(points[b1], points[b2], points[b3])); - } - else - { - faces[faceCount++] = new Face(b0, b1, b2, 3, 2, 1, Normal(points[b0], points[b1], points[b2])); - faces[faceCount++] = new Face(b0, b3, b1, 3, 0, 2, Normal(points[b0], points[b3], points[b1])); - faces[faceCount++] = new Face(b0, b2, b3, 3, 1, 0, Normal(points[b0], points[b2], points[b3])); - faces[faceCount++] = new Face(b1, b3, b2, 2, 0, 1, Normal(points[b1], points[b3], points[b2])); - } - - VerifyFaces(points); - - // Create the openSet. Add all points except the points of the seed - // hull. - for (int i = 0; i < points.Count; i++) - { - if (i == b0 || i == b1 || i == b2 || i == b3) continue; - - openSet.Add(new PointFace(i, UNASSIGNED, 0.0f)); - } - - // Add the seed hull verts to the tail of the list. - openSet.Add(new PointFace(b0, INSIDE, float.NaN)); - openSet.Add(new PointFace(b1, INSIDE, float.NaN)); - openSet.Add(new PointFace(b2, INSIDE, float.NaN)); - openSet.Add(new PointFace(b3, INSIDE, float.NaN)); - - // Set the openSetTail value. Last item in the array is - // openSet.Count - 1, but four of the points (the verts of the seed - // hull) are part of the closed set, so move openSetTail to just - // before those. - openSetTail = openSet.Count - 5; - - Assert(openSet.Count == points.Count); - - // Assign all points of the open set. This does basically the same - // thing as ReassignPoints() - for (int i = 0; i <= openSetTail; i++) - { - Assert(openSet[i].Face == UNASSIGNED); - Assert(openSet[openSetTail].Face == UNASSIGNED); - Assert(openSet[openSetTail + 1].Face == INSIDE); - - var assigned = false; - var fp = openSet[i]; - - Assert(faces.Count == 4); - Assert(faces.Count == faceCount); - for (int j = 0; j < 4; j++) - { - Assert(faces.ContainsKey(j)); - - var face = faces[j]; - - var dist = PointFaceDistance(points[fp.Point], points[face.Vertex0], face); - - if (dist > 0) - { - fp.Face = j; - fp.Distance = dist; - openSet[i] = fp; - - assigned = true; - break; - } - } - - if (!assigned) - { - // Point is inside - fp.Face = INSIDE; - fp.Distance = float.NaN; - - // Point is inside seed hull: swap point with tail, and move - // openSetTail back. We also have to decrement i, because - // there's a new item at openSet[i], and we need to process - // it next iteration - openSet[i] = openSet[openSetTail]; - openSet[openSetTail] = fp; - - openSetTail -= 1; - i -= 1; - } - } - - VerifyOpenSet(points); - } - - /// - /// Find four points in the point cloud that are not coplanar for the - /// seed hull - /// - void FindInitialHullIndices(List points, out int b0, out int b1, out int b2, out int b3) - { - var count = points.Count; - - for (int i0 = 0; i0 < count - 3; i0++) - { - for (int i1 = i0 + 1; i1 < count - 2; i1++) - { - var p0 = points[i0]; - var p1 = points[i1]; - - if (AreCoincident(p0, p1)) continue; - - for (int i2 = i1 + 1; i2 < count - 1; i2++) - { - var p2 = points[i2]; - - if (AreCollinear(p0, p1, p2)) continue; - - for (int i3 = i2 + 1; i3 < count - 0; i3++) - { - var p3 = points[i3]; - - if (AreCoplanar(p0, p1, p2, p3)) continue; - - b0 = i0; - b1 = i1; - b2 = i2; - b3 = i3; - return; - } - } - } - } - - throw new System.ArgumentException("Can't generate hull, points are coplanar"); - } - - /// - /// Grow the hull. This method takes the current hull, and expands it - /// to encompass the point in openSet with the point furthest away - /// from its face. - /// - void GrowHull(List points) - { - Assert(openSetTail >= 0); - Assert(openSet[0].Face != INSIDE); - - // Find farthest point and first lit face. - var farthestPoint = 0; - var dist = openSet[0].Distance; - - for (int i = 1; i <= openSetTail; i++) - { - if (openSet[i].Distance > dist) - { - farthestPoint = i; - dist = openSet[i].Distance; - } - } - - // Use lit face to find horizon and the rest of the lit - // faces. - FindHorizon( - points, - points[openSet[farthestPoint].Point], - openSet[farthestPoint].Face, - faces[openSet[farthestPoint].Face]); - - VerifyHorizon(); - - // Construct new cone from horizon - ConstructCone(points, openSet[farthestPoint].Point); - - VerifyFaces(points); - - // Reassign points - ReassignPoints(points); - } - - /// - /// Start the search for the horizon. - /// - /// The search is a DFS search that searches neighboring triangles in - /// a counter-clockwise fashion. When it find a neighbor which is not - /// lit, that edge will be a line on the horizon. If the search always - /// proceeds counter-clockwise, the edges of the horizon will be found - /// in counter-clockwise order. - /// - /// The heart of the search can be found in the recursive - /// SearchHorizon() method, but the the first iteration of the search - /// is special, because it has to visit three neighbors (all the - /// neighbors of the initial triangle), while the rest of the search - /// only has to visit two (because one of them has already been - /// visited, the one you came from). - /// - void FindHorizon(List points, Vector3 point, int fi, Face face) - { - // TODO should I use epsilon in the PointFaceDistance comparisons? - - litFaces.Clear(); - horizon.Clear(); - - litFaces.Add(fi); - - Assert(PointFaceDistance(point, points[face.Vertex0], face) > 0.0f); - - // For the rest of the recursive search calls, we first check if the - // triangle has already been visited and is part of litFaces. - // However, in this first call we can skip that because we know it - // can't possibly have been visited yet, since the only thing in - // litFaces is the current triangle. - { - var oppositeFace = faces[face.Opposite0]; - - var dist = PointFaceDistance( - point, - points[oppositeFace.Vertex0], - oppositeFace); - - if (dist <= 0.0f) - { - horizon.Add(new HorizonEdge - { - Face = face.Opposite0, - Edge0 = face.Vertex1, - Edge1 = face.Vertex2, - }); - } - else - { - SearchHorizon(points, point, fi, face.Opposite0, oppositeFace); - } - } - - if (!litFaces.Contains(face.Opposite1)) - { - var oppositeFace = faces[face.Opposite1]; - - var dist = PointFaceDistance( - point, - points[oppositeFace.Vertex0], - oppositeFace); - - if (dist <= 0.0f) - { - horizon.Add(new HorizonEdge - { - Face = face.Opposite1, - Edge0 = face.Vertex2, - Edge1 = face.Vertex0, - }); - } - else - { - SearchHorizon(points, point, fi, face.Opposite1, oppositeFace); - } - } - - if (!litFaces.Contains(face.Opposite2)) - { - var oppositeFace = faces[face.Opposite2]; - - var dist = PointFaceDistance( - point, - points[oppositeFace.Vertex0], - oppositeFace); - - if (dist <= 0.0f) - { - horizon.Add(new HorizonEdge - { - Face = face.Opposite2, - Edge0 = face.Vertex0, - Edge1 = face.Vertex1, - }); - } - else - { - SearchHorizon(points, point, fi, face.Opposite2, oppositeFace); - } - } - } - - /// - /// Recursively search to find the horizon or lit set. - /// - void SearchHorizon(List points, Vector3 point, int prevFaceIndex, int faceCount, Face face) - { - Assert(prevFaceIndex >= 0); - Assert(litFaces.Contains(prevFaceIndex)); - Assert(!litFaces.Contains(faceCount)); - Assert(faces[faceCount].Equals(face)); - - litFaces.Add(faceCount); - - // Use prevFaceIndex to determine what the next face to search will - // be, and what edges we need to cross to get there. It's important - // that the search proceeds in counter-clockwise order from the - // previous face. - int nextFaceIndex0; - int nextFaceIndex1; - int edge0; - int edge1; - int edge2; - - if (prevFaceIndex == face.Opposite0) - { - nextFaceIndex0 = face.Opposite1; - nextFaceIndex1 = face.Opposite2; - - edge0 = face.Vertex2; - edge1 = face.Vertex0; - edge2 = face.Vertex1; - } - else if (prevFaceIndex == face.Opposite1) - { - nextFaceIndex0 = face.Opposite2; - nextFaceIndex1 = face.Opposite0; - - edge0 = face.Vertex0; - edge1 = face.Vertex1; - edge2 = face.Vertex2; - } - else - { - Assert(prevFaceIndex == face.Opposite2); - - nextFaceIndex0 = face.Opposite0; - nextFaceIndex1 = face.Opposite1; - - edge0 = face.Vertex1; - edge1 = face.Vertex2; - edge2 = face.Vertex0; - } - - if (!litFaces.Contains(nextFaceIndex0)) - { - var oppositeFace = faces[nextFaceIndex0]; - - var dist = PointFaceDistance( - point, - points[oppositeFace.Vertex0], - oppositeFace); - - if (dist <= 0.0f) - { - horizon.Add(new HorizonEdge - { - Face = nextFaceIndex0, - Edge0 = edge0, - Edge1 = edge1, - }); - } - else - { - SearchHorizon(points, point, faceCount, nextFaceIndex0, oppositeFace); - } - } - - if (!litFaces.Contains(nextFaceIndex1)) - { - var oppositeFace = faces[nextFaceIndex1]; - - var dist = PointFaceDistance( - point, - points[oppositeFace.Vertex0], - oppositeFace); - - if (dist <= 0.0f) - { - horizon.Add(new HorizonEdge - { - Face = nextFaceIndex1, - Edge0 = edge1, - Edge1 = edge2, - }); - } - else - { - SearchHorizon(points, point, faceCount, nextFaceIndex1, oppositeFace); - } - } - } - - /// - /// Remove all lit faces and construct new faces from the horizon in a - /// "cone-like" fashion. - /// - /// This is a relatively straight-forward procedure, given that the - /// horizon is handed to it in already sorted counter-clockwise. The - /// neighbors of the new faces are easy to find: they're the previous - /// and next faces to be constructed in the cone, as well as the face - /// on the other side of the horizon. We also have to update the face - /// on the other side of the horizon to reflect it's new neighbor from - /// the cone. - /// - void ConstructCone(List points, int farthestPoint) - { - foreach (var fi in litFaces) - { - Assert(faces.ContainsKey(fi)); - faces.Remove(fi); - } - - var firstNewFace = faceCount; - - for (int i = 0; i < horizon.Count; i++) - { - // Vertices of the new face, the farthest point as well as the - // edge on the horizon. Horizon edge is CCW, so the triangle - // should be as well. - var v0 = farthestPoint; - var v1 = horizon[i].Edge0; - var v2 = horizon[i].Edge1; - - // Opposite faces of the triangle. First, the edge on the other - // side of the horizon, then the next/prev faces on the new cone - var o0 = horizon[i].Face; - var o1 = (i == horizon.Count - 1) ? firstNewFace : firstNewFace + i + 1; - var o2 = (i == 0) ? (firstNewFace + horizon.Count - 1) : firstNewFace + i - 1; - - var fi = faceCount++; - - faces[fi] = new Face( - v0, v1, v2, - o0, o1, o2, - Normal(points[v0], points[v1], points[v2])); - - var horizonFace = faces[horizon[i].Face]; - - if (horizonFace.Vertex0 == v1) - { - Assert(v2 == horizonFace.Vertex2); - horizonFace.Opposite1 = fi; - } - else if (horizonFace.Vertex1 == v1) - { - Assert(v2 == horizonFace.Vertex0); - horizonFace.Opposite2 = fi; - } - else - { - Assert(v1 == horizonFace.Vertex2); - Assert(v2 == horizonFace.Vertex1); - horizonFace.Opposite0 = fi; - } - - faces[horizon[i].Face] = horizonFace; - } - } - - /// - /// Reassign points based on the new faces added by ConstructCone(). - /// - /// Only points that were previous assigned to a removed face need to - /// be updated, so check litFaces while looping through the open set. - /// - /// There is a potential optimization here: there's no reason to loop - /// through the entire openSet here. If each face had it's own - /// openSet, we could just loop through the openSets in the removed - /// faces. That would make the loop here shorter. - /// - /// However, to do that, we would have to juggle A LOT more List's, - /// and we would need an object pool to manage them all without - /// generating a whole bunch of garbage. I don't think it's worth - /// doing that to make this loop shorter, a straight for-loop through - /// a list is pretty darn fast. Still, it might be worth trying - /// - void ReassignPoints(List points) - { - for (int i = 0; i <= openSetTail; i++) - { - var fp = openSet[i]; - - if (litFaces.Contains(fp.Face)) - { - var assigned = false; - var point = points[fp.Point]; - - foreach (var kvp in faces) - { - var fi = kvp.Key; - var face = kvp.Value; - - var dist = PointFaceDistance( - point, - points[face.Vertex0], - face); - - if (dist > EPSILON) - { - assigned = true; - - fp.Face = fi; - fp.Distance = dist; - - openSet[i] = fp; - break; - } - } - - if (!assigned) - { - // If point hasn't been assigned, then it's inside the - // convex hull. Swap it with openSetTail, and decrement - // openSetTail. We also have to decrement i, because - // there's now a new thing in openSet[i], so we need i - // to remain the same the next iteration of the loop. - fp.Face = INSIDE; - fp.Distance = float.NaN; - - openSet[i] = openSet[openSetTail]; - openSet[openSetTail] = fp; - - i--; - openSetTail--; - } - } - } - } - - /// - /// Final step in algorithm, export the faces of the convex hull in a - /// mesh-friendly format. - /// - /// TODO normals calculation for non-split vertices. Right now it just - /// leaves the normal array empty. - /// - void ExportMesh( - List points, - bool splitVerts, - ref List verts, - ref List tris, - ref List normals) - { - if (verts == null) - { - verts = new List(); - } - else - { - verts.Clear(); - } - - if (tris == null) - { - tris = new List(); - } - else - { - tris.Clear(); - } - - if (normals == null) - { - normals = new List(); - } - else - { - normals.Clear(); - } - - foreach (var face in faces.Values) - { - int vi0, vi1, vi2; - - if (splitVerts) - { - vi0 = verts.Count; verts.Add(points[face.Vertex0]); - vi1 = verts.Count; verts.Add(points[face.Vertex1]); - vi2 = verts.Count; verts.Add(points[face.Vertex2]); - - normals.Add(face.Normal); - normals.Add(face.Normal); - normals.Add(face.Normal); - } - else - { - if (!hullVerts.TryGetValue(face.Vertex0, out vi0)) - { - vi0 = verts.Count; - hullVerts[face.Vertex0] = vi0; - verts.Add(points[face.Vertex0]); - } - - if (!hullVerts.TryGetValue(face.Vertex1, out vi1)) - { - vi1 = verts.Count; - hullVerts[face.Vertex1] = vi1; - verts.Add(points[face.Vertex1]); - } - - if (!hullVerts.TryGetValue(face.Vertex2, out vi2)) - { - vi2 = verts.Count; - hullVerts[face.Vertex2] = vi2; - verts.Add(points[face.Vertex2]); - } - } - - tris.Add(vi0); - tris.Add(vi1); - tris.Add(vi2); - } - } - - /// - /// Signed distance from face to point (a positive number means that - /// the point is above the face) - /// - [MethodImpl(MethodImplOptions.AggressiveInlining)] - float PointFaceDistance(Vector3 point, Vector3 pointOnFace, Face face) - { - return Dot(face.Normal, point - pointOnFace); - } - - /// - /// Calculate normal for triangle - /// - [MethodImpl(MethodImplOptions.AggressiveInlining)] - Vector3 Normal(Vector3 v0, Vector3 v1, Vector3 v2) - { - return Cross(v1 - v0, v2 - v0).normalized; - } - - /// - /// Dot product, for convenience. - /// - [MethodImpl(MethodImplOptions.AggressiveInlining)] - static float Dot(Vector3 a, Vector3 b) - { - return a.x * b.x + a.y * b.y + a.z * b.z; - } - - /// - /// Vector3.Cross i left-handed, the algorithm is right-handed. Also, - /// i wanna test to see if using aggressive inlining makes any - /// difference here. - /// - [MethodImpl(MethodImplOptions.AggressiveInlining)] - static Vector3 Cross(Vector3 a, Vector3 b) - { - return new Vector3( - a.y * b.z - a.z * b.y, - a.z * b.x - a.x * b.z, - a.x * b.y - a.y * b.x); - } - - /// - /// Check if two points are coincident - /// - [MethodImpl(MethodImplOptions.AggressiveInlining)] - bool AreCoincident(Vector3 a, Vector3 b) - { - return (a - b).magnitude <= EPSILON; - } - - /// - /// Check if three points are collinear - /// - [MethodImpl(MethodImplOptions.AggressiveInlining)] - bool AreCollinear(Vector3 a, Vector3 b, Vector3 c) - { - return Cross(c - a, c - b).magnitude <= EPSILON; - } - - /// - /// Check if four points are coplanar - /// - [MethodImpl(MethodImplOptions.AggressiveInlining)] - bool AreCoplanar(Vector3 a, Vector3 b, Vector3 c, Vector3 d) - { - var n1 = Cross(c - a, c - b); - var n2 = Cross(d - a, d - b); - - var m1 = n1.magnitude; - var m2 = n2.magnitude; - - return m1 <= EPSILON - || m2 <= EPSILON - || AreCollinear(Vector3.zero, - (1.0f / m1) * n1, - (1.0f / m2) * n2); - } - - /// - /// Method used for debugging, verifies that the openSet is in a - /// sensible state. Conditionally compiled if DEBUG_QUICKHULL if - /// defined. - /// - [Conditional("DEBUG_QUICKHULL")] - void VerifyOpenSet(List points) - { - for (int i = 0; i < openSet.Count; i++) - { - if (i > openSetTail) - { - Assert(openSet[i].Face == INSIDE); - } - else - { - Assert(openSet[i].Face != INSIDE); - Assert(openSet[i].Face != UNASSIGNED); - - Assert(PointFaceDistance( - points[openSet[i].Point], - points[faces[openSet[i].Face].Vertex0], - faces[openSet[i].Face]) > 0.0f); - } - } - } - - /// - /// Method used for debugging, verifies that the horizon is in a - /// sensible state. Conditionally compiled if DEBUG_QUICKHULL if - /// defined. - /// - [Conditional("DEBUG_QUICKHULL")] - void VerifyHorizon() - { - for (int i = 0; i < horizon.Count; i++) - { - var prev = i == 0 ? horizon.Count - 1 : i - 1; - - Assert(horizon[prev].Edge1 == horizon[i].Edge0); - Assert(HasEdge(faces[horizon[i].Face], horizon[i].Edge1, horizon[i].Edge0)); - } - } - - /// - /// Method used for debugging, verifies that the faces array is in a - /// sensible state. Conditionally compiled if DEBUG_QUICKHULL if - /// defined. - /// - [Conditional("DEBUG_QUICKHULL")] - void VerifyFaces(List points) - { - foreach (var kvp in faces) - { - var fi = kvp.Key; - var face = kvp.Value; - - Assert(faces.ContainsKey(face.Opposite0)); - Assert(faces.ContainsKey(face.Opposite1)); - Assert(faces.ContainsKey(face.Opposite2)); - - Assert(face.Opposite0 != fi); - Assert(face.Opposite1 != fi); - Assert(face.Opposite2 != fi); - - Assert(face.Vertex0 != face.Vertex1); - Assert(face.Vertex0 != face.Vertex2); - Assert(face.Vertex1 != face.Vertex2); - - Assert(HasEdge(faces[face.Opposite0], face.Vertex2, face.Vertex1)); - Assert(HasEdge(faces[face.Opposite1], face.Vertex0, face.Vertex2)); - Assert(HasEdge(faces[face.Opposite2], face.Vertex1, face.Vertex0)); - - Assert((face.Normal - Normal( - points[face.Vertex0], - points[face.Vertex1], - points[face.Vertex2])).magnitude < EPSILON); - } - } - - /// - /// Method used for debugging, verifies that the final mesh is - /// actually a convex hull of all the points. Conditionally compiled - /// if DEBUG_QUICKHULL if defined. - /// - [Conditional("DEBUG_QUICKHULL")] - void VerifyMesh(List points, ref List verts, ref List tris) - { - Assert(tris.Count % 3 == 0); - - for (int i = 0; i < points.Count; i++) - { - for (int j = 0; j < tris.Count; j += 3) - { - var t0 = verts[tris[j]]; - var t1 = verts[tris[j + 1]]; - var t2 = verts[tris[j + 2]]; - - Assert(Dot(points[i] - t0, Vector3.Cross(t1 - t0, t2 - t0)) <= EPSILON); - } - - } - } - - /// - /// Does face f have a face with vertexes e0 and e1? Used only for - /// debugging. - /// - bool HasEdge(Face f, int e0, int e1) - { - return (f.Vertex0 == e0 && f.Vertex1 == e1) - || (f.Vertex1 == e0 && f.Vertex2 == e1) - || (f.Vertex2 == e0 && f.Vertex0 == e1); - } - - /// - /// Assert method, conditionally compiled with DEBUG_QUICKHULL. - /// - /// I could just use Debug.Assert or the Assertions class, but I like - /// the idea of just writing Assert(something), and I also want it to - /// be conditionally compiled out with the same #define as the other - /// debug methods. - /// - [Conditional("DEBUG_QUICKHULL")] - static void Assert(bool condition) - { - if (!condition) - { - throw new UnityEngine.Assertions.AssertionException("Assertion failed", ""); - } - } - } -} diff --git a/Assets/Scripts/Utils/ConvexHullCalculator.cs.meta b/Assets/Scripts/Utils/ConvexHullCalculator.cs.meta deleted file mode 100644 index aff18468..00000000 --- a/Assets/Scripts/Utils/ConvexHullCalculator.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2e9c68f71d74ff642a61fd143a4fb62b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Guard.cs b/Assets/Scripts/Utils/Guard.cs deleted file mode 100644 index 02fc2a34..00000000 --- a/Assets/Scripts/Utils/Guard.cs +++ /dev/null @@ -1,123 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; - -// Use example : -// Guard myInt = new Guard(5); // 5 is the original value -// using (var guard = myInt.Guard(10)) -// { -// Console.WriteLine(myInt.Value); -// } -// Console.WriteLine(myInt.Value); - -namespace VRtist -{ - public class Guard - { - public T Value { get; private set; } - - private sealed class GuardHolder : IDisposable where TGuardable : Guard - { - private readonly TGuardable guardable; - private readonly T originalValue; - - public GuardHolder(TGuardable guardable) - { - this.guardable = guardable; - originalValue = guardable.Value; - } - - public void Dispose() - { - guardable.Value = originalValue; - } - } - - public Guard(T value) - { - Value = value; - } - - public IDisposable SetValue(T newValue) - { - GuardHolder> guard = new GuardHolder>(this); - - Value = newValue; - - return guard; - } - } - - public class OrderedGuard - { - public T Value { get; private set; } - private List>> guardHolders = new List>>(); - - private sealed class OrderedGuardHolder : IDisposable where TGuardable : OrderedGuard - { - private readonly TGuardable guardable; - private T originalValue; - - public OrderedGuardHolder(TGuardable guardable) - { - this.guardable = guardable; - originalValue = guardable.Value; - } - - public void Dispose() - { - OrderedGuardHolder> item = this as OrderedGuardHolder>; - int count = guardable.guardHolders.Count; - int itemIndex = guardable.guardHolders.IndexOf(item); - if(itemIndex <= count - 2) - { - OrderedGuardHolder> nextItem = guardable.guardHolders[itemIndex + 1]; - nextItem.originalValue = item.originalValue; - } - else - { - guardable.Value = originalValue; - } - - guardable.guardHolders.RemoveAt(itemIndex); - } - } - - public OrderedGuard(T value) - { - Value = value; - } - - public IDisposable SetValue(T newValue) - { - OrderedGuardHolder> guard = new OrderedGuardHolder>(this); - guardHolders.Add(guard); - Value = newValue; - - return guard; - } - } - -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Guard.cs.meta b/Assets/Scripts/Utils/Guard.cs.meta deleted file mode 100644 index e1b4a678..00000000 --- a/Assets/Scripts/Utils/Guard.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 34f787ee96b07834bb8b60f633ba4977 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Maths.cs b/Assets/Scripts/Utils/Maths.cs deleted file mode 100644 index 651da7a5..00000000 --- a/Assets/Scripts/Utils/Maths.cs +++ /dev/null @@ -1,158 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace VRtist -{ - public class Matrix3x3 - { - Vector3[] col = new Vector3[3]; - public Matrix3x3() - { - col[0] = Vector3.right; - col[1] = Vector3.up; - col[2] = Vector3.forward; - } - public Matrix3x3(Matrix4x4 m) - { - Vector3 c0 = m.GetColumn(0); - Vector3 c1 = m.GetColumn(1); - Vector3 c2 = m.GetColumn(2); - col[0] = new Vector3(c0.x, c0.y, c0.z); - col[1] = new Vector3(c1.x, c1.y, c1.z); - col[2] = new Vector3(c2.x, c2.y, c2.z); - } - - public Vector3 GetColumn(int index) - { - return new Vector3(col[index].x, col[index].y, col[index].z); - } - - public void SetColumn(int index, Vector3 column) - { - col[index] = column; - } - - public void Negate() - { - for (int i = 0; i < 3; i++) - { - col[i].x *= -1f; - col[i].y *= -1f; - col[i].z *= -1f; - } - } - - public bool IsNegative() - { - Vector3 v = Vector3.Cross(col[0], col[1]); - float d = Vector3.Dot(v, col[2]); - return d < 0f; - } - - public void GetRotationScale(out Matrix3x3 rotation, out Vector3 scale) - { - scale.x = GetColumn(0).magnitude; - scale.y = GetColumn(1).magnitude; - scale.z = GetColumn(2).magnitude; - - rotation = new Matrix3x3(); - rotation.SetColumn(0, GetColumn(0).normalized); - rotation.SetColumn(1, GetColumn(1).normalized); - rotation.SetColumn(2, GetColumn(2).normalized); - - if(rotation.IsNegative()) - { - rotation.Negate(); - scale *= -1f; - } - } - } - - public class Maths - { - // decompose matrix like blender does - public static void DecomposeMatrix(Matrix4x4 m, out Vector3 position, out Quaternion rotation, out Vector3 scale) - { - Matrix3x3 m3 = new Matrix3x3(m); - Matrix3x3 r; - m3.GetRotationScale(out r, out scale); - - position = m.GetColumn(3); - - rotation = Quaternion.LookRotation( - r.GetColumn(2), - r.GetColumn(1) - ); - } - - public static Quaternion GetRotationFromMatrix(Matrix4x4 m) - { - Vector3 p, s; - Quaternion q; - DecomposeMatrix(m, out p, out q, out s); - return q; - } - - public static Vector3 ThreeAxisRotation(Quaternion q) - { - return ThreeAxisRotation(2 * (q.x * q.y + q.w * q.z), - q.w * q.w + q.x * q.x - q.y * q.y - q.z * q.z, - -2 * (q.x * q.z - q.w * q.y), - 2 * (q.y * q.z + q.w * q.x), - q.w * q.w - q.x * q.x - q.y * q.y + q.z * q.z); - } - - public static Vector3 ThreeAxisRotation(float r11, float r12, float r21, float r31, float r32) - { - return new Vector3(Mathf.Atan2(r31, r32), Mathf.Asin(r21), Mathf.Atan2(r11, r12)); - } - - public static Vector3 GetFirstPerpVector(Vector3 v) - { - Vector3 result = new Vector3(); - // That's easy. - if (v.x == 0.0f || v.y == 0.0f || v.z == 0.0f) - { - if (v.x == 0.0f) - result.x = 1.0f; - else if (v.y == 0.0f) - result.y = 1.0f; - else - result.z = 1.0f; - } - else - { - // If xyz is all set, we set the z coordinate as first and second argument . - // As the scalar product must be zero, we add the negated sum of x and y as third argument - result.x = v.z; //scalp = z*x - result.y = v.z; //scalp = z*(x+y) - result.z = -(v.x + v.y); //scalp = z*(x+y)-z*(x+y) = 0 - // Normalize vector - result.Normalize(); - } - return result; - } - } -} diff --git a/Assets/Scripts/Utils/Maths.cs.meta b/Assets/Scripts/Utils/Maths.cs.meta deleted file mode 100644 index ba85d4d3..00000000 --- a/Assets/Scripts/Utils/Maths.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: c683282733cc8c341b4c663f3489842d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/TextureUtils.cs b/Assets/Scripts/Utils/TextureUtils.cs deleted file mode 100644 index d486e707..00000000 --- a/Assets/Scripts/Utils/TextureUtils.cs +++ /dev/null @@ -1,266 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.IO; -using System.Runtime.InteropServices; - -using UnityEngine; - -namespace VRtist -{ - public class TextureUtils - { - public static Texture2D CreateSmallImage() - { - Texture2D smallImage = new Texture2D(1, 1, TextureFormat.RGBA32, false, true); - smallImage.LoadRawTextureData(new byte[] { 0, 0, 0, 255 }); - return smallImage; - } - - public static Texture2D LoadTextureOIIO(string filePath, bool isLinear) - { - // TODO: need to flip? Repere bottom left, Y-up - int ret = OIIOAPI.oiio_open_image(filePath); - if (ret == 0) - { - Debug.LogWarning("Could not open image " + filePath + " with OIIO."); - return null; - } - - int width = -1; - int height = -1; - int nchannels = -1; - OIIOAPI.BASETYPE format = OIIOAPI.BASETYPE.NONE; - ret = OIIOAPI.oiio_get_image_info(ref width, ref height, ref nchannels, ref format); - if (ret == 0) - { - Debug.LogWarning("Could not get info about image " + filePath + " with OIIO"); - return null; - } - - TexConv conv = new TexConv(); - bool canConvert = Format2Format(format, nchannels, ref conv); - if (!canConvert) - { - Debug.LogWarning("Could not create image from format: " + conv.format + " with option: " + conv.options); - return CreateSmallImage(); - } - // TMP - else if (conv.options.HasFlag(TextureConversionOptions.SHORT_TO_FLOAT) || conv.options.HasFlag(TextureConversionOptions.SHORT_TO_INT)) - { - Debug.LogWarning("Could not create image from format: " + conv.format + " with option: " + conv.options); - return CreateSmallImage(); - } - - Texture2D image = new Texture2D(width, height, conv.format, true, isLinear); // with mips - - var pixels = image.GetRawTextureData(); - GCHandle handle = GCHandle.Alloc(pixels, GCHandleType.Pinned); - ret = OIIOAPI.oiio_fill_image_data(handle.AddrOfPinnedObject(), conv.options.HasFlag(TextureConversionOptions.RGB_TO_RGBA) ? 1 : 0); - if (ret == 1) - { - image.LoadRawTextureData(pixels); - image.Apply(); - } - else - { - Debug.LogWarning("Could not fill texture data of " + filePath + " with OIIO."); - return null; - } - - return image; - } - - enum TextureConversionOptions - { - NO_CONV = 0, - RGB_TO_RGBA = 1, - SHORT_TO_INT = 2, - SHORT_TO_FLOAT = 4, - }; // TODO: fill, enhance - - class TexConv - { - public TextureFormat format; - public TextureConversionOptions options; - }; - - private static bool Format2Format(OIIOAPI.BASETYPE format, int nchannels, ref TexConv result) - { - // TODO: handle compressed formats. - - result.format = TextureFormat.RGBA32; - result.options = TextureConversionOptions.NO_CONV; - - switch (format) - { - case OIIOAPI.BASETYPE.UCHAR: - case OIIOAPI.BASETYPE.CHAR: - switch (nchannels) - { - case 1: result.format = TextureFormat.R8; break; - case 2: result.format = TextureFormat.RG16; break; - case 3: result.format = TextureFormat.RGB24; break; - case 4: result.format = TextureFormat.RGBA32; break; - default: return false; - } - break; - - case OIIOAPI.BASETYPE.USHORT: - switch (nchannels) - { - case 1: result.format = TextureFormat.R16; break; - case 2: result.format = TextureFormat.RGFloat; result.options = TextureConversionOptions.SHORT_TO_FLOAT; break; - case 3: result.format = TextureFormat.RGBAFloat; result.options = TextureConversionOptions.SHORT_TO_FLOAT | TextureConversionOptions.RGB_TO_RGBA; break; - case 4: result.format = TextureFormat.RGBAFloat; result.options = TextureConversionOptions.SHORT_TO_FLOAT; break; - // R16_G16, R16_G16_B16 and R16_G16_B16_A16 do not exist - default: return false; - } - break; - - case OIIOAPI.BASETYPE.HALF: - switch (nchannels) - { - case 1: result.format = TextureFormat.RHalf; break; - case 2: result.format = TextureFormat.RGHalf; break; - case 3: result.format = TextureFormat.RGBAHalf; result.options = TextureConversionOptions.NO_CONV | TextureConversionOptions.RGB_TO_RGBA; break; // RGBHalf is NOT SUPPORTED - case 4: result.format = TextureFormat.RGBAHalf; break; - default: return false; - } - break; - - case OIIOAPI.BASETYPE.FLOAT: - switch (nchannels) - { - case 1: result.format = TextureFormat.RFloat; break; - case 2: result.format = TextureFormat.RGFloat; break; - case 3: result.format = TextureFormat.RGBAFloat; result.options = TextureConversionOptions.NO_CONV | TextureConversionOptions.RGB_TO_RGBA; break;// RGBFloat is NOT SUPPORTED - case 4: result.format = TextureFormat.RGBAFloat; break; - default: return false; - } - break; - - default: return false; - } - - return true; - } - - public static Texture2D LoadTextureDXT(string filePath, bool isLinear) - { - byte[] ddsBytes = System.IO.File.ReadAllBytes(filePath); - - byte[] format = { ddsBytes[84], ddsBytes[85], ddsBytes[86], ddsBytes[87], 0 }; - string sFormat = System.Text.Encoding.UTF8.GetString(format); - TextureFormat textureFormat; - - if (sFormat != "DXT1") - textureFormat = TextureFormat.DXT1; - else if (sFormat != "DXT5") - textureFormat = TextureFormat.DXT5; - else return null; - - byte ddsSizeCheck = ddsBytes[4]; - if (ddsSizeCheck != 124) - throw new Exception("Invalid DDS DXTn texture. Unable to read"); //this header byte should be 124 for DDS image files - - int height = ddsBytes[13] * 256 + ddsBytes[12]; - int width = ddsBytes[17] * 256 + ddsBytes[16]; - - int DDS_HEADER_SIZE = 128; - byte[] dxtBytes = new byte[ddsBytes.Length - DDS_HEADER_SIZE]; - Buffer.BlockCopy(ddsBytes, DDS_HEADER_SIZE, dxtBytes, 0, ddsBytes.Length - DDS_HEADER_SIZE); - - Texture2D texture = new Texture2D(width, height, textureFormat, true, isLinear); - texture.LoadRawTextureData(dxtBytes); - texture.Apply(); - - return texture; - } - - public static Texture2D LoadTextureFromBuffer(byte[] data, bool isLinear) - { - Texture2D tex = new Texture2D(2, 2, TextureFormat.ARGB32, true, isLinear); - bool res = tex.LoadImage(data); - if (!res) - return null; - - return tex; - } - - public static Texture2D LoadRawTexture(string filePath, bool isLinear) - { - byte[] bytes = File.ReadAllBytes(filePath); - int index = 0; - TextureFormat format = (TextureFormat)BitConverter.ToInt32(bytes, index); - index += sizeof(int); - int width = BitConverter.ToInt32(bytes, index); - index += sizeof(int); - int height = BitConverter.ToInt32(bytes, index); - index += sizeof(int); - int dataLength = bytes.Length - 3 * sizeof(int); - byte[] data = new byte[dataLength]; - Buffer.BlockCopy(bytes, index, data, 0, dataLength); - - Texture2D texture = null; - try - { - texture = new Texture2D(width, height, format, true, isLinear); - texture.LoadRawTextureData(data); - texture.Apply(); - } - catch (Exception e) - { - Debug.LogError("Could not create texture " + filePath); - Debug.LogError(e.Message); - } - return texture; - } - - public static void WriteRawTexture(string filePath, Texture2D texture) - { - TextureFormat format = texture.format; - int width = texture.width; - int height = texture.height; - byte[] data = texture.GetRawTextureData(); - - byte[] bytes = new byte[sizeof(int) * 3 + data.Length]; - int index = 0; - Buffer.BlockCopy(BitConverter.GetBytes((int)format), 0, bytes, index, sizeof(int)); - index += sizeof(int); - Buffer.BlockCopy(BitConverter.GetBytes(width), 0, bytes, index, sizeof(int)); - index += sizeof(int); - Buffer.BlockCopy(BitConverter.GetBytes(height), 0, bytes, index, sizeof(int)); - index += sizeof(int); - Buffer.BlockCopy(data, 0, bytes, index, data.Length); - - DirectoryInfo folder = Directory.GetParent(filePath); - if (!folder.Exists) - { - folder.Create(); - } - File.WriteAllBytes(filePath, bytes); - } - } -} diff --git a/Assets/Scripts/Utils/TextureUtils.cs.meta b/Assets/Scripts/Utils/TextureUtils.cs.meta deleted file mode 100644 index 0b02a0a0..00000000 --- a/Assets/Scripts/Utils/TextureUtils.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4684e8758d25d4648a12d494f215dc62 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate.meta b/Assets/Scripts/Utils/Triangulate.meta deleted file mode 100644 index 7a4dd4f3..00000000 --- a/Assets/Scripts/Utils/Triangulate.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 9975653d4f2affc4a99dc8387127e592 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate/CyclicalList.cs b/Assets/Scripts/Utils/Triangulate/CyclicalList.cs deleted file mode 100644 index 6846aad9..00000000 --- a/Assets/Scripts/Utils/Triangulate/CyclicalList.cs +++ /dev/null @@ -1,72 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using System.Text; - -namespace Triangulator -{ - /// - /// Implements a List structure as a cyclical list where indices are wrapped. - /// - /// The Type to hold in the list. - class CyclicalList : List - { - public new T this[int index] - { - get - { - //perform the index wrapping - while (index < 0) - index = Count + index; - if (index >= Count) - index %= Count; - - return base[index]; - } - set - { - //perform the index wrapping - while (index < 0) - index = Count + index; - if (index >= Count) - index %= Count; - - base[index] = value; - } - } - - public CyclicalList() { } - - public CyclicalList(IEnumerable collection) - : base(collection) - { - } - - public new void RemoveAt(int index) - { - Remove(this[index]); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Triangulate/CyclicalList.cs.meta b/Assets/Scripts/Utils/Triangulate/CyclicalList.cs.meta deleted file mode 100644 index ff6b4375..00000000 --- a/Assets/Scripts/Utils/Triangulate/CyclicalList.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ea090bbc1d83a1544a3449e3b35a1230 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate/IndexableCyclicalLinkedList.cs b/Assets/Scripts/Utils/Triangulate/IndexableCyclicalLinkedList.cs deleted file mode 100644 index 00b487dd..00000000 --- a/Assets/Scripts/Utils/Triangulate/IndexableCyclicalLinkedList.cs +++ /dev/null @@ -1,84 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using System.Text; - -namespace Triangulator -{ - /// - /// Implements a LinkedList that is both indexable as well as cyclical. Thus - /// indexing into the list with an out-of-bounds index will automatically cycle - /// around the list to find a valid node. - /// - class IndexableCyclicalLinkedList : LinkedList - { - /// - /// Gets the LinkedListNode at a particular index. - /// - /// The index of the node to retrieve. - /// The LinkedListNode found at the index given. - public LinkedListNode this[int index] - { - get - { - //perform the index wrapping - while (index < 0) - index = Count + index; - if (index >= Count) - index %= Count; - - //find the proper node - LinkedListNode node = First; - for (int i = 0; i < index; i++) - node = node.Next; - - return node; - } - } - - /// - /// Removes the node at a given index. - /// - /// The index of the node to remove. - public void RemoveAt(int index) - { - Remove(this[index]); - } - - /// - /// Finds the index of a given item. - /// - /// The item to find. - /// The index of the item if found; -1 if the item is not found. - public int IndexOf(T item) - { - for (int i = 0; i < Count; i++) - if (this[i].Value.Equals(item)) - return i; - - return -1; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Triangulate/IndexableCyclicalLinkedList.cs.meta b/Assets/Scripts/Utils/Triangulate/IndexableCyclicalLinkedList.cs.meta deleted file mode 100644 index f86adc77..00000000 --- a/Assets/Scripts/Utils/Triangulate/IndexableCyclicalLinkedList.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a6237c68ffc3ac0439ee2b9b0a16ce11 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate/LineSegment.cs b/Assets/Scripts/Utils/Triangulate/LineSegment.cs deleted file mode 100644 index d6616e44..00000000 --- a/Assets/Scripts/Utils/Triangulate/LineSegment.cs +++ /dev/null @@ -1,78 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace Triangulator -{ - struct LineSegment - { - public Vertex A; - public Vertex B; - - public LineSegment(Vertex a, Vertex b) - { - A = a; - B = b; - } - - public float? IntersectsWithRay(Vector2 origin, Vector2 direction) - { - float largestDistance = Mathf.Max(A.Position.x - origin.x, B.Position.x - origin.x) * 2f; - LineSegment raySegment = new LineSegment(new Vertex(origin, 0), new Vertex(origin + (direction * largestDistance), 0)); - - Vector2? intersection = FindIntersection(this, raySegment); - float? value = null; - - if (intersection != null) - value = Vector2.Distance(origin, intersection.Value); - - return value; - } - - public static Vector2? FindIntersection(LineSegment a, LineSegment b) - { - float x1 = a.A.Position.x; - float y1 = a.A.Position.y; - float x2 = a.B.Position.x; - float y2 = a.B.Position.y; - float x3 = b.A.Position.x; - float y3 = b.A.Position.y; - float x4 = b.B.Position.x; - float y4 = b.B.Position.y; - - float denom = (y4 - y3) * (x2 - x1) - (x4 - x3) * (y2 - y1); - - float uaNum = (x4 - x3) * (y1 - y3) - (y4 - y3) * (x1 - x3); - float ubNum = (x2 - x1) * (y1 - y3) - (y2 - y1) * (x1 - x3); - - float ua = uaNum / denom; - float ub = ubNum / denom; - - if (Mathf.Clamp(ua, 0f, 1f) != ua || Mathf.Clamp(ub, 0f, 1f) != ub) - return null; - - return a.A.Position + (a.B.Position - a.A.Position) * ua; - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Triangulate/LineSegment.cs.meta b/Assets/Scripts/Utils/Triangulate/LineSegment.cs.meta deleted file mode 100644 index 27c90fd1..00000000 --- a/Assets/Scripts/Utils/Triangulate/LineSegment.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 62c5276b984feef4fb3a82e3c753cb62 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate/Triangle.cs b/Assets/Scripts/Utils/Triangulate/Triangle.cs deleted file mode 100644 index 89a65467..00000000 --- a/Assets/Scripts/Utils/Triangulate/Triangle.cs +++ /dev/null @@ -1,106 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -namespace Triangulator -{ - /// - /// A basic triangle structure that holds the three vertices that make up a given triangle. - /// - struct Triangle - { - public readonly Vertex A; - public readonly Vertex B; - public readonly Vertex C; - - public Triangle(Vertex a, Vertex b, Vertex c) - { - A = a; - B = b; - C = c; - } - - public bool ContainsPoint(Vertex point) - { - //return true if the point to test is one of the vertices - if (point.Equals(A) || point.Equals(B) || point.Equals(C)) - return true; - - bool oddNodes = false; - - if (checkPointToSegment(C, A, point)) - oddNodes = !oddNodes; - if (checkPointToSegment(A, B, point)) - oddNodes = !oddNodes; - if (checkPointToSegment(B, C, point)) - oddNodes = !oddNodes; - - return oddNodes; - } - - public static bool ContainsPoint(Vertex a, Vertex b, Vertex c, Vertex point) - { - return new Triangle(a, b, c).ContainsPoint(point); - } - - static bool checkPointToSegment(Vertex sA, Vertex sB, Vertex point) - { - if ((sA.Position.y < point.Position.y && sB.Position.y >= point.Position.y) || - (sB.Position.y < point.Position.y && sA.Position.y >= point.Position.y)) - { - float x = - sA.Position.x + - (point.Position.y - sA.Position.y) / - (sB.Position.y - sA.Position.y) * - (sB.Position.x - sA.Position.x); - - if (x < point.Position.x) - return true; - } - - return false; - } - - public override bool Equals(object obj) - { - if (obj.GetType() != typeof(Triangle)) - return false; - return Equals((Triangle)obj); - } - - public bool Equals(Triangle obj) - { - return obj.A.Equals(A) && obj.B.Equals(B) && obj.C.Equals(C); - } - - public override int GetHashCode() - { - unchecked - { - int result = A.GetHashCode(); - result = (result * 397) ^ B.GetHashCode(); - result = (result * 397) ^ C.GetHashCode(); - return result; - } - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Triangulate/Triangle.cs.meta b/Assets/Scripts/Utils/Triangulate/Triangle.cs.meta deleted file mode 100644 index a67df75a..00000000 --- a/Assets/Scripts/Utils/Triangulate/Triangle.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 70151bb909ec6e5429a462679da7af87 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate/Triangulate2.cs b/Assets/Scripts/Utils/Triangulate/Triangulate2.cs deleted file mode 100644 index c9e95443..00000000 --- a/Assets/Scripts/Utils/Triangulate/Triangulate2.cs +++ /dev/null @@ -1,351 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using UnityEngine; - -public class HalfEdge -{ - //The vertex the edge points to - public Vertex v; - - //The face this edge is a part of - public Triangle t; - - //The next edge - public HalfEdge nextEdge; - //The previous - public HalfEdge prevEdge; - //The edge going in the opposite direction - public HalfEdge oppositeEdge; - - //This structure assumes we have a vertex class with a reference to a half edge going from that vertex - //and a face (triangle) class with a reference to a half edge which is a part of this face - public HalfEdge(Vertex v) - { - this.v = v; - } -} - -public class Triangle -{ - //Corners - public Vertex v1; - public Vertex v2; - public Vertex v3; - - //If we are using the half edge mesh structure, we just need one half edge - public HalfEdge halfEdge; - - public Triangle(Vertex v1, Vertex v2, Vertex v3) - { - this.v1 = v1; - this.v2 = v2; - this.v3 = v3; - } - - public Triangle(Vector3 v1, Vector3 v2, Vector3 v3) - { - this.v1 = new Vertex(v1); - this.v2 = new Vertex(v2); - this.v3 = new Vertex(v3); - } - - public Triangle(HalfEdge halfEdge) - { - this.halfEdge = halfEdge; - } - - //Change orientation of triangle from cw -> ccw or ccw -> cw - public void ChangeOrientation() - { - Vertex temp = this.v1; - - this.v1 = this.v2; - - this.v2 = temp; - } -} -public class Vertex -{ - public Vector3 position; - - //The outgoing halfedge (a halfedge that starts at this vertex) - //Doesnt matter which edge we connect to it - public HalfEdge halfEdge; - - //Which triangle is this vertex a part of? - public Triangle triangle; - - //The previous and next vertex this vertex is attached to - public Vertex prevVertex; - public Vertex nextVertex; - - //Properties this vertex may have - //Reflex is concave - public bool isReflex; - public bool isConvex; - public bool isEar; - - public Vertex(Vector3 position) - { - this.position = position; - } - - //Get 2d pos of this vertex - public Vector2 GetPos2D_XY() - { - Vector2 pos_2d_xz = new Vector2(position.x, position.y); - - return pos_2d_xz; - } -} - -public static class Triangulator2 -{ - public static int ClampListIndex(int index, int listSize) - { - index = ((index % listSize) + listSize) % listSize; - - return index; - } - - //This assumes that we have a polygon and now we want to triangulate it - //The points on the polygon should be ordered counter-clockwise - //This alorithm is called ear clipping and it's O(n*n) Another common algorithm is dividing it into trapezoids and it's O(n log n) - //One can maybe do it in O(n) time but no such version is known - //Assumes we have at least 3 points - public static List TriangulateConcavePolygon(List points) - { - //The list with triangles the method returns - List triangles = new List(); - - //If we just have three points, then we dont have to do all calculations - if (points.Count == 3) - { - triangles.Add(new Triangle(points[0], points[1], points[2])); - - return triangles; - } - - - - //Step 1. Store the vertices in a list and we also need to know the next and prev vertex - List vertices = new List(); - - for (int i = 0; i < points.Count; i++) - { - vertices.Add(new Vertex(points[i])); - } - - //Find the next and previous vertex - for (int i = 0; i < vertices.Count; i++) - { - int nextPos = ClampListIndex(i + 1, vertices.Count); - - int prevPos = ClampListIndex(i - 1, vertices.Count); - - vertices[i].prevVertex = vertices[prevPos]; - - vertices[i].nextVertex = vertices[nextPos]; - } - - - - //Step 2. Find the reflex (concave) and convex vertices, and ear vertices - for (int i = 0; i < vertices.Count; i++) - { - CheckIfReflexOrConvex(vertices[i]); - } - - //Have to find the ears after we have found if the vertex is reflex or convex - List earVertices = new List(); - - for (int i = 0; i < vertices.Count; i++) - { - IsVertexEar(vertices[i], vertices, earVertices); - } - - - - //Step 3. Triangulate! - while (true) - { - //This means we have just one triangle left - if (vertices.Count == 3) - { - //The final triangle - triangles.Add(new Triangle(vertices[0], vertices[0].prevVertex, vertices[0].nextVertex)); - - break; - } - - //Make a triangle of the first ear - Vertex earVertex = earVertices[0]; - - Vertex earVertexPrev = earVertex.prevVertex; - Vertex earVertexNext = earVertex.nextVertex; - - Triangle newTriangle = new Triangle(earVertex, earVertexPrev, earVertexNext); - - triangles.Add(newTriangle); - - //Remove the vertex from the lists - earVertices.Remove(earVertex); - - vertices.Remove(earVertex); - - //Update the previous vertex and next vertex - earVertexPrev.nextVertex = earVertexNext; - earVertexNext.prevVertex = earVertexPrev; - - //...see if we have found a new ear by investigating the two vertices that was part of the ear - CheckIfReflexOrConvex(earVertexPrev); - CheckIfReflexOrConvex(earVertexNext); - - earVertices.Remove(earVertexPrev); - earVertices.Remove(earVertexNext); - - IsVertexEar(earVertexPrev, vertices, earVertices); - IsVertexEar(earVertexNext, vertices, earVertices); - } - - //Debug.Log(triangles.Count); - - return triangles; - } - - public static bool IsTriangleOrientedClockwise(Vector2 p1, Vector2 p2, Vector2 p3) - { - bool isClockWise = true; - - float determinant = p1.x * p2.y + p3.x * p1.y + p2.x * p3.y - p1.x * p3.y - p3.x * p2.y - p2.x * p1.y; - - if (determinant > 0f) - { - isClockWise = false; - } - - return isClockWise; - } - //Check if a vertex if reflex or convex, and add to appropriate list - private static void CheckIfReflexOrConvex(Vertex v) - { - v.isReflex = false; - v.isConvex = false; - - //This is a reflex vertex if its triangle is oriented clockwise - Vector3 a = v.prevVertex.position; - Vector3 b = v.position; - Vector3 c = v.nextVertex.position; - Vector3 p = Vector3.Cross((b - a), (c - a)); - if(p.z > 0) - { - v.isReflex = true; - } - else - { - v.isConvex = true; - } - /* - Vector2 a = v.prevVertex.GetPos2D_XY(); - Vector2 b = v.GetPos2D_XY(); - Vector2 c = v.nextVertex.GetPos2D_XY(); - - if (IsTriangleOrientedClockwise(a, b, c)) - { - v.isReflex = true; - } - else - { - v.isConvex = true; - } - */ - } - - - public static bool IsPointInTriangle(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p) - { - bool isWithinTriangle = false; - - //Based on Barycentric coordinates - float denominator = ((p2.y - p3.y) * (p1.x - p3.x) + (p3.x - p2.x) * (p1.y - p3.y)); - - float a = ((p2.y - p3.y) * (p.x - p3.x) + (p3.x - p2.x) * (p.y - p3.y)) / denominator; - float b = ((p3.y - p1.y) * (p.x - p3.x) + (p1.x - p3.x) * (p.y - p3.y)) / denominator; - float c = 1 - a - b; - - //The point is within the triangle or on the border if 0 <= a <= 1 and 0 <= b <= 1 and 0 <= c <= 1 - //if (a >= 0f && a <= 1f && b >= 0f && b <= 1f && c >= 0f && c <= 1f) - //{ - // isWithinTriangle = true; - //} - - //The point is within the triangle - if (a > 0f && a < 1f && b > 0f && b < 1f && c > 0f && c < 1f) - { - isWithinTriangle = true; - } - - return isWithinTriangle; - } - - //Check if a vertex is an ear - private static void IsVertexEar(Vertex v, List vertices, List earVertices) - { - //A reflex vertex cant be an ear! - if (v.isReflex) - { - return; - } - - //This triangle to check point in triangle - Vector2 a = v.prevVertex.GetPos2D_XY(); - Vector2 b = v.GetPos2D_XY(); - Vector2 c = v.nextVertex.GetPos2D_XY(); - - bool hasPointInside = false; - - for (int i = 0; i < vertices.Count; i++) - { - //We only need to check if a reflex vertex is inside of the triangle - if (vertices[i].isReflex) - { - Vector2 p = vertices[i].GetPos2D_XY(); - - //This means inside and not on the hull - if (IsPointInTriangle(a, b, c, p)) - { - hasPointInside = true; - - break; - } - } - } - - if (!hasPointInside) - { - earVertices.Add(v); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Triangulate/Triangulate2.cs.meta b/Assets/Scripts/Utils/Triangulate/Triangulate2.cs.meta deleted file mode 100644 index 3a0d3428..00000000 --- a/Assets/Scripts/Utils/Triangulate/Triangulate2.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: dd44d3c0ae5ef534f8c813499ce38184 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate/Triangulator.cs b/Assets/Scripts/Utils/Triangulate/Triangulator.cs deleted file mode 100644 index 48f7665e..00000000 --- a/Assets/Scripts/Utils/Triangulate/Triangulator.cs +++ /dev/null @@ -1,503 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System; -using System.Collections.Generic; -using System.Diagnostics; -using System.Text; -using UnityEngine; - -namespace Triangulator -{ - /// - /// A static class exposing methods for triangulating 2D polygons. This is the sole public - /// class in the entire library; all other classes/structures are intended as internal-only - /// objects used only to assist in triangulation. - /// - /// This class makes use of the DEBUG conditional and produces quite verbose output when built - /// in Debug mode. This is quite useful for debugging purposes, but can slow the process down - /// quite a bit. For optimal performance, build the library in Release mode. - /// - /// The triangulation is also not optimized for garbage sensitive processing. The point of the - /// library is a robust, yet simple, system for triangulating 2D shapes. It is intended to be - /// used as part of your content pipeline or at load-time. It is not something you want to be - /// using each and every frame unless you really don't care about garbage. - /// - public static class Triangulator - { - #region Fields - - static readonly IndexableCyclicalLinkedList polygonVertices = new IndexableCyclicalLinkedList(); - static readonly IndexableCyclicalLinkedList earVertices = new IndexableCyclicalLinkedList(); - static readonly CyclicalList convexVertices = new CyclicalList(); - static readonly CyclicalList reflexVertices = new CyclicalList(); - - #endregion - - #region Public Methods - - #region Triangulate - - /// - /// Triangulates a 2D polygon produced the indexes required to render the points as a triangle list. - /// - /// The polygon vertices in counter-clockwise winding order. - /// The desired output winding order. - /// The resulting vertices that include any reversals of winding order and holes. - /// The resulting indices for rendering the shape as a triangle list. - public static void Triangulate( - Vector2[] inputVertices, - WindingOrder desiredWindingOrder, - out Vector2[] outputVertices, - out int[] indices) - { - List triangles = new List(); - - //make sure we have our vertices wound properly - if (DetermineWindingOrder(inputVertices) == WindingOrder.Clockwise) - outputVertices = ReverseWindingOrder(inputVertices); - else - outputVertices = (Vector2[])inputVertices.Clone(); - - //clear all of the lists - polygonVertices.Clear(); - earVertices.Clear(); - convexVertices.Clear(); - reflexVertices.Clear(); - - //generate the cyclical list of vertices in the polygon - for (int i = 0; i < outputVertices.Length; i++) - polygonVertices.AddLast(new Vertex(outputVertices[i], i)); - - //categorize all of the vertices as convex, reflex, and ear - FindConvexAndReflexVertices(); - FindEarVertices(); - - //clip all the ear vertices - while (polygonVertices.Count > 3 && earVertices.Count > 0) - ClipNextEar(triangles); - - //if there are still three points, use that for the last triangle - if (polygonVertices.Count == 3) - triangles.Add(new Triangle( - polygonVertices[0].Value, - polygonVertices[1].Value, - polygonVertices[2].Value)); - - //add all of the triangle indices to the output array - indices = new int[triangles.Count * 3]; - - //move the if statement out of the loop to prevent all the - //redundant comparisons - if (desiredWindingOrder == WindingOrder.CounterClockwise) - { - for (int i = 0; i < triangles.Count; i++) - { - indices[(i * 3)] = triangles[i].A.Index; - indices[(i * 3) + 1] = triangles[i].B.Index; - indices[(i * 3) + 2] = triangles[i].C.Index; - } - } - else - { - for (int i = 0; i < triangles.Count; i++) - { - indices[(i * 3)] = triangles[i].C.Index; - indices[(i * 3) + 1] = triangles[i].B.Index; - indices[(i * 3) + 2] = triangles[i].A.Index; - } - } - } - - #endregion - - #region CutHoleInShape - - /// - /// Cuts a hole into a shape. - /// - /// An array of vertices for the primary shape. - /// An array of vertices for the hole to be cut. It is assumed that these vertices lie completely within the shape verts. - /// The new array of vertices that can be passed to Triangulate to properly triangulate the shape with the hole. - public static Vector2[] CutHoleInShape(Vector2[] shapeVerts, Vector2[] holeVerts) - { - //make sure the shape vertices are wound counter clockwise and the hole vertices clockwise - shapeVerts = EnsureWindingOrder(shapeVerts, WindingOrder.CounterClockwise); - holeVerts = EnsureWindingOrder(holeVerts, WindingOrder.Clockwise); - - //clear all of the lists - polygonVertices.Clear(); - earVertices.Clear(); - convexVertices.Clear(); - reflexVertices.Clear(); - - //generate the cyclical list of vertices in the polygon - for (int i = 0; i < shapeVerts.Length; i++) - polygonVertices.AddLast(new Vertex(shapeVerts[i], i)); - - CyclicalList holePolygon = new CyclicalList(); - for (int i = 0; i < holeVerts.Length; i++) - holePolygon.Add(new Vertex(holeVerts[i], i + polygonVertices.Count)); - - FindConvexAndReflexVertices(); - FindEarVertices(); - - //find the hole vertex with the largest X value - Vertex rightMostHoleVertex = holePolygon[0]; - foreach (Vertex v in holePolygon) - if (v.Position.x > rightMostHoleVertex.Position.x) - rightMostHoleVertex = v; - - //construct a list of all line segments where at least one vertex - //is to the right of the rightmost hole vertex with one vertex - //above the hole vertex and one below - List segmentsToTest = new List(); - for (int i = 0; i < polygonVertices.Count; i++) - { - Vertex a = polygonVertices[i].Value; - Vertex b = polygonVertices[i + 1].Value; - - if ((a.Position.x > rightMostHoleVertex.Position.x || b.Position.x > rightMostHoleVertex.Position.x) && - ((a.Position.y >= rightMostHoleVertex.Position.y && b.Position.y <= rightMostHoleVertex.Position.y) || - (a.Position.y <= rightMostHoleVertex.Position.y && b.Position.y >= rightMostHoleVertex.Position.y))) - segmentsToTest.Add(new LineSegment(a, b)); - } - - //now we try to find the closest intersection point heading to the right from - //our hole vertex. - float? closestPoint = null; - LineSegment closestSegment = new LineSegment(); - foreach (LineSegment segment in segmentsToTest) - { - float? intersection = segment.IntersectsWithRay(rightMostHoleVertex.Position, Vector2.right); - if (intersection != null) - { - if (closestPoint == null || closestPoint.Value > intersection.Value) - { - closestPoint = intersection; - closestSegment = segment; - } - } - } - - //if closestPoint is null, there were no collisions (likely from improper input data), - //but we'll just return without doing anything else - if (closestPoint == null) - return shapeVerts; - - //otherwise we can find our mutually visible vertex to split the polygon - Vector2 I = rightMostHoleVertex.Position + Vector2.right * closestPoint.Value; - Vertex P = (closestSegment.A.Position.x > closestSegment.B.Position.x) - ? closestSegment.A - : closestSegment.B; - - //construct triangle MIP - Triangle mip = new Triangle(rightMostHoleVertex, new Vertex(I, 1), P); - - //see if any of the reflex vertices lie inside of the MIP triangle - List interiorReflexVertices = new List(); - foreach (Vertex v in reflexVertices) - if (mip.ContainsPoint(v)) - interiorReflexVertices.Add(v); - - //if there are any interior reflex vertices, find the one that, when connected - //to our rightMostHoleVertex, forms the line closest to Vector2.UnitX - if (interiorReflexVertices.Count > 0) - { - float closestDot = -1f; - foreach (Vertex v in interiorReflexVertices) - { - //compute the dot product of the vector against the UnitX - Vector2 d = (v.Position - rightMostHoleVertex.Position).normalized; - float dot = Vector2.Dot(Vector2.right, d); - - //if this line is the closest we've found - if (dot > closestDot) - { - //save the value and save the vertex as P - closestDot = dot; - P = v; - } - } - } - - //now we just form our output array by injecting the hole vertices into place - //we know we have to inject the hole into the main array after point P going from - //rightMostHoleVertex around and then back to P. - int mIndex = holePolygon.IndexOf(rightMostHoleVertex); - int injectPoint = polygonVertices.IndexOf(P); - - for (int i = mIndex; i <= mIndex + holePolygon.Count; i++) - { - polygonVertices.AddAfter(polygonVertices[injectPoint++], holePolygon[i]); - } - polygonVertices.AddAfter(polygonVertices[injectPoint], P); - - //finally we write out the new polygon vertices and return them out - Vector2[] newShapeVerts = new Vector2[polygonVertices.Count]; - for (int i = 0; i < polygonVertices.Count; i++) - newShapeVerts[i] = polygonVertices[i].Value.Position; - - return newShapeVerts; - } - - #endregion - - #region EnsureWindingOrder - - /// - /// Ensures that a set of vertices are wound in a particular order, reversing them if necessary. - /// - /// The vertices of the polygon. - /// The desired winding order. - /// A new set of vertices if the winding order didn't match; otherwise the original set. - public static Vector2[] EnsureWindingOrder(Vector2[] vertices, WindingOrder windingOrder) - { - if (DetermineWindingOrder(vertices) != windingOrder) - { - return ReverseWindingOrder(vertices); - } - - return vertices; - } - - #endregion - - #region ReverseWindingOrder - - /// - /// Reverses the winding order for a set of vertices. - /// - /// The vertices of the polygon. - /// The new vertices for the polygon with the opposite winding order. - public static Vector2[] ReverseWindingOrder(Vector2[] vertices) - { - Vector2[] newVerts = new Vector2[vertices.Length]; - - newVerts[0] = vertices[0]; - for (int i = 1; i < newVerts.Length; i++) - newVerts[i] = vertices[vertices.Length - i]; - - return newVerts; - } - - #endregion - - #region DetermineWindingOrder - - /// - /// Determines the winding order of a polygon given a set of vertices. - /// - /// The vertices of the polygon. - /// The calculated winding order of the polygon. - public static WindingOrder DetermineWindingOrder(Vector2[] vertices) - { - Vector2 p1 = vertices[0]; - - float sum = 0f; - for (int i = 1; i < vertices.Length; i++) - { - Vector2 p2 = vertices[i]; - Vector2 p3 = vertices[(i + 1) % vertices.Length]; - - Vector2 e1 = p1 - p2; - Vector2 e2 = p3 - p2; - - sum += e1.x * e2.y - e1.y * e2.x; - - p1 = p2; - } - - return (sum >= 0f) - ? WindingOrder.Clockwise - : WindingOrder.CounterClockwise; - } - - #endregion - - #endregion - - #region Private Methods - - #region ClipNextEar - - private static void ClipNextEar(ICollection triangles) - { - //find the triangle - Vertex ear = earVertices[0].Value; - Vertex prev = polygonVertices[polygonVertices.IndexOf(ear) - 1].Value; - Vertex next = polygonVertices[polygonVertices.IndexOf(ear) + 1].Value; - triangles.Add(new Triangle(ear, next, prev)); - - //remove the ear from the shape - earVertices.RemoveAt(0); - polygonVertices.RemoveAt(polygonVertices.IndexOf(ear)); - - //validate the neighboring vertices - ValidateAdjacentVertex(prev); - ValidateAdjacentVertex(next); - - //write out the states of each of the lists - } - - #endregion - - #region ValidateAdjacentVertex - - private static void ValidateAdjacentVertex(Vertex vertex) - { - if (reflexVertices.Contains(vertex)) - { - if (IsConvex(vertex)) - { - reflexVertices.Remove(vertex); - convexVertices.Add(vertex); - } - } - - if (convexVertices.Contains(vertex)) - { - bool wasEar = earVertices.Contains(vertex); - bool isEar = IsEar(vertex); - - if (wasEar && !isEar) - { - earVertices.Remove(vertex); - } - else if (!wasEar && isEar) - { - earVertices.AddFirst(vertex); - } - } - } - - #endregion - - #region FindConvexAndReflexVertices - - private static void FindConvexAndReflexVertices() - { - for (int i = 0; i < polygonVertices.Count; i++) - { - Vertex v = polygonVertices[i].Value; - - if (IsConvex(v)) - { - convexVertices.Add(v); - } - else - { - reflexVertices.Add(v); - } - } - } - - #endregion - - #region FindEarVertices - - private static void FindEarVertices() - { - for (int i = 0; i < convexVertices.Count; i++) - { - Vertex c = convexVertices[i]; - - if (IsEar(c)) - { - earVertices.AddLast(c); - } - } - } - - #endregion - - #region IsEar - - private static bool IsEar(Vertex c) - { - Vertex p = polygonVertices[polygonVertices.IndexOf(c) - 1].Value; - Vertex n = polygonVertices[polygonVertices.IndexOf(c) + 1].Value; - - foreach (Vertex t in reflexVertices) - { - if (t.Equals(p) || t.Equals(c) || t.Equals(n)) - continue; - - if (Triangle.ContainsPoint(p, c, n, t)) - { - return false; - } - } - - return true; - } - - #endregion - - #region IsConvex - - private static bool IsConvex(Vertex c) - { - Vertex p = polygonVertices[polygonVertices.IndexOf(c) - 1].Value; - Vertex n = polygonVertices[polygonVertices.IndexOf(c) + 1].Value; - - Vector2 d1 = (c.Position - p.Position).normalized; - Vector2 d2 = (n.Position - c.Position).normalized; - Vector2 n2 = new Vector2(-d2.y, d2.x); - - return (Vector2.Dot(d1, n2) <= 0f); - } - - #endregion - - #region IsReflex - - private static bool IsReflex(Vertex c) - { - return !IsConvex(c); - } - - #endregion - - #region Log - - [Conditional("DEBUG")] - private static void Log(string format, params object[] parameters) - { - System.Console.WriteLine(format, parameters); - } - - #endregion - - #endregion - } - - /// - /// Specifies a desired winding order for the shape vertices. - /// - public enum WindingOrder - { - Clockwise, - CounterClockwise - } -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Triangulate/Triangulator.cs.meta b/Assets/Scripts/Utils/Triangulate/Triangulator.cs.meta deleted file mode 100644 index cf03e9c1..00000000 --- a/Assets/Scripts/Utils/Triangulate/Triangulator.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2fa7255595f9ff245b7f9fcfd21efe2e -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/Triangulate/Vertex.cs b/Assets/Scripts/Utils/Triangulate/Vertex.cs deleted file mode 100644 index 772a0690..00000000 --- a/Assets/Scripts/Utils/Triangulate/Vertex.cs +++ /dev/null @@ -1,64 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -namespace Triangulator -{ - struct Vertex - { - public readonly Vector2 Position; - public readonly int Index; - - public Vertex(Vector2 position, int index) - { - Position = position; - Index = index; - } - - public override bool Equals(object obj) - { - if (obj.GetType() != typeof(Vertex)) - return false; - return Equals((Vertex)obj); - } - - public bool Equals(Vertex obj) - { - return obj.Position.Equals(Position) && obj.Index == Index; - } - - public override int GetHashCode() - { - unchecked - { - return (Position.GetHashCode() * 397) ^ Index; - } - } - - public override string ToString() - { - return string.Format("{0} ({1})", Position, Index); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/Utils/Triangulate/Vertex.cs.meta b/Assets/Scripts/Utils/Triangulate/Vertex.cs.meta deleted file mode 100644 index 3012d0d6..00000000 --- a/Assets/Scripts/Utils/Triangulate/Vertex.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: cb2b6871e06267947a2acf408d7982bd -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Utils/VolumeMeshGenerator.cs b/Assets/Scripts/Utils/VolumeMeshGenerator.cs deleted file mode 100644 index cc5515e5..00000000 --- a/Assets/Scripts/Utils/VolumeMeshGenerator.cs +++ /dev/null @@ -1,444 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using UnityEngine; - -// Based on pieces of: https://github.com/SebLague/Marching-Cubes - -/** - * TODO: - * - Color the mouthpiece in RED if the radius if bigger than a 10x10x10 cells (or whatever the max size we set). - * - Show the strength and stepsize on the mouthpiece. - * - */ - -namespace VRtist -{ - public class VolumeMeshGenerator - { - public Vector3[] vertices; - public Vector3[] normals; - public int[] triangles; - - public Vector3 origin; - public Bounds bounds; - public float[,,] field; - public Matrix4x4 toLocalMatrix; - - public float stepSize = 0.01f; // 1 cm - public Vector3Int resolution = Vector3Int.zero; - //public int maxNbCells = 1000; // 10x10x10 - //public int maxNbCells = 8000; // 20x20x20 - //public int maxNbCells = 64000; // 40x40x40 - public int maxNbCells = 128000; // - //public int maxNbCells = 512000; // 80x80x80 <--- CA RAME - public float strength = 1.0f; - public float isoLevel = 0.5f; - - ComputeShader computeShader; - - // Buffers - ComputeBuffer triangleBuffer; // buffer of struct Triangle (3 vertices) - ComputeBuffer fieldBuffer; - //ComputeBuffer pointsBuffer; - ComputeBuffer triCountBuffer; - - Vector3 prevControlPoint; - - struct Triangle - { -#pragma warning disable 649 // disable unassigned variable warning - public Vector3 a; - public Vector3 b; - public Vector3 c; - - public Vector3 this[int i] - { - get - { - return i switch - { - 0 => a, - 1 => b, - _ => c, - }; - } - } - } - - public VolumeMeshGenerator() - { - computeShader = Resources.Load("Compute Shaders/MarchingCubes"); - - Reset(); - - toLocalMatrix = Matrix4x4.identity; - } - - public void Reset() - { - origin = Vector3.zero; - resolution = Vector3Int.zero; - bounds.center = Vector3.zero; - bounds.extents = Vector3.zero; - - field = null; // force garbage collection? - field = new float[0, 0, 0]; - - System.Array.Resize(ref vertices, 0); - System.Array.Resize(ref normals, 0); - System.Array.Resize(ref triangles, 0); - - ReleaseComputeBuffers(); - } - - public void InitFromController(VolumeController controller) - { - // NOTE: is it useful to have data in Generator. Couldnt we have a controller reference? - - origin = controller.origin; - resolution = controller.resolution; - bounds = controller.bounds; - field = controller.field; - stepSize = controller.stepSize; - - ComputeIsosurface(); - } - - // + fallof curve - // + brush shape - public void AddPoint(Vector3 nextPoint, float nextPointRadius) - { - // nextPoint is in realworld space, which does not change, it is the player space. - // -> point is in the world/righthanded space, which has a scale - Vector3 point = toLocalMatrix.MultiplyPoint(nextPoint); // repere RightHanded, subit le scale du monde. - - // nextPointRadius is in realworld space. - // -> radius is in world/righthanded space, it is SCALED with the RH matrix. - // if the world is made really small, the pen radius becomes really big. - float radius = Mathf.Abs(toLocalMatrix.lossyScale.x) * nextPointRadius; - - if (Vector3.Distance(prevControlPoint, point) < 0.5f * radius) // distance in RH space - return; - - prevControlPoint = point; - - // 1) expand the volume bounds if necessary - bool bboxChanged = UpdateBounds(point, radius); - - // 2) Resize field array, copy old content - if (bboxChanged) UpdateFieldDimensions(); - - // 3) Add matter to the field - AddMatter(point, radius); // TODO: do it using computeShaders with brushes. - - // 4) Compute isosurface - ComputeIsosurface(); - } - - private bool UpdateBounds(Vector3 point, float radius) - { - bool bboxChanged = false; - - // First point - if (bounds.size == Vector3.zero) - { - Bounds newBounds = new Bounds(point, new Vector3(radius * 2, radius * 2, radius * 2)); - Vector3 newOrigin = newBounds.center - newBounds.extents; - Vector3Int newRes = ComputeResolution(newBounds, newOrigin, stepSize); - if (!GridIsTooBig(newRes)) - { - bounds = newBounds; - origin = newOrigin; - bboxChanged = true; - } - } - else - { - Vector3 toPoint = point - bounds.center; - - float offsetx = 0.0f; - if (toPoint.x + radius > bounds.extents.x) - { - offsetx = toPoint.x + radius - bounds.extents.x; - } - else if (toPoint.x - radius < -bounds.extents.x) - { - offsetx = toPoint.x - radius + bounds.extents.x; - } - - float offsety = 0.0f; - if (toPoint.y + radius > bounds.extents.y) - { - offsety = toPoint.y + radius - bounds.extents.y; - } - else if (toPoint.y - radius < -bounds.extents.y) - { - offsety = toPoint.y - radius + bounds.extents.y; - } - - float offsetz = 0.0f; - if (toPoint.z + radius > bounds.extents.z) - { - offsetz = toPoint.z + radius - bounds.extents.z; - } - else if (toPoint.z - radius < -bounds.extents.z) - { - offsetz = toPoint.z - radius + bounds.extents.z; - } - - Vector3 center_offset = new Vector3(offsetx / 2.0f, offsety / 2.0f, offsetz / 2.0f); - Vector3 size_offset = new Vector3(Mathf.Abs(offsetx), Mathf.Abs(offsety), Mathf.Abs(offsetz)); - - if (size_offset.sqrMagnitude > Mathf.Epsilon) - { - Bounds newBounds = new Bounds(bounds.center + center_offset, bounds.size + size_offset); - Vector3Int newRes = ComputeResolution(newBounds, origin, stepSize); - if (!GridIsTooBig(newRes)) - { - bounds = newBounds; - bboxChanged = true; - } - } - } - - return bboxChanged; - } - - private bool GridIsTooBig(Vector3Int newRes) - { - int nbCells = newRes.x * newRes.y * newRes.z; - return nbCells > maxNbCells; - } - - private bool GridIsTooSmall(Vector3Int res) - { - return res.x < 2 || res.y < 2 || res.z < 2; - } - - // compute the new resolution from bounds, origin, and stepSize - private static Vector3Int ComputeResolution(Bounds bounds, Vector3 origin, float stepSize) - { - Vector3 originToBounds = bounds.center - bounds.extents - origin; - - Vector3Int newResPositive = new Vector3Int( - Mathf.FloorToInt((bounds.size.x - Mathf.Abs(originToBounds.x)) / stepSize), - Mathf.FloorToInt((bounds.size.y - Mathf.Abs(originToBounds.y)) / stepSize), - Mathf.FloorToInt((bounds.size.z - Mathf.Abs(originToBounds.z)) / stepSize) - ); - - Vector3Int newResNegative = new Vector3Int( - Mathf.FloorToInt(Mathf.Abs(originToBounds.x) / stepSize), - Mathf.FloorToInt(Mathf.Abs(originToBounds.y) / stepSize), - Mathf.FloorToInt(Mathf.Abs(originToBounds.z) / stepSize) - ); - - Vector3Int newRes = newResPositive + newResNegative + Vector3Int.one; - - return newRes; - } - - private void UpdateFieldDimensions() - { - Vector3 originToBounds = bounds.center - bounds.extents - origin; - - Vector3Int newResPositive = new Vector3Int( - Mathf.FloorToInt((bounds.size.x - Mathf.Abs(originToBounds.x)) / stepSize), - Mathf.FloorToInt((bounds.size.y - Mathf.Abs(originToBounds.y)) / stepSize), - Mathf.FloorToInt((bounds.size.z - Mathf.Abs(originToBounds.z)) / stepSize) - ); - - Vector3Int newResNegative = new Vector3Int( - Mathf.FloorToInt(Mathf.Abs(originToBounds.x) / stepSize), - Mathf.FloorToInt(Mathf.Abs(originToBounds.y) / stepSize), - Mathf.FloorToInt(Mathf.Abs(originToBounds.z) / stepSize) - ); - - Vector3Int newRes = newResPositive + newResNegative + Vector3Int.one; - - // prevent the grid from growing too much - if (GridIsTooBig(newRes)) - return; - - origin -= new Vector3(newResNegative.x * stepSize, newResNegative.y * stepSize, newResNegative.z * stepSize); - - float[,,] newField = new float[newRes.z, newRes.y, newRes.x]; - - // copy old field into new. - float nz = field.GetLength(0); - float ny = field.GetLength(1); - float nx = field.GetLength(2); - - int oz = newResNegative.z; - int oy = newResNegative.y; - int ox = newResNegative.x; - - for (int z = 0; z < nz; ++z) - { - for (int y = 0; y < ny; ++y) - { - for (int x = 0; x < nx; ++x) - { - newField[z + oz, y + oy, x + ox] = field[z, y, x]; - } - } - } - - field = newField; - resolution = newRes; - } - - private void AddMatter(Vector3 point, float radius) - { - float nz = field.GetLength(0); - float ny = field.GetLength(1); - float nx = field.GetLength(2); - - //if (nz < 2 || ny < 2 || nx < 2) - // return; - - if (GridIsTooSmall(resolution) || GridIsTooBig(resolution)) - return; - - for (int z = 0; z < nz; ++z) - { - for (int y = 0; y < ny; ++y) - { - for (int x = 0; x < nx; ++x) - { - Vector3 fieldPoint = origin + new Vector3(x * stepSize, y * stepSize, z * stepSize); - - float D = Vector3.Magnitude(fieldPoint - point); - float influence = Mathf.Clamp01(1.0f - (D / (radius))); // [0..1] big in the middle, fades as the distance grows - if (influence > 0) - { - field[z, y, x] += strength * influence; - } - } - } - } - } - - private void CreateComputeBuffers() - { - int numPoints = resolution.x * resolution.y * resolution.z; - int numVoxels = (resolution.x - 1) * (resolution.y - 1) * (resolution.z - 1); - int maxTriangleCount = numVoxels * 5; - - if ((fieldBuffer == null || numPoints != fieldBuffer.count)) - { - ReleaseComputeBuffers(); - triangleBuffer = new ComputeBuffer(maxTriangleCount, sizeof(float) * 3 * 3, ComputeBufferType.Append); - fieldBuffer = new ComputeBuffer(numPoints, sizeof(float)); - triCountBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Raw); - } - } - - private void ReleaseComputeBuffers() - { - if (triangleBuffer != null) - { - triangleBuffer.Release(); - fieldBuffer.Release(); - triCountBuffer.Release(); - - triangleBuffer = null; - fieldBuffer = null; - triCountBuffer = null; - } - } - - private void ComputeIsosurface() - { - float nz = field.GetLength(0); - float ny = field.GetLength(1); - float nx = field.GetLength(2); - - if (nz < 2 || ny < 2 || nx < 2) - return; - - const int threadGroupSize = 8; - - CreateComputeBuffers(); // or re-create if need be. - - Vector3Int numVoxelsPerAxis = new Vector3Int(resolution.x - 1, resolution.y - 1, resolution.z - 1); - Vector3Int numThreadsPerAxis = new Vector3Int( - Mathf.CeilToInt(numVoxelsPerAxis.x / (float)threadGroupSize), - Mathf.CeilToInt(numVoxelsPerAxis.y / (float)threadGroupSize), - Mathf.CeilToInt(numVoxelsPerAxis.z / (float)threadGroupSize) - ); - - //float pointSpacing = stepSize; - //Vector3Int coord = chunk.coord; - //Vector3 centre = CentreFromCoord(coord); - //Vector3 worldBounds = new Vector3(numChunks.x, numChunks.y, numChunks.z) * boundsSize; - //densityGenerator.Generate(pointsBuffer, numPointsPerAxis, boundsSize, worldBounds, centre, offset, pointSpacing); - - fieldBuffer.SetData(field); // upload field to a compute buffer - - triangleBuffer.SetCounterValue(0); - //shader.SetBuffer(0, "points", pointsBuffer); - computeShader.SetBuffer(0, "field", fieldBuffer); - computeShader.SetBuffer(0, "triangles", triangleBuffer); - //shader.SetInt("numPointsPerAxis", numPointsPerAxis); - computeShader.SetInt("numPointsPerAxisX", resolution.x); - computeShader.SetInt("numPointsPerAxisY", resolution.y); - computeShader.SetInt("numPointsPerAxisZ", resolution.z); - //computeShader.SetVector("numPointsPerAxis", new Vector4(resolution.x, resolution.y, resolution.z, 0.0f)); - computeShader.SetFloat("isoLevel", isoLevel); - - computeShader.SetFloat("stepSize", stepSize); - computeShader.SetVector("origin", new Vector4(origin.x, origin.y, origin.z, 1.0f)); - - computeShader.Dispatch(0, numThreadsPerAxis.x, numThreadsPerAxis.y, numThreadsPerAxis.z); - - // Get number of triangles in the triangle buffer - ComputeBuffer.CopyCount(triangleBuffer, triCountBuffer, 0); - int[] triCountArray = { 0 }; - triCountBuffer.GetData(triCountArray); - int numTris = triCountArray[0]; - - // Get triangle data from shader - Triangle[] tris = new Triangle[numTris]; - triangleBuffer.GetData(tris, 0, 0, numTris); - - vertices = new Vector3[numTris * 3]; - triangles = new int[numTris * 3]; - - for (int i = 0; i < numTris; i++) - { - for (int j = 0; j < 3; j++) - { - triangles[i * 3 + j] = i * 3 + j; - vertices[i * 3 + j] = tris[i][j]; - } - } - - // Release buffers immediately in editor - if (!Application.isPlaying) - { - ReleaseComputeBuffers(); - } - } - } -} diff --git a/Assets/Scripts/Utils/VolumeMeshGenerator.cs.meta b/Assets/Scripts/Utils/VolumeMeshGenerator.cs.meta deleted file mode 100644 index 12ccdab7..00000000 --- a/Assets/Scripts/Utils/VolumeMeshGenerator.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 39b42d6b63d2b79469a1cfffcbb7dc42 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/VR.meta b/Assets/Scripts/VR.meta deleted file mode 100644 index 718a37a3..00000000 --- a/Assets/Scripts/VR.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f70e2d77ff8e60f4f862fe663f334922 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/VR/AvatarController.cs b/Assets/Scripts/VR/AvatarController.cs deleted file mode 100644 index ba377af6..00000000 --- a/Assets/Scripts/VR/AvatarController.cs +++ /dev/null @@ -1,110 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; - -using TMPro; - -using UnityEngine; - -namespace VRtist -{ - public class AvatarController : MonoBehaviour, IGizmo - { - RectTransform canvas; - TextMeshProUGUI text; - readonly List materials = new List(); - - private void Start() - { - canvas = (RectTransform)transform.Find("Canvas"); - if (null == text) { text = gameObject.GetComponentInChildren(); } - FetchMaterials(); - } - - private void Update() - { - // Orient text face to camera - canvas.LookAt(Camera.main.transform); - - // Constant scale - //float scale = 1f / GlobalState.WorldScale; - //transform.localScale = new Vector3(scale, scale, scale); - } - - public void SetGizmoVisible(bool value) - { - // Hide geometry - MeshFilter[] meshFilters = gameObject.GetComponentsInChildren(true); - foreach (MeshFilter meshFilter in meshFilters) - { - meshFilter.gameObject.SetActive(value); - } - - // Hide UI - Canvas[] canvases = gameObject.GetComponentsInChildren(true); - foreach (Canvas canvas in canvases) - { - canvas.gameObject.SetActive(value); - } - } - - private void FetchMaterials() - { - if (materials.Count > 0) { return; } - - MeshRenderer[] meshRenderers = GetComponentsInChildren(); - foreach (MeshRenderer meshRenderer in meshRenderers) - { - Material material = meshRenderer.material; - if (material.name == "Base (Instance)") - { - materials.Add(material); - } - } - } - - public void SetUser(User user) - { - if (null == text) { text = gameObject.GetComponentInChildren(); } - if (text.text != user.name) { text.text = user.name; } - - FetchMaterials(); - user.color.a = 0.5f; - if (materials[0].GetColor("_BaseColor") != user.color) - { - foreach (Material material in materials) - { - material.SetColor("_BaseColor", user.color); - } - } - - // TODO scale (VRtist scale) - - // TODO bounding boxes of selected objects - - transform.localPosition = user.position; - transform.LookAt(transform.parent.TransformPoint(user.target)); - } - } -} diff --git a/Assets/Scripts/VR/AvatarController.cs.meta b/Assets/Scripts/VR/AvatarController.cs.meta deleted file mode 100644 index 21350657..00000000 --- a/Assets/Scripts/VR/AvatarController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e89cebdcf8a8f3b48a155e3b2a9fb801 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/VR/PlayerController.cs b/Assets/Scripts/VR/PlayerController.cs deleted file mode 100644 index 1218df11..00000000 --- a/Assets/Scripts/VR/PlayerController.cs +++ /dev/null @@ -1,569 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections; - -using UnityEngine; -using UnityEngine.XR; - -namespace VRtist -{ - public class PlayerController : MonoBehaviour - { - [Header("Base Parameters")] - [SerializeField] private Transform world = null; - [SerializeField] private Transform buttonsContainer = null; - [SerializeField] private Transform navigationParametersContainer = null; - [SerializeField] private Transform paletteController = null; - [SerializeField] private Transform toolsController = null; - [SerializeField] private Transform pivot = null; - [SerializeField] private Transform vrCamera = null; - [Tooltip("Player can be xxx times bigger than the world")] - public float maxPlayerScale = 2000.0f;// world min scale = 0.0005f; - [Tooltip("Player can be xxx times smaller than the world")] - public float minPlayerScale = 50.0f; // world scale = 50.0f; - - [Header("Navigation Options")] - public NavigationOptions options; - - [Header("BiManual Navigation Mode")] - public StretchUI lineUI = null; - - [Header("Orbit Navigation")] - public StraightRay ray = null; - - [Header("Teleport Navigation")] - public TeleportUI teleport = null; - public TrajectoryParams trajectoryParams = new TrajectoryParams(); - - //private NavigationMode currentNavigationMode = null; - - private const float deadZone = 0.3f; // for palette pop - - private Vector3 previousPosition; - private Vector3 previousForward; - private Transform rightHanded; - - private bool isInLobby = true; - public bool IsInLobby - { - get { return isInLobby; } - set - { - isInLobby = value; - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Trigger, !isInLobby); - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Primary, !isInLobby); - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Secondary, !isInLobby); - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Joystick, !isInLobby); - } - } - - void Start() - { - if (!VRInput.TryGetDevices()) - { - Debug.LogWarning("PlayerController cannot VRInput.TryGetDevices()."); - } - - if (vrCamera == null) { Debug.LogWarning("Cannot find 'VRCamera' game object"); } - if (paletteController == null) { Debug.LogWarning("Cannot find 'PaletteController' game object"); } - if (toolsController == null) { Debug.LogWarning("Cannot find 'ToolsController' game object"); } - if (pivot == null) { Debug.LogWarning("Cannot find 'Pivot' game object"); } - - if (ray != null) - ray.gameObject.SetActive(false); - - if (teleport != null) - teleport.gameObject.SetActive(false); - - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Trigger, Tooltips.Action.HoldPush, "Open Palette"); - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Primary, Tooltips.Action.Push, "Undo"); - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Secondary, Tooltips.Action.Push, "Redo"); - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Joystick, Tooltips.Action.Push, "Reset"); - IsInLobby = true; // hide tooltips - - OnChangeNavigationMode("BiManual"); - - rightHanded = world.Find("Avatars"); - - StartCoroutine(SendPlayerTransform()); - } - - void Update() - { - if (VRInput.TryGetDevices()) - { - // CONTROLLERS - HandleControllers(); - - if (IsInLobby) { return; } - - // Only in "scene mode" (not in lobby) - // NAVIGATION - HandleNavigation(); - - // RESET/FIT -- Left Joystick Click - if (IsCompatibleWithReset(options.currentNavigationMode)) - { - HandleReset(); - } - - // RESET SCALE -- Right Joystick Click - if (IsCompatibleWithResetScale(options.currentNavigationMode)) - { - HandleResetScale(); - } - - // PALETTE POP -- Left Trigger - if (IsCompatibleWithPalette(options.currentNavigationMode)) - { - HandlePalette(); - } - - // UNDO/REDO -- Left A/B - if (IsCompatibleWithUndoRedo(options.currentNavigationMode)) - { - HandleUndoRedo(); - } - - // Time manipulation - if (IsCompatibleWithTimeManipulation(options.currentNavigationMode)) - { - HandleTimeManipulation(); - } - } - } - - IEnumerator SendPlayerTransform() - { - while (true) - { - // Send position and orientation - Vector3 forward = vrCamera.forward; - if (vrCamera.position != previousPosition || previousForward != forward) - { - previousPosition = vrCamera.position; - previousForward = forward; - - SceneManager.SendUserInfo(vrCamera.position, vrCamera.forward, vrCamera.up, vrCamera.right); - } - yield return new WaitForSeconds(1f / 15f); - } - } - - private void HandleControllers() - { - if (!paletteController.gameObject.activeSelf) - { - paletteController.gameObject.SetActive(true); - } - - // Update controllers transform - VRInput.UpdateTransformFromVRDevice(paletteController, VRInput.secondaryController); - VRInput.UpdateTransformFromVRDevice(toolsController, VRInput.primaryController); - } - - private void HandleNavigation() - { - if (null != options.currentNavigationMode) - options.currentNavigationMode.Update(); - } - - private void FitToSelection() - { - Transform cam = vrCamera.transform; - - Vector3 bmin = new Vector3(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity); - Vector3 bmax = new Vector3(-Mathf.Infinity, -Mathf.Infinity, -Mathf.Infinity); - - Vector3[] points = new Vector3[8]; - Vector3 center = Vector3.zero; - int bboxCount = 0; - - // parse selection - foreach (var gobj in Selection.SelectedObjects) - { - // get all meshes of selected object - MeshFilter[] meshFilters = gobj.GetComponentsInChildren(); - foreach (MeshFilter meshFilter in meshFilters) - { - Mesh mesh = meshFilter.mesh; - if (null == mesh) - continue; - - Bounds bounds = mesh.bounds; - Vector3 omin = bounds.min; - Vector3 omax = bounds.max; - bboxCount++; - - Matrix4x4 meshMatrix = meshFilter.transform.localToWorldMatrix; - // Get absolute bbox center - Vector3 globalBoundCenter = meshMatrix.MultiplyPoint(bounds.center); - center += globalBoundCenter; - - // Get all points of the bounding box - points[0] = meshMatrix.MultiplyPoint(new Vector3(omin.x, omin.y, omin.z)); - points[1] = meshMatrix.MultiplyPoint(new Vector3(omin.x, omin.y, omax.z)); - points[2] = meshMatrix.MultiplyPoint(new Vector3(omin.x, omax.y, omin.z)); - points[3] = meshMatrix.MultiplyPoint(new Vector3(omin.x, omax.y, omax.z)); - points[4] = meshMatrix.MultiplyPoint(new Vector3(omax.x, omin.y, omin.z)); - points[5] = meshMatrix.MultiplyPoint(new Vector3(omax.x, omin.y, omax.z)); - points[6] = meshMatrix.MultiplyPoint(new Vector3(omax.x, omax.y, omin.z)); - points[7] = meshMatrix.MultiplyPoint(new Vector3(omax.x, omax.y, omax.z)); - - // check min/max - for (int i = 0; i < 8; i++) - { - Vector3 p = points[i]; - if (p.x < bmin.x) bmin.x = p.x; - if (p.y < bmin.y) bmin.y = p.y; - if (p.z < bmin.z) bmin.z = p.z; - if (p.x > bmax.x) bmax.x = p.x; - if (p.y > bmax.y) bmax.y = p.y; - if (p.z > bmax.z) bmax.z = p.z; - } - } - } - - center /= (float)bboxCount; - - // compute distance to camera; - float max = Mathf.Max(bmax.x - bmin.x, bmax.y - bmin.y); - max = Mathf.Max(max, bmax.z - bmin.z); - float newDistance = 3 * max; - - // clamp distance with near/far camera planes - float near = cam.GetComponent().nearClipPlane * 1.2f; - float far = cam.GetComponent().farClipPlane * 0.8f; - if (newDistance < near) - newDistance = near; - if (newDistance > far) - newDistance = far; - - // compute new camera position - Vector3 cameraGlobalForward = cam.forward; - Vector3 newCameraPosition = center - cameraGlobalForward * newDistance; - - // do not apply the position to the camera but invert it and apply to world - Vector3 deltaCamera = newCameraPosition - cam.position; - transform.position += deltaCamera; - } - - private void ResetCameraClipPlanes() - { - float oldScale = 1f / GlobalState.WorldScale; - float nearPlane = Camera.main.nearClipPlane / oldScale; - float farPlane = Camera.main.farClipPlane / oldScale; - Camera.main.nearClipPlane = nearPlane; - Camera.main.farClipPlane = farPlane; - GlobalState.WorldScale = 1f; - } - - private void HandleReset() - { - VRInput.ButtonEvent(VRInput.secondaryController, CommonUsages.primary2DAxisClick, - () => - { - if (Selection.SelectedObjects.Count == 0) - { - ResetCameraClipPlanes(); - transform.localPosition = Vector3.zero; - transform.localRotation = Quaternion.identity; - transform.localScale = Vector3.one; - } - else - { - FitToSelection(); - } - }); - } - - private void HandleResetScale() - { - VRInput.ButtonEvent(VRInput.primaryController, CommonUsages.primary2DAxisClick, - () => - { - ResetCameraClipPlanes(); - - Transform cam = vrCamera.transform; - Vector3 initCameraInWorldPosition = cam.position; - transform.localScale = Vector3.one; - - transform.position += initCameraInWorldPosition - cam.position; - }); - } - - private void HandlePalette() - { - if (null == ToolsUIManager.Instance) - return; - - if (VRInput.GetValue(VRInput.secondaryController, CommonUsages.trigger) > deadZone) - { - ToolsUIManager.Instance.PopUpPalette(true); - } - else - { - ToolsUIManager.Instance.PopUpPalette(false); - } - } - - private void HandleUndoRedo() - { - VRInput.ButtonEvent(VRInput.secondaryController, CommonUsages.primaryButton, () => { }, - () => - { - CommandManager.Undo(); - }); - VRInput.ButtonEvent(VRInput.secondaryController, CommonUsages.secondaryButton, () => { }, - () => - { - CommandManager.Redo(); - }); - } - - private void HandleTimeManipulation() - { - bool joyRightJustClicked = false; - bool joyRightJustReleased = false; - bool joyRightLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.secondaryController, VRInput.JoyDirection.RIGHT, ref joyRightJustClicked, ref joyRightJustReleased, ref joyRightLongPush); - - bool joyLeftJustClicked = false; - bool joyLeftJustReleased = false; - bool joyLeftLongPush = false; - VRInput.GetInstantJoyEvent(VRInput.secondaryController, VRInput.JoyDirection.LEFT, ref joyLeftJustClicked, ref joyLeftJustReleased, ref joyLeftLongPush); - - // Manage time with joystick - if (joyRightJustClicked || joyLeftJustClicked || joyRightLongPush || joyLeftLongPush) - { - int frame = GlobalState.Animation.CurrentFrame; - if (joyRightJustClicked || joyRightLongPush) - { - frame = Mathf.Clamp(frame + 1, GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - } - else - { - frame = Mathf.Clamp(frame - 1, GlobalState.Animation.StartFrame, GlobalState.Animation.EndFrame); - } - GlobalState.Animation.CurrentFrame = frame; - } - } - - public void HandleCommonTooltipsVisibility() - { - if (options.currentNavigationMode == null) - return; - - if (IsCompatibleWithReset(options.currentNavigationMode)) - { - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Joystick, Tooltips.Action.Push, "Reset", !isInLobby); - } - else - { - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Joystick, false); - } - - if (IsCompatibleWithPalette(options.currentNavigationMode)) - { - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Trigger, Tooltips.Action.Push, "Open Palette", !isInLobby); - } - else - { - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Trigger, false); - } - - if (IsCompatibleWithUndoRedo(options.currentNavigationMode)) - { - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Primary, Tooltips.Action.Push, "Undo", !isInLobby); - Tooltips.SetText(VRDevice.SecondaryController, Tooltips.Location.Secondary, Tooltips.Action.Push, "Redo", !isInLobby); - } - else - { - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Primary, false); - Tooltips.SetVisible(VRDevice.SecondaryController, Tooltips.Location.Secondary, false); - } - } - - #region OnNavMode - - // Callback for the NavigationMode buttons. - public void OnChangeNavigationMode(string buttonName) - { - UpdateRadioButtons(buttonName); - - Tooltips.HideAll(VRDevice.SecondaryController); - - if (options.currentNavigationMode != null) - options.currentNavigationMode.DeInit(); - - switch (buttonName) - { - case "BiManual": OnNavMode_BiManual(); break; - case "Teleport": OnNavMode_Teleport(); break; - case "Orbit": OnNavMode_Orbit(); break; - case "Fps": OnNavMode_Fps(); break; - case "Drone": OnNavMode_Drone(); break; - case "Fly": OnNavMode_Fly(); break; - default: Debug.LogError("Unknown navigation mode button name was passed."); break; - } - HandleCommonTooltipsVisibility(); - - // TODO Scriptable: trouver qui accede a ca - //GlobalState.currentNavigationMode = currentNavigationMode; - } - - public void OnNavMode_BiManual() - { - // TODO: Scriptable NEW ou CreateInstance(SO), ou avoir une liste de SO dans PlayerController. - options.currentNavigationMode = new NavigationMode_BiManual(lineUI, minPlayerScale, maxPlayerScale) - { - options = options - }; - options.currentNavigationMode.Init(transform, world, paletteController, toolsController, pivot, vrCamera, navigationParametersContainer); - } - - public void OnNavMode_Teleport() - { - options.currentNavigationMode = new NavigationMode_Teleport(teleport, trajectoryParams) - { - options = options - }; - options.currentNavigationMode.Init(transform, world, paletteController, toolsController, pivot, vrCamera, navigationParametersContainer); - } - - public void OnNavMode_Orbit() - { - options.currentNavigationMode = new NavigationMode_Orbit(ray, options.orbitRotationalSpeed, options.orbitScaleSpeed, options.orbitMoveSpeed, minPlayerScale, maxPlayerScale) - { - options = options - }; - options.currentNavigationMode.Init(transform, world, paletteController, toolsController, pivot, vrCamera, navigationParametersContainer); - } - - public void OnNavMode_Fps() - { - options.currentNavigationMode = new NavigationMode_FPS - { - options = options - }; - options.currentNavigationMode.Init(transform, world, paletteController, toolsController, pivot, vrCamera, navigationParametersContainer); - } - - public void OnNavMode_Drone() - { - options.currentNavigationMode = new NavigationMode_Drone - { - options = options - }; - options.currentNavigationMode.Init(transform, world, paletteController, toolsController, pivot, vrCamera, navigationParametersContainer); - } - - public void OnNavMode_Fly() - { - options.currentNavigationMode = new NavigationMode_Fly(options.flySpeed, minPlayerScale, maxPlayerScale) - { - options = options - }; - options.currentNavigationMode.Init(transform, world, paletteController, toolsController, pivot, vrCamera, navigationParametersContainer); - } - - private void UpdateRadioButtons(string activeButtonName) - { - if (buttonsContainer != null) - { - for (int i = 0; i < buttonsContainer.transform.childCount; ++i) - { - Transform t = buttonsContainer.GetChild(i); - UIButton button = t.GetComponent(); - if (button != null) - { - button.Checked = button.name == activeButtonName; - } - } - } - } - - #endregion - - #region On Navigation Options Change - - public void OnFlightSpeedChange(float value) - { - options.flightSpeed = value; - } - - public void OnFlightRotationSpeedChange(float value) - { - options.flightRotationSpeed = value; - } - - public void OnFlightDampingChange(float value) - { - options.flightDamping = value; - } - - public void OnFPSSpeedChange(float value) - { - options.fpsSpeed = value; - } - - public void OnFPSRotationSpeedChange(float value) - { - options.fpsRotationSpeed = value; - } - - public void OnFPSDampingChange(float value) - { - options.fpsDamping = value; - } - - public void OnOrbitScaleSpeedChange(float value) - { - options.orbitScaleSpeed = value / 100.0f; - } - - public void OnOrbitMoveSpeedChange(float value) - { - options.orbitMoveSpeed = value / 100.0f; - } - - public void OnOrbitRotationalSpeedChange(float value) - { - options.orbitRotationalSpeed = value; - } - - public void OnTeleportLockHeightChange(bool value) - { - options.lockHeight = value; - } - - #endregion - - private bool IsCompatibleWithPalette(NavigationMode _) { return options.CanUseControls(NavigationMode.UsedControls.LEFT_TRIGGER); } - private bool IsCompatibleWithUndoRedo(NavigationMode _) { return options.CanUseControls(NavigationMode.UsedControls.LEFT_PRIMARY | NavigationMode.UsedControls.LEFT_SECONDARY); } - private bool IsCompatibleWithReset(NavigationMode _) { return options.CanUseControls(NavigationMode.UsedControls.LEFT_JOYSTICK_CLICK); } - private bool IsCompatibleWithResetScale(NavigationMode _) { return options.CanUseControls(NavigationMode.UsedControls.RIGHT_JOYSTICK_CLICK); } - private bool IsCompatibleWithTimeManipulation(NavigationMode _) { return options.CanUseControls(NavigationMode.UsedControls.LEFT_JOYSTICK); } - } -} diff --git a/Assets/Scripts/VR/PlayerController.cs.meta b/Assets/Scripts/VR/PlayerController.cs.meta deleted file mode 100644 index c62793c7..00000000 --- a/Assets/Scripts/VR/PlayerController.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 20182527213d8bb4a8ef6beac6daf3dd -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: -50 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/VR/VRInput.cs b/Assets/Scripts/VR/VRInput.cs deleted file mode 100644 index ac27e8fa..00000000 --- a/Assets/Scripts/VR/VRInput.cs +++ /dev/null @@ -1,647 +0,0 @@ -/* MIT License - * - * Copyright (c) 2021 Ubisoft - * - * Permission is hereby granted, free of charge, to any person obtaining a copy - * of this software and associated documentation files (the "Software"), to deal - * in the Software without restriction, including without limitation the rights - * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell - * copies of the Software, and to permit persons to whom the Software is - * furnished to do so, subject to the following conditions: - * - * The above copyright notice and this permission notice shall be included in all - * copies or substantial portions of the Software. - * - * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR - * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, - * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE - * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER - * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, - * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE - * SOFTWARE. - */ - -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.XR; - -#if UNITY_2017_2_OR_NEWER -#else -using InputTracking = UnityEngine.VR.InputTracking; -using Node = UnityEngine.VR.VRNode; -#endif - -namespace VRtist -{ - using InputPair = KeyValuePair>; - using JoyInputPair = KeyValuePair; - - class ControllerValues - { - public bool primary2DAxisClickState; - public bool triggerButtonPressed; - public float triggerValue; - public float gripValue; - public bool gripButtonPressed; - public bool primaryButtonState; - public bool secondaryButtonState; - public Vector2 primary2DAxis; - } - - public enum VRDevice - { - Head, - PrimaryController, - SecondaryController - } - - class VRInput - { - - public static float deadZoneIn = 0.3f; // dead zone on press analogic controller buttons (trigger & grip) - public static float deadZoneDeltaOut = 0.2f; // delta of release button between 2 frames before sending release event - - static List inputDevices = new List(); - public static InputDevice head; - public static InputDevice secondaryController; - public static InputDevice primaryController; - private static bool remapLeftRightHandedDevices = true; - public static Dictionary invertedController = new Dictionary(); - - public static ControllerValues secondaryControllerValues = new ControllerValues(); - public static ControllerValues primaryControllerValues = new ControllerValues(); - - static Dictionary currentControllerValues = new Dictionary(); - static Dictionary prevControllerValues = new Dictionary(); - - static HashSet justPressed = new HashSet(); - static HashSet justReleased = new HashSet(); - - public enum JoyDirection { UP, DOWN, LEFT, RIGHT }; - static HashSet joyJustPressed = new HashSet(); - static HashSet joyJustReleased = new HashSet(); - static HashSet joyLongPush = new HashSet(); - - static float longPushTimer = 0.0f; - - public static void UpdateControllerValues() - { - BackupControllerValues(); - FillCurrentControllerValues(); - } - - // copy current frame controller values to previous frame - public static void BackupControllerValues() - { - prevControllerValues.Clear(); - foreach (KeyValuePair controllerValues in currentControllerValues) - { - ControllerValues values = new ControllerValues(); - values.primary2DAxisClickState = controllerValues.Value.primary2DAxisClickState; - values.triggerButtonPressed = controllerValues.Value.triggerButtonPressed; - values.triggerValue = controllerValues.Value.triggerValue; - values.gripValue = controllerValues.Value.gripValue; - values.gripButtonPressed = controllerValues.Value.gripButtonPressed; - values.primaryButtonState = controllerValues.Value.primaryButtonState; - values.secondaryButtonState = controllerValues.Value.secondaryButtonState; - values.primary2DAxis = controllerValues.Value.primary2DAxis; - - prevControllerValues[controllerValues.Key] = values; - } - } - - // get values from controllers and store them - public static void FillCurrentControllerValues() - { - joyJustPressed.Clear(); - joyJustReleased.Clear(); - - List devices = new List() { secondaryController, primaryController }; - foreach (InputDevice device in devices) - { - bool bValue; - device.TryGetFeatureValue(CommonUsages.primaryButton, out bValue); - UpdateControllerValue(device, CommonUsages.primaryButton, bValue); - UpdateControllerDelta(device, CommonUsages.primaryButton); - - device.TryGetFeatureValue(CommonUsages.secondaryButton, out bValue); - UpdateControllerValue(device, CommonUsages.secondaryButton, bValue); - UpdateControllerDelta(device, CommonUsages.secondaryButton); - - device.TryGetFeatureValue(CommonUsages.primary2DAxisClick, out bValue); - UpdateControllerValue(device, CommonUsages.primary2DAxisClick, bValue); - UpdateControllerDelta(device, CommonUsages.primary2DAxisClick); - - float fValue; - device.TryGetFeatureValue(CommonUsages.trigger, out fValue); - UpdateControllerValue(device, CommonUsages.trigger, fValue); - { - float prevValue = GetPrevValue(device, CommonUsages.trigger); - bool prevButton = GetPrevValue(device, CommonUsages.triggerButton); - if (!prevButton && (fValue - prevValue) > 0 && fValue > deadZoneIn) - UpdateControllerValue(device, CommonUsages.triggerButton, true); - else if (prevButton && ((prevValue - fValue) > deadZoneDeltaOut || fValue <= deadZoneIn)) - UpdateControllerValue(device, CommonUsages.triggerButton, false); - else - UpdateControllerValue(device, CommonUsages.triggerButton, prevButton); - - UpdateControllerDelta(device, CommonUsages.triggerButton); - } - - device.TryGetFeatureValue(CommonUsages.grip, out fValue); - UpdateControllerValue(device, CommonUsages.grip, fValue); - { - float prevValue = GetPrevValue(device, CommonUsages.grip); - bool prevButton = GetPrevValue(device, CommonUsages.gripButton); - if (!prevButton && (fValue - prevValue) > 0 && fValue > deadZoneIn) - UpdateControllerValue(device, CommonUsages.gripButton, true); - else if (prevButton && ((prevValue - fValue) > deadZoneDeltaOut || fValue <= deadZoneIn)) - UpdateControllerValue(device, CommonUsages.gripButton, false); - else - UpdateControllerValue(device, CommonUsages.gripButton, prevButton); - - UpdateControllerDelta(device, CommonUsages.gripButton); - } - - Vector2 vValue; - device.TryGetFeatureValue(CommonUsages.primary2DAxis, out vValue); - UpdateControllerValue(device, CommonUsages.primary2DAxis, vValue); - UpdateControllerDelta(device, CommonUsages.primary2DAxis); - } - } - - public static JoyDirection GetQuadrant(Vector2 value) - { - if (value.x > 0.0f && value.x > value.y) - { - return JoyDirection.RIGHT; - } - - if (value.y > 0.0f && value.y > value.x) - { - return JoyDirection.UP; - } - - if (value.x <= 0.0f && value.x < value.y) - { - return JoyDirection.LEFT; - } - - if (value.y <= 0.0f && value.y < value.x) - { - return JoyDirection.DOWN; - } - - return JoyDirection.DOWN; // default? - } - - static void ClearLongPush(InputDevice controller) - { - HashSet longPush = new HashSet(); - foreach (JoyInputPair joyInput in joyLongPush) - { - if (joyInput.Key != controller) - longPush.Add(joyInput); - } - joyLongPush = longPush; - } - - static void UpdateControllerDelta(InputDevice controller, InputFeatureUsage usage) - { - Vector2 v2PrevValue; - Vector2 v2CurrValue; - remapLeftRightHandedDevices = false; - v2PrevValue = GetPrevValue(controller, usage); - v2CurrValue = GetValue(controller, usage); - remapLeftRightHandedDevices = true; - - float prevLen = v2PrevValue.magnitude; - float currLen = v2CurrValue.magnitude; - - JoyDirection prevQuadrant = GetQuadrant(v2PrevValue); - JoyDirection currQuadrant = GetQuadrant(v2CurrValue); - - JoyInputPair prevPair = new JoyInputPair(controller, prevQuadrant); - JoyInputPair currPair = new JoyInputPair(controller, currQuadrant); - - if (currLen > deadZoneIn) - { - if (prevLen <= deadZoneIn) - { - // justPressed center -> exterior - joyJustPressed.Add(currPair); - longPushTimer = 0.0f; - } - else - { - // still in EXT zone - if (prevQuadrant == currQuadrant) - { - longPushTimer += Time.unscaledDeltaTime; - if (longPushTimer > 0.6f && !joyLongPush.Contains(currPair)) // TODO: put timer threshold in GlobalState.Settings - { - joyLongPush.Add(currPair); - } - } - else - { - // quadrant changed - joyJustPressed.Add(currPair); - joyJustReleased.Add(prevPair); - longPushTimer = 0.0f; - ClearLongPush(controller); - } - } - } - else - { - if (prevLen > deadZoneIn) - { - // justReleased EXT -> Center - joyJustReleased.Add(currPair); - ClearLongPush(controller); - - } - else - { - // still in center - ClearLongPush(controller); - } - } - } - - static void UpdateControllerDelta(InputDevice controller, InputFeatureUsage usage) - { - bool bPrevValue; - bool bCurrValue; - remapLeftRightHandedDevices = false; - bPrevValue = GetPrevValue(controller, usage); - bCurrValue = GetValue(controller, usage); - remapLeftRightHandedDevices = true; - InputPair pair = new InputPair(controller, usage); - if (bPrevValue == bCurrValue) - { - justPressed.Remove(pair); - justReleased.Remove(pair); - } - else - { - if (bCurrValue) - { - justPressed.Add(pair); - justReleased.Remove(pair); - } - else - { - justReleased.Add(pair); - justPressed.Remove(pair); - } - } - } - - static void UpdateControllerValue(InputDevice controller, InputFeatureUsage usage, Vector2 value) - { - if (!currentControllerValues.ContainsKey(controller)) { return; } - - ControllerValues controllerValue = currentControllerValues[controller]; - if (usage == CommonUsages.primary2DAxis) - { - controllerValue.primary2DAxis = value; - } - } - - static void UpdateControllerValue(InputDevice controller, InputFeatureUsage usage, float value) - { - if (!currentControllerValues.ContainsKey(controller)) { return; } - - ControllerValues controllerValue = currentControllerValues[controller]; - if (usage == CommonUsages.trigger) - { - controllerValue.triggerValue = value; - } - if (usage == CommonUsages.grip) - { - controllerValue.gripValue = value; - } - } - - static void UpdateControllerValue(InputDevice controller, InputFeatureUsage usage, bool value) - { - if (!currentControllerValues.ContainsKey(controller)) { return; } - - ControllerValues controllerValue = currentControllerValues[controller]; - if (usage == CommonUsages.trigger) - { - controllerValue.triggerButtonPressed = value; - } - if (usage == CommonUsages.grip) - { - controllerValue.gripButtonPressed = value; - } - } - - static void UpdateControllerValue(InputDevice controller, InputFeatureUsage usage, bool value) - { - if (!currentControllerValues.ContainsKey(controller)) { return; } - - ControllerValues controllerValue = currentControllerValues[controller]; - if (usage == CommonUsages.primary2DAxisClick) - { - controllerValue.primary2DAxisClickState = value; - } - else if (usage == CommonUsages.triggerButton) - { - controllerValue.triggerButtonPressed = value; - } - else if (usage == CommonUsages.primaryButton) - { - controllerValue.primaryButtonState = value; - } - else if (usage == CommonUsages.secondaryButton) - { - controllerValue.secondaryButtonState = value; - } - else if (usage == CommonUsages.gripButton) - { - controllerValue.gripButtonPressed = value; - } - } - - private static InputDevice GetLeftOrRightHandedController(InputDevice controller) - { - if (GlobalState.Settings.rightHanded || !remapLeftRightHandedDevices) - return controller; - if (invertedController.Count == 0) { return new InputDevice(); } // invalid and unknown in our maps of devices - return invertedController[controller]; - } - public static Vector2 GetValue(InputDevice controller, InputFeatureUsage usage) - { - return _GetValue(currentControllerValues, controller, usage); - } - public static float GetValue(InputDevice controller, InputFeatureUsage usage) - { - return _GetValue(currentControllerValues, controller, usage); - } - public static bool GetValue(InputDevice controller, InputFeatureUsage usage) - { - return _GetValue(currentControllerValues, controller, usage); - } - static Vector2 GetPrevValue(InputDevice controller, InputFeatureUsage usage) - { - return _GetValue(prevControllerValues, controller, usage); - } - static float GetPrevValue(InputDevice controller, InputFeatureUsage usage) - { - return _GetValue(prevControllerValues, controller, usage); - } - static bool GetPrevValue(InputDevice controller, InputFeatureUsage usage) - { - return _GetValue(prevControllerValues, controller, usage); - } - - static Vector2 _GetValue(Dictionary controllerValues, InputDevice controller, InputFeatureUsage usage) - { - InputDevice c = GetLeftOrRightHandedController(controller); - if (!controllerValues.ContainsKey(c)) { return Vector2.zero; } - - ControllerValues controllerValue = controllerValues[c]; - if (usage == CommonUsages.primary2DAxis) - { - Vector2 value = controllerValue.primary2DAxis; - Vector2 absvalue = new Vector2(Mathf.Abs(value.x), Mathf.Abs(value.y)); - if (absvalue.x >= deadZoneIn) - { - value.x = Mathf.Sign(value.x) * (absvalue.x - deadZoneIn) * (1f / (1f - deadZoneIn)); - } - else - { - value.x = 0; - } - if (absvalue.y >= deadZoneIn) - { - value.y = Mathf.Sign(value.y) * (absvalue.y - deadZoneIn) * (1f / (1f - deadZoneIn)); - } - else - { - value.y = 0; - } - return value; - //return controllerValue.primary2DAxis; - } - return Vector2.zero; - } - - static float _GetValue(Dictionary controllerValues, InputDevice controller, InputFeatureUsage usage) - { - InputDevice c = GetLeftOrRightHandedController(controller); - if (!controllerValues.ContainsKey(c)) { return 0f; } - - ControllerValues controllerValue = controllerValues[c]; - if (usage == CommonUsages.trigger) - { - return controllerValue.triggerValue; - } - else if (usage == CommonUsages.grip) - { - return controllerValue.gripValue; - } - return 0f; - } - - static bool _GetValue(Dictionary controllerValues, InputDevice controller, InputFeatureUsage usage) - { - InputDevice c = GetLeftOrRightHandedController(controller); - if (!controllerValues.ContainsKey(c)) { return false; } - - ControllerValues controllerValue = controllerValues[c]; - if (usage == CommonUsages.primary2DAxisClick) - { - return controllerValue.primary2DAxisClickState; - } - else if (usage == CommonUsages.triggerButton) - { - return controllerValue.triggerButtonPressed; - } - else if (usage == CommonUsages.primaryButton) - { - return controllerValue.primaryButtonState; - } - else if (usage == CommonUsages.secondaryButton) - { - return controllerValue.secondaryButtonState; - } - else if (usage == CommonUsages.gripButton) - { - return controllerValue.gripButtonPressed; - } - return false; - } - - public static void ButtonEvent(InputDevice controller, InputFeatureUsage usage, System.Action onPress = null, System.Action onRelease = null) - { - ButtonEvent(controller, usage == CommonUsages.trigger ? CommonUsages.triggerButton : CommonUsages.gripButton, onPress, onRelease); - } - - public static void ButtonEvent(InputDevice controller, InputFeatureUsage usage, System.Action onPress = null, System.Action onRelease = null) - { - InputDevice c = GetLeftOrRightHandedController(controller); - InputPair pair = new InputPair(c, usage); - if (onPress != null && justPressed.Contains(pair)) - { - onPress(); - } - - if (onRelease != null && justReleased.Contains(pair)) - { - onRelease(); - } - } - - public static void GetInstantButtonEvent(InputDevice controller, InputFeatureUsage usage, ref bool outJustPressed, ref bool outJustReleased) - { - InputDevice c = GetLeftOrRightHandedController(controller); - InputPair pair = new InputPair(c, usage); - outJustPressed = justPressed.Contains(pair); - outJustReleased = justReleased.Contains(pair); - } - - public static void GetInstantJoyEvent(InputDevice controller, JoyDirection direction, ref bool outJustPressed, ref bool outJustReleased, ref bool outLongPush) - { - InputDevice c = GetLeftOrRightHandedController(controller); - JoyInputPair pair = new JoyInputPair(c, direction); - outJustPressed = joyJustPressed.Contains(pair); - outJustReleased = joyJustReleased.Contains(pair); - outLongPush = joyLongPush.Contains(pair); - } - - public static void InitInvertedControllers() - { - if (invertedController.Count == 0 && secondaryController.isValid && primaryController.isValid) - { - invertedController[head] = head; - invertedController[secondaryController] = primaryController; - invertedController[primaryController] = secondaryController; - Debug.Log("Got left/right handed controllers"); - } - } - - public static bool TryGetDevices() - { - if (!head.isValid || !secondaryController.isValid || !primaryController.isValid) - { - var inputDevices = new List(); - InputDevices.GetDevices(inputDevices); - foreach (var device in inputDevices) - { - if (device.characteristics == (InputDeviceCharacteristics.HeadMounted | InputDeviceCharacteristics.TrackedDevice)) { head = device; } - if (device.characteristics == (InputDeviceCharacteristics.Right | InputDeviceCharacteristics.HeldInHand | InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.TrackedDevice)) { primaryController = device; } - if (device.characteristics == (InputDeviceCharacteristics.Left | InputDeviceCharacteristics.HeldInHand | InputDeviceCharacteristics.Controller | InputDeviceCharacteristics.TrackedDevice)) { secondaryController = device; } - Debug.Log(string.Format("Device found with name '{0}' and role '{1}'", device.name, device.characteristics.ToString())); - } - if (!head.isValid) { Debug.LogWarning("Generic device not found !!"); } - if (!secondaryController.isValid) { Debug.LogWarning("Left device not found !!"); } - else - { - currentControllerValues[secondaryController] = secondaryControllerValues; - prevControllerValues[secondaryController] = secondaryControllerValues; - } - if (!primaryController.isValid) { Debug.LogWarning("Right device not found !!"); } - else - { - currentControllerValues[primaryController] = primaryControllerValues; - prevControllerValues[primaryController] = primaryControllerValues; - } - if (currentControllerValues.Count == 2) - { - InitInvertedControllers(); - FillCurrentControllerValues(); - UpdateControllerValues(); - } - } - - return head.isValid && secondaryController.isValid && primaryController.isValid; - } - - class DeviceTransform - { - public Quaternion rotation = Quaternion.identity; - public Vector3 position = Vector3.zero; - } - static Dictionary prevDeviceTransform = new Dictionary(); - - public static void GetControllerTransform(InputDevice controller, out Vector3 position, out Quaternion rotation) - { - InputDevice c = GetLeftOrRightHandedController(controller); - - rotation = Quaternion.identity; - if (!c.TryGetFeatureValue(CommonUsages.deviceRotation, out rotation)) - { - Debug.Log("Error getting device rotation"); - } - position = Vector3.zero; - if (!c.TryGetFeatureValue(CommonUsages.devicePosition, out position)) - { - Debug.Log("Error getting device position"); - } - - // OpenVR offsets -#if false - if (OVRManager.loadedXRDevice == OVRManager.XRDevice.OpenVR) - { - Node node = controller.role == InputDeviceRole.RightHanded ? Node.RightHand : Node.LeftHand; - OVRPose pose = OVRManager.GetOpenVRControllerOffset(node); - rotation *= pose.orientation; - position += pose.position; - } -#endif - // Filter left and right controllers - if (!prevDeviceTransform.ContainsKey(c)) - prevDeviceTransform[c] = new DeviceTransform(); - - DeviceTransform prevTransform = prevDeviceTransform[c]; - rotation = Quaternion.Slerp(prevTransform.rotation, rotation, 0.3f); - position = Vector3.Lerp(prevTransform.position, position, 0.3f); - prevTransform.rotation = rotation; - prevTransform.position = position; - } - - public static void UpdateTransformFromVRDevice(Transform transform, InputDevice device) - { - GetControllerTransform(device, out Vector3 position, out Quaternion rotation); - transform.localPosition = position; - transform.localRotation = rotation; - } - - public static void UpdateTransformFromVRDevice(Transform transform, InputDevice device, out Vector3 position, out Quaternion rotation) - { - GetControllerTransform(device, out position, out rotation); - transform.localPosition = position; - transform.localRotation = rotation; - } - - public static void DeepSetLayer(GameObject gameObject, string layerName) - { - if (gameObject == null) { return; } - int layer = LayerMask.NameToLayer(layerName); - foreach (Transform transform in gameObject.GetComponentsInChildren(true)) - { - transform.gameObject.layer = layer; - } - - } - - // duration is seconds (only on oculus). - // amplitude in [0..1] - public static void SendHaptic(InputDevice controller, float duration, float amplitude = 1f) - { - InputDevice c = GetLeftOrRightHandedController(controller); - c.SendHapticImpulse(0, amplitude, duration); - } - - public static void SendHapticImpulse(InputDevice controller, uint channel, float amplitude, float duration = 1) - { - InputDevice c = GetLeftOrRightHandedController(controller); - c.SendHapticImpulse(channel, amplitude, duration); - } - } -} \ No newline at end of file diff --git a/Assets/Scripts/VR/VRInput.cs.meta b/Assets/Scripts/VR/VRInput.cs.meta deleted file mode 100644 index 5fd3f1f3..00000000 --- a/Assets/Scripts/VR/VRInput.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0a55d400fc5096248a45832f19829b7e -MonoImporter: - 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userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/StreamingAssets/UTJ/FrameCapturer.meta b/Assets/StreamingAssets/UTJ/FrameCapturer.meta deleted file mode 100644 index 8dd3ae92..00000000 --- a/Assets/StreamingAssets/UTJ/FrameCapturer.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 94a951d32d09b2044b947c7f85b41be9 -folderAsset: yes -timeCreated: 1457806476 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/StreamingAssets/UTJ/FrameCapturer/License.txt b/Assets/StreamingAssets/UTJ/FrameCapturer/License.txt deleted file mode 100644 index a7f0a985..00000000 --- a/Assets/StreamingAssets/UTJ/FrameCapturer/License.txt +++ /dev/null @@ -1,274 +0,0 @@ - -FrameCapturer: -https://github.com/unity3d-jp/FrameCapturer - -Copyright (C) 2015-2017 Unity Technologies Japan, G.K. - -Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. - --------------------------------------------------------------------------- - -libyuv: -https://code.google.com/p/libyuv/ - -Copyright 2011 The LibYuv Project Authors. All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are -met: - - * Redistributions of source code must retain the above copyright - notice, this list of conditions and the following disclaimer. - - * Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in - the documentation and/or other materials provided with the - distribution. - - * Neither the name of Google nor the names of its contributors may - be used to endorse or promote products derived from this software - without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - --------------------------------------------------------------------------- - -GIF Writer: -http://www.jonolick.com/home/gif-writer - -(Public Domain) - --------------------------------------------------------------------------- - -OpenEXR: -http://www.openexr.com/ - -Copyright (c) 2006, Industrial Light & Magic, a division of Lucasfilm -Entertainment Company Ltd. Portions contributed and copyright held by -others as indicated. All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are -met: - - * Redistributions of source code must retain the above - copyright notice, this list of conditions and the following - disclaimer. - - * Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the following - disclaimer in the documentation and/or other materials provided with - the distribution. - - * Neither the name of Industrial Light & Magic nor the names of - any other contributors to this software may be used to endorse or - promote products derived from this software without specific prior - written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS -IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, -THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR -PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR -CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, -EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, -PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR -PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF -LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING -NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS -SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - --------------------------------------------------------------------------- - -zlib: -http://www.zlib.net/ - - (C) 1995-2013 Jean-loup Gailly and Mark Adler - - This software is provided 'as-is', without any express or implied - warranty. In no event will the authors be held liable for any damages - arising from the use of this software. - - Permission is granted to anyone to use this software for any purpose, - including commercial applications, and to alter it and redistribute it - freely, subject to the following restrictions: - - 1. The origin of this software must not be misrepresented; you must not - claim that you wrote the original software. If you use this software - in a product, an acknowledgment in the product documentation would be - appreciated but is not required. - 2. Altered source versions must be plainly marked as such, and must not be - misrepresented as being the original software. - 3. This notice may not be removed or altered from any source distribution. - - Jean-loup Gailly Mark Adler - jloup@gzip.org madler@alumni.caltech.edu - --------------------------------------------------------------------------- - -libpng: -http://www.libpng.org/ - -libpng versions 1.0.7, July 1, 2000, through 1.6.21, January 15, 2016, are -Copyright (c) 2000-2002, 2004, 2006-2016 Glenn Randers-Pehrson, are -derived from libpng-1.0.6, and are distributed according to the same -disclaimer and license as libpng-1.0.6 with the following individuals -added to the list of Contributing Authors: - - Simon-Pierre Cadieux - Eric S. Raymond - Mans Rullgard - Cosmin Truta - Gilles Vollant - James Yu - -and with the following additions to the disclaimer: - - There is no warranty against interference with your enjoyment of the - library or against infringement. There is no warranty that our - efforts or the library will fulfill any of your particular purposes - or needs. This library is provided with all faults, and the entire - risk of satisfactory quality, performance, accuracy, and effort is with - the user. - -libpng versions 0.97, January 1998, through 1.0.6, March 20, 2000, are -Copyright (c) 1998-2000 Glenn Randers-Pehrson, are derived from -libpng-0.96, and are distributed according to the same disclaimer and -license as libpng-0.96, with the following individuals added to the list -of Contributing Authors: - - Tom Lane - Glenn Randers-Pehrson - Willem van Schaik - -libpng versions 0.89, June 1996, through 0.96, May 1997, are -Copyright (c) 1996-1997 Andreas Dilger, are derived from libpng-0.88, -and are distributed according to the same disclaimer and license as -libpng-0.88, with the following individuals added to the list of -Contributing Authors: - - John Bowler - Kevin Bracey - Sam Bushell - Magnus Holmgren - Greg Roelofs - Tom Tanner - -libpng versions 0.5, May 1995, through 0.88, January 1996, are -Copyright (c) 1995-1996 Guy Eric Schalnat, Group 42, Inc. - -For the purposes of this copyright and license, "Contributing Authors" -is defined as the following set of individuals: - - Andreas Dilger - Dave Martindale - Guy Eric Schalnat - Paul Schmidt - Tim Wegner - -The PNG Reference Library is supplied "AS IS". The Contributing Authors -and Group 42, Inc. disclaim all warranties, expressed or implied, -including, without limitation, the warranties of merchantability and of -fitness for any purpose. The Contributing Authors and Group 42, Inc. -assume no liability for direct, indirect, incidental, special, exemplary, -or consequential damages, which may result from the use of the PNG -Reference Library, even if advised of the possibility of such damage. - -Permission is hereby granted to use, copy, modify, and distribute this -source code, or portions hereof, for any purpose, without fee, subject -to the following restrictions: - - 1. The origin of this source code must not be misrepresented. - - 2. Altered versions must be plainly marked as such and must not - be misrepresented as being the original source. - - 3. This Copyright notice may not be removed or altered from any - source or altered source distribution. - -The Contributing Authors and Group 42, Inc. specifically permit, without -fee, and encourage the use of this source code as a component to -supporting the PNG file format in commercial products. If you use this -source code in a product, acknowledgment is not required but would be -appreciated. - --------------------------------------------------------------------------- - -libwebm / libvpx: -https://www.webmproject.org/ - -Copyright (c) 2010, The WebM Project authors. All rights reserved. - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions are -met: - - * Redistributions of source code must retain the above copyright - notice, this list of conditions and the following disclaimer. - - * Redistributions in binary form must reproduce the above copyright - notice, this list of conditions and the following disclaimer in - the documentation and/or other materials provided with the - distribution. - - * Neither the name of Google, nor the WebM Project, nor the names - of its contributors may be used to endorse or promote products - derived from this software without specific prior written - permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - --------------------------------------------------------------------------- - -libogg / libvorbis: -https://www.xiph.org/downloads/ - -Copyright (c) 2002, Xiph.org Foundation - -Redistribution and use in source and binary forms, with or without -modification, are permitted provided that the following conditions -are met: - -- Redistributions of source code must retain the above copyright -notice, this list of conditions and the following disclaimer. - -- Redistributions in binary form must reproduce the above copyright -notice, this list of conditions and the following disclaimer in the -documentation and/or other materials provided with the distribution. - -- Neither the name of the Xiph.org Foundation nor the names of its -contributors may be used to endorse or promote products derived from -this software without specific prior written permission. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION -OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. diff --git a/Assets/StreamingAssets/UTJ/FrameCapturer/License.txt.meta b/Assets/StreamingAssets/UTJ/FrameCapturer/License.txt.meta deleted file mode 100644 index adf5edb1..00000000 --- a/Assets/StreamingAssets/UTJ/FrameCapturer/License.txt.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 999348212bf87d2498da7e6df0f0d7d0 -timeCreated: 1457815014 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro.meta b/Assets/TextMesh Pro.meta deleted file mode 100644 index f9da8b5e..00000000 --- a/Assets/TextMesh Pro.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: f54d1bd14bd3ca042bd867b519fee8cc -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Documentation.meta b/Assets/TextMesh Pro/Documentation.meta deleted file mode 100644 index afa527ac..00000000 --- a/Assets/TextMesh Pro/Documentation.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8e7e8f5a82a3a134e91c54efd2274ea9 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf deleted file mode 100644 index c2ea2d27..00000000 Binary files a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf and /dev/null differ diff --git a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta b/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta deleted file mode 100644 index e4afeef8..00000000 --- a/Assets/TextMesh Pro/Documentation/TextMesh Pro User Guide 2016.pdf.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 1b8d251f9af63b746bf2f7ffe00ebb9b -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts.meta b/Assets/TextMesh Pro/Fonts.meta deleted file mode 100644 index f0c29724..00000000 --- a/Assets/TextMesh Pro/Fonts.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 6ab70aee4d56447429c680537fbf93ed -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt b/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt deleted file mode 100644 index f2473f9c..00000000 --- a/Assets/TextMesh Pro/Fonts/LiberationSans - OFL.txt +++ /dev/null @@ -1,46 +0,0 @@ -Digitized data copyright (c) 2010 Google Corporation - with Reserved Font Arimo, Tinos and Cousine. -Copyright (c) 2012 Red Hat, Inc. - with Reserved Font Name Liberation. - -This Font Software is licensed under the SIL Open Font License, Version 1.1. -This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL - ------------------------------------------------------------ -SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007 ------------------------------------------------------------ - -PREAMBLE -The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others. - -The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives. - -DEFINITIONS -"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation. - -"Reserved Font Name" refers to any names specified as such after the copyright statement(s). - -"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s). - -"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment. - -"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software. - -PERMISSION & CONDITIONS -Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions: - -1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself. - -2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user. - -3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users. - -4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission. - -5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. 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c130a166..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader +++ /dev/null @@ -1,142 +0,0 @@ -Shader "TextMeshPro/Bitmap Custom Atlas" { - -Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - _FaceColor ("Text Color", Color) = (1,1,1,1) - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _Padding ("Padding", float) = 0 - - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 - - _ColorMask("Color Mask", Float) = 15 -} - -SubShader{ - - Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - - Lighting Off - Cull [_CullMode] - ZTest [unity_GUIZTestMode] - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - float4 mask : TEXCOORD2; - }; - - uniform sampler2D _MainTex; - uniform sampler2D _FaceTex; - uniform float4 _FaceTex_ST; - uniform fixed4 _FaceColor; - - uniform float _VertexOffsetX; - uniform float _VertexOffsetY; - uniform float4 _ClipRect; - uniform float _MaskSoftnessX; - uniform float _MaskSoftnessY; - - float2 UnpackUV(float uv) - { - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; - } - - v2f vert (appdata_t v) - { - float4 vert = v.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); - - fixed4 faceColor = v.color; - faceColor *= _FaceColor; - - v2f OUT; - OUT.vertex = vPosition; - OUT.color = faceColor; - OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); - float2 pixelSize = vPosition.w; - pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); - - // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - - return OUT; - } - - fixed4 frag (v2f IN) : SV_Target - { - fixed4 color = tex2D(_MainTex, IN.texcoord0) * tex2D(_FaceTex, IN.texcoord1) * IN.color; - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } -} - - CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta deleted file mode 100644 index ffea03c2..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Custom-Atlas.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 48bb5f55d8670e349b6e614913f9d910 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader deleted file mode 100644 index 1517a122..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader +++ /dev/null @@ -1,144 +0,0 @@ -Shader "TextMeshPro/Mobile/Bitmap" { - -Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _Color ("Text Color", Color) = (1,1,1,1) - _DiffusePower ("Diffuse Power", Range(1.0,4.0)) = 1.0 - - _VertexOffsetX("Vertex OffsetX", float) = 0 - _VertexOffsetY("Vertex OffsetY", float) = 0 - _MaskSoftnessX("Mask SoftnessX", float) = 0 - _MaskSoftnessY("Mask SoftnessY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 - - _ColorMask("Color Mask", Float) = 15 -} - -SubShader { - - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - - Lighting Off - Cull Off - ZTest [unity_GUIZTestMode] - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma fragmentoption ARB_precision_hint_fastest - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct v2f { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float4 mask : TEXCOORD2; - }; - - sampler2D _MainTex; - fixed4 _Color; - float _DiffusePower; - - uniform float _VertexOffsetX; - uniform float _VertexOffsetY; - uniform float4 _ClipRect; - uniform float _MaskSoftnessX; - uniform float _MaskSoftnessY; - - v2f vert (appdata_t v) - { - v2f OUT; - float4 vert = v.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - OUT.vertex = UnityPixelSnap(UnityObjectToClipPos(vert)); - OUT.color = v.color; - OUT.color *= _Color; - OUT.color.rgb *= _DiffusePower; - OUT.texcoord0 = v.texcoord0; - - float2 pixelSize = OUT.vertex.w; - //pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); - - // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - - return OUT; - } - - fixed4 frag (v2f IN) : COLOR - { - fixed4 color = fixed4(IN.color.rgb, IN.color.a * tex2D(_MainTex, IN.texcoord0).a); - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } -} - -SubShader { - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - Lighting Off Cull Off ZTest Always ZWrite Off Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - BindChannels { - Bind "Color", color - Bind "Vertex", vertex - Bind "TexCoord", texcoord0 - } - Pass { - SetTexture [_MainTex] { - constantColor [_Color] combine constant * primary, constant * texture - } - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta deleted file mode 100644 index 8d516c0b..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap-Mobile.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 1e3b057af24249748ff873be7fafee47 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader deleted file mode 100644 index f4e324ad..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader +++ /dev/null @@ -1,142 +0,0 @@ -Shader "TextMeshPro/Bitmap" { - -Properties { - _MainTex ("Font Atlas", 2D) = "white" {} - _FaceTex ("Font Texture", 2D) = "white" {} - _FaceColor ("Text Color", Color) = (1,1,1,1) - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _ClipRect("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - - _StencilComp("Stencil Comparison", Float) = 8 - _Stencil("Stencil ID", Float) = 0 - _StencilOp("Stencil Operation", Float) = 0 - _StencilWriteMask("Stencil Write Mask", Float) = 255 - _StencilReadMask("Stencil Read Mask", Float) = 255 - - _ColorMask("Color Mask", Float) = 15 -} - -SubShader{ - - Tags { "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } - - Stencil - { - Ref[_Stencil] - Comp[_StencilComp] - Pass[_StencilOp] - ReadMask[_StencilReadMask] - WriteMask[_StencilWriteMask] - } - - - Lighting Off - Cull [_CullMode] - ZTest [unity_GUIZTestMode] - ZWrite Off - Fog { Mode Off } - Blend SrcAlpha OneMinusSrcAlpha - ColorMask[_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - - struct appdata_t { - float4 vertex : POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct v2f { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - float4 mask : TEXCOORD2; - }; - - uniform sampler2D _MainTex; - uniform sampler2D _FaceTex; - uniform float4 _FaceTex_ST; - uniform fixed4 _FaceColor; - - uniform float _VertexOffsetX; - uniform float _VertexOffsetY; - uniform float4 _ClipRect; - uniform float _MaskSoftnessX; - uniform float _MaskSoftnessY; - - float2 UnpackUV(float uv) - { - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; - } - - v2f vert (appdata_t v) - { - float4 vert = v.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - vert.xy += (vert.w * 0.5) / _ScreenParams.xy; - - float4 vPosition = UnityPixelSnap(UnityObjectToClipPos(vert)); - - fixed4 faceColor = v.color; - faceColor *= _FaceColor; - - v2f OUT; - OUT.vertex = vPosition; - OUT.color = faceColor; - OUT.texcoord0 = v.texcoord0; - OUT.texcoord1 = TRANSFORM_TEX(UnpackUV(v.texcoord1), _FaceTex); - float2 pixelSize = vPosition.w; - pixelSize /= abs(float2(_ScreenParams.x * UNITY_MATRIX_P[0][0], _ScreenParams.y * UNITY_MATRIX_P[1][1])); - - // Clamp _ClipRect to 16bit. - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - OUT.mask = float4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - - return OUT; - } - - fixed4 frag (v2f IN) : SV_Target - { - fixed4 color = tex2D(_MainTex, IN.texcoord0); - color = fixed4 (tex2D(_FaceTex, IN.texcoord1).rgb * IN.color.rgb, IN.color.a * color.a); - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(IN.mask.xy)) * IN.mask.zw); - color *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(color.a - 0.001); - #endif - - return color; - } - ENDCG - } -} - - CustomEditor "TMPro.EditorUtilities.TMP_BitmapShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta deleted file mode 100644 index 2d5438f6..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Bitmap.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 128e987d567d4e2c824d754223b3f3b0 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader deleted file mode 100644 index b5406b46..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader +++ /dev/null @@ -1,316 +0,0 @@ -Shader "TextMeshPro/Distance Field Overlay" { - -Properties { - _FaceTex ("Face Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - _FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _Bevel ("Bevel", Range(0,1)) = 0.5 - _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - - _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - _SpecularColor ("Specular", Color) = (1,1,1,1) - _SpecularPower ("Specular", Range(0,4)) = 2.0 - _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 - _Diffuse ("Diffuse", Range(0,1)) = 0.5 - _Ambient ("Ambient", Range(1,0)) = 0.5 - - _BumpMap ("Normal map", 2D) = "bump" {} - _BumpOutline ("Bump Outline", Range(0,1)) = 0 - _BumpFace ("Bump Face", Range(0,1)) = 0 - - _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) - _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } - _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - - - _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - - Tags - { - "Queue"="Overlay" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest Always - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma target 3.0 - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ BEVEL_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - #pragma shader_feature __ GLOW_ON - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 position : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 position : SV_POSITION; - fixed4 color : COLOR; - float2 atlas : TEXCOORD0; // Atlas - float4 param : TEXCOORD1; // alphaClip, scale, bias, weight - float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) - float3 viewDir : TEXCOORD3; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 texcoord2 : TEXCOORD4; // u,v, scale, bias - fixed4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; - }; - - // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input,output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.position; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float bias =(.5 - weight) + (.5 / scale); - - float alphaClip = (1.0 - _OutlineWidth*_ScaleRatioA - _OutlineSoftness*_ScaleRatioA); - - #if GLOW_ON - alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif - - alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 underlayColor = _UnderlayColor; - underlayColor.rgb *= underlayColor.a; - - float bScale = scale; - bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); - float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 bOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); - float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); - float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - - - output.position = vPosition; - output.color = input.color; - output.atlas = input.texcoord0; - output.param = float4(alphaClip, scale, bias, weight); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); - output.underlayColor = underlayColor; - #endif - output.textures = float4(faceUV, outlineUV); - - return output; - } - - - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - float c = tex2D(_MainTex, input.atlas).a; - - #ifndef UNDERLAY_ON - clip(c - input.param.x); - #endif - - float scale = input.param.y; - float bias = input.param.z; - float weight = input.param.w; - float sd = (bias - c) * scale; - - float outline = (_OutlineWidth * _ScaleRatioA) * scale; - float softness = (_OutlineSoftness * _ScaleRatioA) * scale; - - half4 faceColor = _FaceColor; - half4 outlineColor = _OutlineColor; - - faceColor.rgb *= input.color.rgb; - - faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); - outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); - - faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - - #if BEVEL_ON - float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); - float3 n = GetSurfaceNormal(input.atlas, weight, dxy); - - float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; - bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); - n = normalize(n- bump); - - float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); - - float3 col = GetSpecular(n, light); - faceColor.rgb += col*faceColor.a; - faceColor.rgb *= 1-(dot(n, light)*_Diffuse); - faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); - - fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); - faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif - - #if UNDERLAY_ON - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); - #endif - - #if UNDERLAY_INNER - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); - #endif - - #if GLOW_ON - float4 glowColor = GetGlowColor(sd, scale); - faceColor.rgb += glowColor.rgb * glowColor.a; - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - faceColor *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(faceColor.a - 0.001); - #endif - - return faceColor * input.color.a; - } - - ENDCG - } -} - -Fallback "TextMeshPro/Mobile/Distance Field" -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta deleted file mode 100644 index 6c8679f4..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF Overlay.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: dd89cf5b9246416f84610a006f916af7 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader deleted file mode 100644 index 9147630b..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader +++ /dev/null @@ -1,246 +0,0 @@ -// Simplified SDF shader: -// - No Shading Option (bevel / bump / env map) -// - No Glow Option -// - Softness is applied on both side of the outline - -Shader "TextMeshPro/Mobile/Distance Field - Masking" { - -Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - _MaskTex ("Mask Texture", 2D) = "white" {} - _MaskInverse ("Inverse", float) = 0 - _MaskEdgeColor ("Edge Color", Color) = (1,1,1,1) - _MaskEdgeSoftness ("Edge Softness", Range(0, 1)) = 0.01 - _MaskWipeControl ("Wipe Position", Range(0, 1)) = 0.5 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - float _MaskWipeControl; - float _MaskEdgeSoftness; - fixed4 _MaskEdgeColor; - bool _MaskInverse; - - pixel_t VertShader(vertex_t input) - { - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float layerScale = scale; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Structure for pixel shader - pixel_t output = { - vPosition, - faceColor, - outlineColor, - float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y), - half4(scale, bias - outline, bias + outline, bias), - half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)), - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4(input.texcoord0 + layerOffset, input.color.a, 0), - half2(layerScale, layerBias), - #endif - }; - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.w); - - #ifdef OUTLINE_ON - c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); - c *= saturate(d - input.param.y); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif - - #if UNDERLAY_INNER - half sd = saturate(d - input.param.z); - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - #endif - - float a = abs(_MaskInverse - tex2D(_MaskTex, input.texcoord0.zw).a); - float t = a + (1 - _MaskWipeControl) * _MaskEdgeSoftness - _MaskWipeControl; - a = saturate(t / _MaskEdgeSoftness); - c.rgb = lerp(_MaskEdgeColor.rgb*c.a, c.rgb, a); - c *= a; - - #if (UNDERLAY_ON | UNDERLAY_INNER) - c *= input.texcoord1.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta deleted file mode 100644 index dbfc71af..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Masking.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: bc1ede39bf3643ee8e493720e4259791 -timeCreated: 1463704911 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader deleted file mode 100644 index 028d2986..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader +++ /dev/null @@ -1,239 +0,0 @@ -// Simplified SDF shader: -// - No Shading Option (bevel / bump / env map) -// - No Glow Option -// - Softness is applied on both side of the outline - -Shader "TextMeshPro/Mobile/Distance Field Overlay" { - -Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags - { - "Queue"="Overlay" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest Always - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float layerScale = scale; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); - output.underlayParam = half2(layerScale, layerBias); - #endif - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.w); - - #ifdef OUTLINE_ON - c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); - c *= saturate(d - input.param.y); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif - - #if UNDERLAY_INNER - half sd = saturate(d - input.param.z); - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - #endif - - #if (UNDERLAY_ON | UNDERLAY_INNER) - c *= input.texcoord1.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta deleted file mode 100644 index 29cbfccd..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile Overlay.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: a02a7d8c237544f1962732b55a9aebf1 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader deleted file mode 100644 index 2e68107e..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader +++ /dev/null @@ -1,239 +0,0 @@ -// Simplified SDF shader: -// - No Shading Option (bevel / bump / env map) -// - No Glow Option -// - Softness is applied on both side of the outline - -Shader "TextMeshPro/Mobile/Distance Field" { - -Properties { - _FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineWidth ("Outline Thickness", Range(0,1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _UnderlayColor ("Border Color", Color) = (0,0,0,.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = .5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5 - _ScaleX ("Scale X", float) = 1 - _ScaleY ("Scale Y", float) = 1 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ OUTLINE_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 vertex : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 vertex : SV_POSITION; - fixed4 faceColor : COLOR; - fixed4 outlineColor : COLOR1; - float4 texcoord0 : TEXCOORD0; // Texture UV, Mask UV - half4 param : TEXCOORD1; // Scale(x), BiasIn(y), BiasOut(z), Bias(w) - half4 mask : TEXCOORD2; // Position in clip space(xy), Softness(zw) - #if (UNDERLAY_ON | UNDERLAY_INNER) - float4 texcoord1 : TEXCOORD3; // Texture UV, alpha, reserved - half2 underlayParam : TEXCOORD4; // Scale(x), Bias(y) - #endif - }; - - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input, output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.vertex; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if(UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float layerScale = scale; - - scale /= 1 + (_OutlineSoftness * _ScaleRatioA * scale); - float bias = (0.5 - weight) * scale - 0.5; - float outline = _OutlineWidth * _ScaleRatioA * 0.5 * scale; - - float opacity = input.color.a; - #if (UNDERLAY_ON | UNDERLAY_INNER) - opacity = 1.0; - #endif - - fixed4 faceColor = fixed4(input.color.rgb, opacity) * _FaceColor; - faceColor.rgb *= faceColor.a; - - fixed4 outlineColor = _OutlineColor; - outlineColor.a *= opacity; - outlineColor.rgb *= outlineColor.a; - outlineColor = lerp(faceColor, outlineColor, sqrt(min(1.0, (outline * 2)))); - - #if (UNDERLAY_ON | UNDERLAY_INNER) - layerScale /= 1 + ((_UnderlaySoftness * _ScaleRatioC) * layerScale); - float layerBias = (.5 - weight) * layerScale - .5 - ((_UnderlayDilate * _ScaleRatioC) * .5 * layerScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 layerOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Populate structure for pixel shader - output.vertex = vPosition; - output.faceColor = faceColor; - output.outlineColor = outlineColor; - output.texcoord0 = float4(input.texcoord0.x, input.texcoord0.y, maskUV.x, maskUV.y); - output.param = half4(scale, bias - outline, bias + outline, bias); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord1 = float4(input.texcoord0 + layerOffset, input.color.a, 0); - output.underlayParam = half2(layerScale, layerBias); - #endif - - return output; - } - - - // PIXEL SHADER - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - half d = tex2D(_MainTex, input.texcoord0.xy).a * input.param.x; - half4 c = input.faceColor * saturate(d - input.param.w); - - #ifdef OUTLINE_ON - c = lerp(input.outlineColor, input.faceColor, saturate(d - input.param.z)); - c *= saturate(d - input.param.y); - #endif - - #if UNDERLAY_ON - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * saturate(d - input.underlayParam.y) * (1 - c.a); - #endif - - #if UNDERLAY_INNER - half sd = saturate(d - input.param.z); - d = tex2D(_MainTex, input.texcoord1.xy).a * input.underlayParam.x; - c += float4(_UnderlayColor.rgb * _UnderlayColor.a, _UnderlayColor.a) * (1 - saturate(d - input.underlayParam.y)) * sd * (1 - c.a); - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - c *= m.x * m.y; - #endif - - #if (UNDERLAY_ON | UNDERLAY_INNER) - c *= input.texcoord1.z; - #endif - - #if UNITY_UI_ALPHACLIP - clip(c.a - 0.001); - #endif - - return c; - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta deleted file mode 100644 index 3db6338b..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Mobile.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: fe393ace9b354375a9cb14cdbbc28be4 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader deleted file mode 100644 index 8eaba650..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader +++ /dev/null @@ -1,137 +0,0 @@ -// Simplified version of the SDF Surface shader : -// - No support for Bevel, Bump or envmap -// - Diffuse only lighting -// - Fully supports only 1 directional light. Other lights can affect it, but it will be per-vertex/SH. - -Shader "TextMeshPro/Mobile/Distance Field (Surface)" { - -Properties { - _FaceTex ("Fill Texture", 2D) = "white" {} - _FaceColor ("Fill Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - // Should not be directly exposed to the user - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) - //_MaskSoftness ("Mask Softness", float) = 0 -} - -SubShader { - - Tags { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - LOD 300 - Cull [_CullMode] - - CGPROGRAM - #pragma surface PixShader Lambert alpha:blend vertex:VertShader noforwardadd nolightmap nodirlightmap - #pragma target 3.0 - #pragma shader_feature __ GLOW_ON - - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - half _FaceShininess; - half _OutlineShininess; - - struct Input - { - fixed4 color : COLOR; - float2 uv_MainTex; - float2 uv2_FaceTex; - float2 uv2_OutlineTex; - float2 param; // Weight, Scale - float3 viewDirEnv; - }; - - #include "TMPro_Surface.cginc" - - ENDCG - - // Pass to render object as a shadow caster - Pass - { - Name "Caster" - Tags { "LightMode" = "ShadowCaster" } - Offset 1, 1 - - Fog {Mode Off} - ZWrite On ZTest LEqual Cull Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_shadowcaster - #include "UnityCG.cginc" - - struct v2f { - V2F_SHADOW_CASTER; - float2 uv : TEXCOORD1; - float2 uv2 : TEXCOORD3; - float alphaClip : TEXCOORD2; - }; - - uniform float4 _MainTex_ST; - uniform float4 _OutlineTex_ST; - float _OutlineWidth; - float _FaceDilate; - float _ScaleRatioA; - - v2f vert( appdata_base v ) - { - v2f o; - TRANSFER_SHADOW_CASTER(o) - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); - o.alphaClip = o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; - return o; - } - - uniform sampler2D _MainTex; - - float4 frag(v2f i) : COLOR - { - fixed4 texcol = tex2D(_MainTex, i.uv).a; - clip(texcol.a - i.alphaClip); - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta deleted file mode 100644 index d559598d..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface-Mobile.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 85187c2149c549c5b33f0cdb02836b17 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader deleted file mode 100644 index 7657aeda..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader +++ /dev/null @@ -1,156 +0,0 @@ -Shader "TextMeshPro/Distance Field (Surface)" { - -Properties { - _FaceTex ("Fill Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - _FaceColor ("Fill Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _Bevel ("Bevel", Range(0,1)) = 0.5 - _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - - _BumpMap ("Normalmap", 2D) = "bump" {} - _BumpOutline ("Bump Outline", Range(0,1)) = 0.5 - _BumpFace ("Bump Face", Range(0,1)) = 0.5 - - _ReflectFaceColor ("Face Color", Color) = (0,0,0,1) - _ReflectOutlineColor ("Outline Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } - _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - _SpecColor ("Specular Color", Color) = (0,0,0,1) - - _FaceShininess ("Face Shininess", Range(0,1)) = 0 - _OutlineShininess ("Outline Shininess", Range(0,1)) = 0 - - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - // Should not be directly exposed to the user - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - //_MaskCoord ("Mask Coords", vector) = (0,0,0,0) - //_MaskSoftness ("Mask Softness", float) = 0 -} - -SubShader { - - Tags { "Queue"="Transparent" "IgnoreProjector"="True" "RenderType"="Transparent" } - - LOD 300 - Cull [_CullMode] - - CGPROGRAM - #pragma surface PixShader BlinnPhong alpha:blend vertex:VertShader nolightmap nodirlightmap - #pragma target 3.0 - #pragma shader_feature __ GLOW_ON - #pragma glsl - - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - half _FaceShininess; - half _OutlineShininess; - - struct Input - { - fixed4 color : COLOR; - float2 uv_MainTex; - float2 uv2_FaceTex; - float2 uv2_OutlineTex; - float2 param; // Weight, Scale - float3 viewDirEnv; - }; - - - #define BEVEL_ON 1 - #include "TMPro_Surface.cginc" - - ENDCG - - // Pass to render object as a shadow caster - Pass - { - Name "Caster" - Tags { "LightMode" = "ShadowCaster" } - Offset 1, 1 - - Fog {Mode Off} - ZWrite On - ZTest LEqual - Cull Off - - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - #pragma multi_compile_shadowcaster - #include "UnityCG.cginc" - - struct v2f { - V2F_SHADOW_CASTER; - float2 uv : TEXCOORD1; - float2 uv2 : TEXCOORD3; - float alphaClip : TEXCOORD2; - }; - - uniform float4 _MainTex_ST; - uniform float4 _OutlineTex_ST; - float _OutlineWidth; - float _FaceDilate; - float _ScaleRatioA; - - v2f vert( appdata_base v ) - { - v2f o; - TRANSFER_SHADOW_CASTER(o) - o.uv = TRANSFORM_TEX(v.texcoord, _MainTex); - o.uv2 = TRANSFORM_TEX(v.texcoord, _OutlineTex); - o.alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _FaceDilate * _ScaleRatioA) / 2; - return o; - } - - uniform sampler2D _MainTex; - - float4 frag(v2f i) : COLOR - { - fixed4 texcol = tex2D(_MainTex, i.uv).a; - clip(texcol.a - i.alphaClip); - SHADOW_CASTER_FRAGMENT(i) - } - ENDCG - } -} - -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} - diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta deleted file mode 100644 index bc7933f9..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF-Surface.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: f7ada0af4f174f0694ca6a487b8f543d -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader deleted file mode 100644 index 5ebf4a7d..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader +++ /dev/null @@ -1,316 +0,0 @@ -Shader "TextMeshPro/Distance Field" { - -Properties { - _FaceTex ("Face Texture", 2D) = "white" {} - _FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 - _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 - _FaceColor ("Face Color", Color) = (1,1,1,1) - _FaceDilate ("Face Dilate", Range(-1,1)) = 0 - - _OutlineColor ("Outline Color", Color) = (0,0,0,1) - _OutlineTex ("Outline Texture", 2D) = "white" {} - _OutlineUVSpeedX ("Outline UV Speed X", Range(-5, 5)) = 0.0 - _OutlineUVSpeedY ("Outline UV Speed Y", Range(-5, 5)) = 0.0 - _OutlineWidth ("Outline Thickness", Range(0, 1)) = 0 - _OutlineSoftness ("Outline Softness", Range(0,1)) = 0 - - _Bevel ("Bevel", Range(0,1)) = 0.5 - _BevelOffset ("Bevel Offset", Range(-0.5,0.5)) = 0 - _BevelWidth ("Bevel Width", Range(-.5,0.5)) = 0 - _BevelClamp ("Bevel Clamp", Range(0,1)) = 0 - _BevelRoundness ("Bevel Roundness", Range(0,1)) = 0 - - _LightAngle ("Light Angle", Range(0.0, 6.2831853)) = 3.1416 - _SpecularColor ("Specular", Color) = (1,1,1,1) - _SpecularPower ("Specular", Range(0,4)) = 2.0 - _Reflectivity ("Reflectivity", Range(5.0,15.0)) = 10 - _Diffuse ("Diffuse", Range(0,1)) = 0.5 - _Ambient ("Ambient", Range(1,0)) = 0.5 - - _BumpMap ("Normal map", 2D) = "bump" {} - _BumpOutline ("Bump Outline", Range(0,1)) = 0 - _BumpFace ("Bump Face", Range(0,1)) = 0 - - _ReflectFaceColor ("Reflection Color", Color) = (0,0,0,1) - _ReflectOutlineColor("Reflection Color", Color) = (0,0,0,1) - _Cube ("Reflection Cubemap", Cube) = "black" { /* TexGen CubeReflect */ } - _EnvMatrixRotation ("Texture Rotation", vector) = (0, 0, 0, 0) - - - _UnderlayColor ("Border Color", Color) = (0,0,0, 0.5) - _UnderlayOffsetX ("Border OffsetX", Range(-1,1)) = 0 - _UnderlayOffsetY ("Border OffsetY", Range(-1,1)) = 0 - _UnderlayDilate ("Border Dilate", Range(-1,1)) = 0 - _UnderlaySoftness ("Border Softness", Range(0,1)) = 0 - - _GlowColor ("Color", Color) = (0, 1, 0, 0.5) - _GlowOffset ("Offset", Range(-1,1)) = 0 - _GlowInner ("Inner", Range(0,1)) = 0.05 - _GlowOuter ("Outer", Range(0,1)) = 0.05 - _GlowPower ("Falloff", Range(1, 0)) = 0.75 - - _WeightNormal ("Weight Normal", float) = 0 - _WeightBold ("Weight Bold", float) = 0.5 - - _ShaderFlags ("Flags", float) = 0 - _ScaleRatioA ("Scale RatioA", float) = 1 - _ScaleRatioB ("Scale RatioB", float) = 1 - _ScaleRatioC ("Scale RatioC", float) = 1 - - _MainTex ("Font Atlas", 2D) = "white" {} - _TextureWidth ("Texture Width", float) = 512 - _TextureHeight ("Texture Height", float) = 512 - _GradientScale ("Gradient Scale", float) = 5.0 - _ScaleX ("Scale X", float) = 1.0 - _ScaleY ("Scale Y", float) = 1.0 - _PerspectiveFilter ("Perspective Correction", Range(0, 1)) = 0.875 - _Sharpness ("Sharpness", Range(-1,1)) = 0 - - _VertexOffsetX ("Vertex OffsetX", float) = 0 - _VertexOffsetY ("Vertex OffsetY", float) = 0 - - _MaskCoord ("Mask Coordinates", vector) = (0, 0, 32767, 32767) - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - _MaskSoftnessX ("Mask SoftnessX", float) = 0 - _MaskSoftnessY ("Mask SoftnessY", float) = 0 - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _ColorMask ("Color Mask", Float) = 15 -} - -SubShader { - - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull [_CullMode] - ZWrite Off - Lighting Off - Fog { Mode Off } - ZTest [unity_GUIZTestMode] - Blend One OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass { - CGPROGRAM - #pragma target 3.0 - #pragma vertex VertShader - #pragma fragment PixShader - #pragma shader_feature __ BEVEL_ON - #pragma shader_feature __ UNDERLAY_ON UNDERLAY_INNER - #pragma shader_feature __ GLOW_ON - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - #include "TMPro_Properties.cginc" - #include "TMPro.cginc" - - struct vertex_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - float4 position : POSITION; - float3 normal : NORMAL; - fixed4 color : COLOR; - float2 texcoord0 : TEXCOORD0; - float2 texcoord1 : TEXCOORD1; - }; - - - struct pixel_t { - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO - float4 position : SV_POSITION; - fixed4 color : COLOR; - float2 atlas : TEXCOORD0; // Atlas - float4 param : TEXCOORD1; // alphaClip, scale, bias, weight - float4 mask : TEXCOORD2; // Position in object space(xy), pixel Size(zw) - float3 viewDir : TEXCOORD3; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 texcoord2 : TEXCOORD4; // u,v, scale, bias - fixed4 underlayColor : COLOR1; - #endif - float4 textures : TEXCOORD5; - }; - - // Used by Unity internally to handle Texture Tiling and Offset. - float4 _FaceTex_ST; - float4 _OutlineTex_ST; - - pixel_t VertShader(vertex_t input) - { - pixel_t output; - - UNITY_INITIALIZE_OUTPUT(pixel_t, output); - UNITY_SETUP_INSTANCE_ID(input); - UNITY_TRANSFER_INSTANCE_ID(input,output); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); - - float bold = step(input.texcoord1.y, 0); - - float4 vert = input.position; - vert.x += _VertexOffsetX; - vert.y += _VertexOffsetY; - - float4 vPosition = UnityObjectToClipPos(vert); - - float2 pixelSize = vPosition.w; - pixelSize /= float2(_ScaleX, _ScaleY) * abs(mul((float2x2)UNITY_MATRIX_P, _ScreenParams.xy)); - float scale = rsqrt(dot(pixelSize, pixelSize)); - scale *= abs(input.texcoord1.y) * _GradientScale * (_Sharpness + 1); - if (UNITY_MATRIX_P[3][3] == 0) scale = lerp(abs(scale) * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(input.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - - float weight = lerp(_WeightNormal, _WeightBold, bold) / 4.0; - weight = (weight + _FaceDilate) * _ScaleRatioA * 0.5; - - float bias =(.5 - weight) + (.5 / scale); - - float alphaClip = (1.0 - _OutlineWidth * _ScaleRatioA - _OutlineSoftness * _ScaleRatioA); - - #if GLOW_ON - alphaClip = min(alphaClip, 1.0 - _GlowOffset * _ScaleRatioB - _GlowOuter * _ScaleRatioB); - #endif - - alphaClip = alphaClip / 2.0 - ( .5 / scale) - weight; - - #if (UNDERLAY_ON || UNDERLAY_INNER) - float4 underlayColor = _UnderlayColor; - underlayColor.rgb *= underlayColor.a; - - float bScale = scale; - bScale /= 1 + ((_UnderlaySoftness*_ScaleRatioC) * bScale); - float bBias = (0.5 - weight) * bScale - 0.5 - ((_UnderlayDilate * _ScaleRatioC) * 0.5 * bScale); - - float x = -(_UnderlayOffsetX * _ScaleRatioC) * _GradientScale / _TextureWidth; - float y = -(_UnderlayOffsetY * _ScaleRatioC) * _GradientScale / _TextureHeight; - float2 bOffset = float2(x, y); - #endif - - // Generate UV for the Masking Texture - float4 clampedRect = clamp(_ClipRect, -2e10, 2e10); - float2 maskUV = (vert.xy - clampedRect.xy) / (clampedRect.zw - clampedRect.xy); - - // Support for texture tiling and offset - float2 textureUV = UnpackUV(input.texcoord1.x); - float2 faceUV = TRANSFORM_TEX(textureUV, _FaceTex); - float2 outlineUV = TRANSFORM_TEX(textureUV, _OutlineTex); - - - output.position = vPosition; - output.color = input.color; - output.atlas = input.texcoord0; - output.param = float4(alphaClip, scale, bias, weight); - output.mask = half4(vert.xy * 2 - clampedRect.xy - clampedRect.zw, 0.25 / (0.25 * half2(_MaskSoftnessX, _MaskSoftnessY) + pixelSize.xy)); - output.viewDir = mul((float3x3)_EnvMatrix, _WorldSpaceCameraPos.xyz - mul(unity_ObjectToWorld, vert).xyz); - #if (UNDERLAY_ON || UNDERLAY_INNER) - output.texcoord2 = float4(input.texcoord0 + bOffset, bScale, bBias); - output.underlayColor = underlayColor; - #endif - output.textures = float4(faceUV, outlineUV); - - return output; - } - - - fixed4 PixShader(pixel_t input) : SV_Target - { - UNITY_SETUP_INSTANCE_ID(input); - - float c = tex2D(_MainTex, input.atlas).a; - - #ifndef UNDERLAY_ON - clip(c - input.param.x); - #endif - - float scale = input.param.y; - float bias = input.param.z; - float weight = input.param.w; - float sd = (bias - c) * scale; - - float outline = (_OutlineWidth * _ScaleRatioA) * scale; - float softness = (_OutlineSoftness * _ScaleRatioA) * scale; - - half4 faceColor = _FaceColor; - half4 outlineColor = _OutlineColor; - - faceColor.rgb *= input.color.rgb; - - faceColor *= tex2D(_FaceTex, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y); - outlineColor *= tex2D(_OutlineTex, input.textures.zw + float2(_OutlineUVSpeedX, _OutlineUVSpeedY) * _Time.y); - - faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - - #if BEVEL_ON - float3 dxy = float3(0.5 / _TextureWidth, 0.5 / _TextureHeight, 0); - float3 n = GetSurfaceNormal(input.atlas, weight, dxy); - - float3 bump = UnpackNormal(tex2D(_BumpMap, input.textures.xy + float2(_FaceUVSpeedX, _FaceUVSpeedY) * _Time.y)).xyz; - bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); - n = normalize(n- bump); - - float3 light = normalize(float3(sin(_LightAngle), cos(_LightAngle), -1.0)); - - float3 col = GetSpecular(n, light); - faceColor.rgb += col*faceColor.a; - faceColor.rgb *= 1-(dot(n, light)*_Diffuse); - faceColor.rgb *= lerp(_Ambient, 1, n.z*n.z); - - fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDir, -n)); - faceColor.rgb += reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; - #endif - - #if UNDERLAY_ON - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * saturate(d - input.texcoord2.w) * (1 - faceColor.a); - #endif - - #if UNDERLAY_INNER - float d = tex2D(_MainTex, input.texcoord2.xy).a * input.texcoord2.z; - faceColor += input.underlayColor * (1 - saturate(d - input.texcoord2.w)) * saturate(1 - sd) * (1 - faceColor.a); - #endif - - #if GLOW_ON - float4 glowColor = GetGlowColor(sd, scale); - faceColor.rgb += glowColor.rgb * glowColor.a; - #endif - - // Alternative implementation to UnityGet2DClipping with support for softness. - #if UNITY_UI_CLIP_RECT - half2 m = saturate((_ClipRect.zw - _ClipRect.xy - abs(input.mask.xy)) * input.mask.zw); - faceColor *= m.x * m.y; - #endif - - #if UNITY_UI_ALPHACLIP - clip(faceColor.a - 0.001); - #endif - - return faceColor * input.color.a; - } - - ENDCG - } -} - -Fallback "TextMeshPro/Mobile/Distance Field" -CustomEditor "TMPro.EditorUtilities.TMP_SDFShaderGUI" -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta deleted file mode 100644 index e3431366..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_SDF.shader.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 68e6db2ebdc24f95958faec2be5558d6 -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader b/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader deleted file mode 100644 index f90467d6..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader +++ /dev/null @@ -1,113 +0,0 @@ -Shader "TextMeshPro/Sprite" -{ - Properties - { - _MainTex ("Sprite Texture", 2D) = "white" {} - _Color ("Tint", Color) = (1,1,1,1) - - _StencilComp ("Stencil Comparison", Float) = 8 - _Stencil ("Stencil ID", Float) = 0 - _StencilOp ("Stencil Operation", Float) = 0 - _StencilWriteMask ("Stencil Write Mask", Float) = 255 - _StencilReadMask ("Stencil Read Mask", Float) = 255 - - _ColorMask ("Color Mask", Float) = 15 - _ClipRect ("Clip Rect", vector) = (-32767, -32767, 32767, 32767) - - [Toggle(UNITY_UI_ALPHACLIP)] _UseUIAlphaClip ("Use Alpha Clip", Float) = 0 - } - - SubShader - { - Tags - { - "Queue"="Transparent" - "IgnoreProjector"="True" - "RenderType"="Transparent" - "PreviewType"="Plane" - "CanUseSpriteAtlas"="True" - } - - Stencil - { - Ref [_Stencil] - Comp [_StencilComp] - Pass [_StencilOp] - ReadMask [_StencilReadMask] - WriteMask [_StencilWriteMask] - } - - Cull Off - Lighting Off - ZWrite Off - ZTest [unity_GUIZTestMode] - Blend SrcAlpha OneMinusSrcAlpha - ColorMask [_ColorMask] - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - #include "UnityUI.cginc" - - #pragma multi_compile __ UNITY_UI_CLIP_RECT - #pragma multi_compile __ UNITY_UI_ALPHACLIP - - struct appdata_t - { - float4 vertex : POSITION; - float4 color : COLOR; - float2 texcoord : TEXCOORD0; - }; - - struct v2f - { - float4 vertex : SV_POSITION; - fixed4 color : COLOR; - half2 texcoord : TEXCOORD0; - float4 worldPosition : TEXCOORD1; - }; - - fixed4 _Color; - fixed4 _TextureSampleAdd; - float4 _ClipRect; - - v2f vert(appdata_t IN) - { - v2f OUT; - OUT.worldPosition = IN.vertex; - OUT.vertex = UnityObjectToClipPos(OUT.worldPosition); - - OUT.texcoord = IN.texcoord; - - #ifdef UNITY_HALF_TEXEL_OFFSET - OUT.vertex.xy += (_ScreenParams.zw-1.0)*float2(-1,1); - #endif - - OUT.color = IN.color * _Color; - return OUT; - } - - sampler2D _MainTex; - - fixed4 frag(v2f IN) : SV_Target - { - half4 color = (tex2D(_MainTex, IN.texcoord) + _TextureSampleAdd) * IN.color; - - #if UNITY_UI_CLIP_RECT - color.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect); - #endif - - #ifdef UNITY_UI_ALPHACLIP - clip (color.a - 0.001); - #endif - - return color; - } - ENDCG - } - } -} diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta b/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta deleted file mode 100644 index f3e9cc9b..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMP_Sprite.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: cf81c85f95fe47e1a27f6ae460cf182c -timeCreated: 1450517184 -licenseType: Pro -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc b/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc deleted file mode 100644 index 58981304..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc +++ /dev/null @@ -1,84 +0,0 @@ -float2 UnpackUV(float uv) -{ - float2 output; - output.x = floor(uv / 4096); - output.y = uv - 4096 * output.x; - - return output * 0.001953125; -} - -fixed4 GetColor(half d, fixed4 faceColor, fixed4 outlineColor, half outline, half softness) -{ - half faceAlpha = 1-saturate((d - outline * 0.5 + softness * 0.5) / (1.0 + softness)); - half outlineAlpha = saturate((d + outline * 0.5)) * sqrt(min(1.0, outline)); - - faceColor.rgb *= faceColor.a; - outlineColor.rgb *= outlineColor.a; - - faceColor = lerp(faceColor, outlineColor, outlineAlpha); - - faceColor *= faceAlpha; - - return faceColor; -} - -float3 GetSurfaceNormal(float4 h, float bias) -{ - bool raisedBevel = step(1, fmod(_ShaderFlags, 2)); - - h += bias+_BevelOffset; - - float bevelWidth = max(.01, _OutlineWidth+_BevelWidth); - - // Track outline - h -= .5; - h /= bevelWidth; - h = saturate(h+.5); - - if(raisedBevel) h = 1 - abs(h*2.0 - 1.0); - h = lerp(h, sin(h*3.141592/2.0), _BevelRoundness); - h = min(h, 1.0-_BevelClamp); - h *= _Bevel * bevelWidth * _GradientScale * -2.0; - - float3 va = normalize(float3(1.0, 0.0, h.y - h.x)); - float3 vb = normalize(float3(0.0, -1.0, h.w - h.z)); - - return cross(va, vb); -} - -float3 GetSurfaceNormal(float2 uv, float bias, float3 delta) -{ - // Read "height field" - float4 h = {tex2D(_MainTex, uv - delta.xz).a, - tex2D(_MainTex, uv + delta.xz).a, - tex2D(_MainTex, uv - delta.zy).a, - tex2D(_MainTex, uv + delta.zy).a}; - - return GetSurfaceNormal(h, bias); -} - -float3 GetSpecular(float3 n, float3 l) -{ - float spec = pow(max(0.0, dot(n, l)), _Reflectivity); - return _SpecularColor.rgb * spec * _SpecularPower; -} - -float4 GetGlowColor(float d, float scale) -{ - float glow = d - (_GlowOffset*_ScaleRatioB) * 0.5 * scale; - float t = lerp(_GlowInner, (_GlowOuter * _ScaleRatioB), step(0.0, glow)) * 0.5 * scale; - glow = saturate(abs(glow/(1.0 + t))); - glow = 1.0-pow(glow, _GlowPower); - glow *= sqrt(min(1.0, t)); // Fade off glow thinner than 1 screen pixel - return float4(_GlowColor.rgb, saturate(_GlowColor.a * glow * 2)); -} - -float4 BlendARGB(float4 overlying, float4 underlying) -{ - overlying.rgb *= overlying.a; - underlying.rgb *= underlying.a; - float3 blended = overlying.rgb + ((1-overlying.a)*underlying.rgb); - float alpha = underlying.a + (1-underlying.a)*overlying.a; - return float4(blended, alpha); -} - diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta b/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta deleted file mode 100644 index f633f580..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMPro.cginc.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 407bc68d299748449bbf7f48ee690f8d -ShaderImporter: - defaultTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc b/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc deleted file mode 100644 index 2e962588..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc +++ /dev/null @@ -1,85 +0,0 @@ -// UI Editable properties -uniform sampler2D _FaceTex; // Alpha : Signed Distance -uniform float _FaceUVSpeedX; -uniform float _FaceUVSpeedY; -uniform fixed4 _FaceColor; // RGBA : Color + Opacity -uniform float _FaceDilate; // v[ 0, 1] -uniform float _OutlineSoftness; // v[ 0, 1] - -uniform sampler2D _OutlineTex; // RGBA : Color + Opacity -uniform float _OutlineUVSpeedX; -uniform float _OutlineUVSpeedY; -uniform fixed4 _OutlineColor; // RGBA : Color + Opacity -uniform float _OutlineWidth; // v[ 0, 1] - -uniform float _Bevel; // v[ 0, 1] -uniform float _BevelOffset; // v[-1, 1] -uniform float _BevelWidth; // v[-1, 1] -uniform float _BevelClamp; // v[ 0, 1] -uniform float _BevelRoundness; // v[ 0, 1] - -uniform sampler2D _BumpMap; // Normal map -uniform float _BumpOutline; // v[ 0, 1] -uniform float _BumpFace; // v[ 0, 1] - -uniform samplerCUBE _Cube; // Cube / sphere map -uniform fixed4 _ReflectFaceColor; // RGB intensity -uniform fixed4 _ReflectOutlineColor; -//uniform float _EnvTiltX; // v[-1, 1] -//uniform float _EnvTiltY; // v[-1, 1] -uniform float3 _EnvMatrixRotation; -uniform float4x4 _EnvMatrix; - -uniform fixed4 _SpecularColor; // RGB intensity -uniform float _LightAngle; // v[ 0,Tau] -uniform float _SpecularPower; // v[ 0, 1] -uniform float _Reflectivity; // v[ 5, 15] -uniform float _Diffuse; // v[ 0, 1] -uniform float _Ambient; // v[ 0, 1] - -uniform fixed4 _UnderlayColor; // RGBA : Color + Opacity -uniform float _UnderlayOffsetX; // v[-1, 1] -uniform float _UnderlayOffsetY; // v[-1, 1] -uniform float _UnderlayDilate; // v[-1, 1] -uniform float _UnderlaySoftness; // v[ 0, 1] - -uniform fixed4 _GlowColor; // RGBA : Color + Intesity -uniform float _GlowOffset; // v[-1, 1] -uniform float _GlowOuter; // v[ 0, 1] -uniform float _GlowInner; // v[ 0, 1] -uniform float _GlowPower; // v[ 1, 1/(1+4*4)] - -// API Editable properties -uniform float _ShaderFlags; -uniform float _WeightNormal; -uniform float _WeightBold; - -uniform float _ScaleRatioA; -uniform float _ScaleRatioB; -uniform float _ScaleRatioC; - -uniform float _VertexOffsetX; -uniform float _VertexOffsetY; - -//uniform float _UseClipRect; -uniform float _MaskID; -uniform sampler2D _MaskTex; -uniform float4 _MaskCoord; -uniform float4 _ClipRect; // bottom left(x,y) : top right(z,w) -//uniform float _MaskWipeControl; -//uniform float _MaskEdgeSoftness; -//uniform fixed4 _MaskEdgeColor; -//uniform bool _MaskInverse; - -uniform float _MaskSoftnessX; -uniform float _MaskSoftnessY; - -// Font Atlas properties -uniform sampler2D _MainTex; -uniform float _TextureWidth; -uniform float _TextureHeight; -uniform float _GradientScale; -uniform float _ScaleX; -uniform float _ScaleY; -uniform float _PerspectiveFilter; -uniform float _Sharpness; diff --git a/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta b/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta deleted file mode 100644 index 24f0f8fc..00000000 --- a/Assets/TextMesh Pro/Resources/Shaders/TMPro_Properties.cginc.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 3997e2241185407d80309a82f9148466 -ShaderImporter: - 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scale = lerp(scale * (1 - _PerspectiveFilter), scale, abs(dot(UnityObjectToWorldNormal(v.normal.xyz), normalize(WorldSpaceViewDir(vert))))); - data.param.y = scale; -#endif - - //float opacity = v.color.a; - - data.param.x = (lerp(_WeightNormal, _WeightBold, bold) / 4.0 + _FaceDilate) * _ScaleRatioA * 0.5; // - - v.texcoord1.xy = UnpackUV(v.texcoord1.x); - data.viewDirEnv = mul((float3x3)_EnvMatrix, WorldSpaceViewDir(v.vertex)); -} - -void PixShader(Input input, inout SurfaceOutput o) -{ - -#if USE_DERIVATIVE | BEVEL_ON - float3 delta = float3(1.0 / _TextureWidth, 1.0 / _TextureHeight, 0.0); - - float4 smp4x = { tex2D(_MainTex, input.uv_MainTex - delta.xz).a, - tex2D(_MainTex, input.uv_MainTex + delta.xz).a, - tex2D(_MainTex, input.uv_MainTex - delta.zy).a, - tex2D(_MainTex, input.uv_MainTex + delta.zy).a }; -#endif - -#if USE_DERIVATIVE - // Screen space scaling reciprocal with anisotropic correction - float2 edgeNormal = Normalize(float2(smp4x.x - smp4x.y, smp4x.z - smp4x.w)); - float2 res = float2(_TextureWidth * input.param.y, _TextureHeight); - float2 tdx = ddx(input.uv_MainTex)*res; - float2 tdy = ddy(input.uv_MainTex)*res; - float lx = length(tdx); - float ly = length(tdy); - float s = sqrt(min(lx, ly) / max(lx, ly)); - s = lerp(1, s, abs(dot(normalize(tdx + tdy), edgeNormal))); - float scale = rsqrt(abs(tdx.x * tdy.y - tdx.y * tdy.x)) * (_GradientScale * 2) * s; -#else - float scale = input.param.y; -#endif - - // Signed distance - float c = tex2D(_MainTex, input.uv_MainTex).a; - float sd = (.5 - c - input.param.x) * scale + .5; - float outline = _OutlineWidth*_ScaleRatioA * scale; - float softness = _OutlineSoftness*_ScaleRatioA * scale; - - // Color & Alpha - float4 faceColor = _FaceColor; - float4 outlineColor = _OutlineColor; - faceColor *= input.color; - outlineColor.a *= input.color.a; - faceColor *= tex2D(_FaceTex, float2(input.uv2_FaceTex.x + _FaceUVSpeedX * _Time.y, input.uv2_FaceTex.y + _FaceUVSpeedY * _Time.y)); - outlineColor *= tex2D(_OutlineTex, float2(input.uv2_OutlineTex.x + _OutlineUVSpeedX * _Time.y, input.uv2_OutlineTex.y + _OutlineUVSpeedY * _Time.y)); - faceColor = GetColor(sd, faceColor, outlineColor, outline, softness); - faceColor.rgb /= max(faceColor.a, 0.0001); - - -#if BEVEL_ON - // Face Normal - float3 n = GetSurfaceNormal(smp4x, input.param.x); - - // Bumpmap - float3 bump = UnpackNormal(tex2D(_BumpMap, input.uv2_FaceTex.xy)).xyz; - bump *= lerp(_BumpFace, _BumpOutline, saturate(sd + outline * 0.5)); - bump = lerp(float3(0, 0, 1), bump, faceColor.a); - n = normalize(n - bump); - - // Cubemap reflection - fixed4 reflcol = texCUBE(_Cube, reflect(input.viewDirEnv, mul((float3x3)unity_ObjectToWorld, n))); - float3 emission = reflcol.rgb * lerp(_ReflectFaceColor.rgb, _ReflectOutlineColor.rgb, saturate(sd + outline * 0.5)) * faceColor.a; -#else - float3 n = float3(0, 0, -1); - float3 emission = float3(0, 0, 0); -#endif - - - -#if GLOW_ON - float4 glowColor = GetGlowColor(sd, scale); - glowColor.a *= input.color.a; - emission += glowColor.rgb*glowColor.a; - faceColor = BlendARGB(glowColor, faceColor); - faceColor.rgb /= max(faceColor.a, 0.0001); -#endif - 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vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_8 - rect: - serializedVersion: 2 - x: 0 - y: 128 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0.5, y: 0.5} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: 66cffa363b90ab14787d8a5b90cf4502 - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_9 - rect: - serializedVersion: 2 - x: 128 - y: 128 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0.5, y: 0.5} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: 55cf3d409c9b89349b1e1bdc1cc224ad - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_10 - rect: - serializedVersion: 2 - x: 256 - y: 128 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0.5, y: 0.5} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: 2a9e58eaf96feef42bcefa1cf257193f - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_11 - rect: - serializedVersion: 2 - x: 384 - y: 128 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0.5, y: 0.5} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: 2489120affc155840ae6a7be2e93ce19 - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_12 - rect: - serializedVersion: 2 - x: 0 - y: 0 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0.5, y: 0.5} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: 412349a150598d14da4d7140df5c0286 - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_13 - rect: - serializedVersion: 2 - x: 128 - y: 0 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0.5, y: 0.5} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: a937464b42bb3634782dea34c6becb6c - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_5 - rect: - serializedVersion: 2 - x: 256 - y: 0 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0, y: 0} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: b0f933b217682124dbfc5e6b89abe3d0 - vertices: [] - indices: - edges: [] - weights: [] - - serializedVersion: 2 - name: EmojiOne_14 - rect: - serializedVersion: 2 - x: 128 - y: 256 - width: 128 - height: 128 - alignment: 0 - pivot: {x: 0, y: 0} - border: {x: 0, y: 0, z: 0, w: 0} - outline: [] - physicsShape: [] - tessellationDetail: 0 - bones: [] - spriteID: f7235c763afe4434e8bb666750a41096 - vertices: [] - indices: - edges: [] - weights: [] - outline: [] - physicsShape: [] - bones: [] - spriteID: 3e32d8f5477abfc43b19066e8ad5032e - vertices: [] - indices: - edges: [] - weights: [] - spritePackingTag: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ.meta b/Assets/UTJ.meta deleted file mode 100644 index cb07f8f4..00000000 --- a/Assets/UTJ.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: f2e937c06a3aa48459b5a7475e11570c -folderAsset: yes -timeCreated: 1453544223 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer.meta b/Assets/UTJ/FrameCapturer.meta deleted file mode 100644 index 2675bfa3..00000000 --- a/Assets/UTJ/FrameCapturer.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 522bab85d8eab374194107c6d00ba0e5 -folderAsset: yes -timeCreated: 1432793486 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor.meta b/Assets/UTJ/FrameCapturer/Editor.meta deleted file mode 100644 index fd85f4a5..00000000 --- a/Assets/UTJ/FrameCapturer/Editor.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 1e8066324c8ba02488f823792218ad75 -folderAsset: yes -timeCreated: 1493972568 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/AudioEncoderConfigDrawer.cs b/Assets/UTJ/FrameCapturer/Editor/AudioEncoderConfigDrawer.cs deleted file mode 100644 index fa7aaebe..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/AudioEncoderConfigDrawer.cs +++ /dev/null @@ -1,34 +0,0 @@ -using UnityEngine; -using UnityEditor; - -namespace UTJ.FrameCapturer -{ - [CustomPropertyDrawer(typeof(AudioEncoderConfigs))] - class AudioEncoderConfigsDrawer : PropertyDrawer - { - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - return 0.0f; - } - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - var type = property.FindPropertyRelative("format"); - EditorGUILayout.PropertyField(type); - EditorGUI.indentLevel++; - switch ((AudioEncoder.Type)type.intValue) - { - case AudioEncoder.Type.Wave: - EditorGUILayout.PropertyField(property.FindPropertyRelative("waveEncoderSettings"), true); - break; - case AudioEncoder.Type.Ogg: - EditorGUILayout.PropertyField(property.FindPropertyRelative("oggEncoderSettings"), true); - break; - case AudioEncoder.Type.Flac: - EditorGUILayout.PropertyField(property.FindPropertyRelative("flacEncoderSettings"), true); - break; - } - EditorGUI.indentLevel--; - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Editor/AudioEncoderConfigDrawer.cs.meta b/Assets/UTJ/FrameCapturer/Editor/AudioEncoderConfigDrawer.cs.meta deleted file mode 100644 index f0986e24..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/AudioEncoderConfigDrawer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d37e99b22a0420240a5efe886afba75c -timeCreated: 1494516670 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/AudioRecorderEditor.cs b/Assets/UTJ/FrameCapturer/Editor/AudioRecorderEditor.cs deleted file mode 100644 index d21c4014..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/AudioRecorderEditor.cs +++ /dev/null @@ -1,23 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UTJ.FrameCapturer -{ - [CustomEditor(typeof(AudioRecorder))] - public class AudioRecorderEditor : RecorderBaseEditor - { - public override void OnInspectorGUI() - { - var so = serializedObject; - - CommonConfig(); - EditorGUILayout.Space(); - FramerateControl(); - EditorGUILayout.Space(); - RecordingControl(); - - so.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Editor/AudioRecorderEditor.cs.meta b/Assets/UTJ/FrameCapturer/Editor/AudioRecorderEditor.cs.meta deleted file mode 100644 index 9ee45389..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/AudioRecorderEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1e85d227bfdde1c4ebb0db593dc10c1c -timeCreated: 1494516962 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/GBufferRecorderEditor.cs b/Assets/UTJ/FrameCapturer/Editor/GBufferRecorderEditor.cs deleted file mode 100644 index d96e7ac0..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/GBufferRecorderEditor.cs +++ /dev/null @@ -1,70 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UTJ.FrameCapturer -{ - [CustomEditor(typeof(GBufferRecorder))] - public class ImageSequenceRecorderEditor : RecorderBaseEditor - { - public override void OnInspectorGUI() - { - //DrawDefaultInspector(); - - var recorder = target as GBufferRecorder; - var so = serializedObject; - - CommonConfig(); - - EditorGUILayout.Space(); - EditorGUILayout.LabelField("Capture Components"); - EditorGUI.indentLevel++; - { - EditorGUI.BeginChangeCheck(); - var fbc = recorder.fbComponents; - - fbc.frameBuffer = EditorGUILayout.Toggle("Frame Buffer", fbc.frameBuffer); - if(fbc.frameBuffer) - { - EditorGUI.indentLevel++; - fbc.fbColor = EditorGUILayout.Toggle("Color", fbc.fbColor); - fbc.fbAlpha = EditorGUILayout.Toggle("Alpha", fbc.fbAlpha); - EditorGUI.indentLevel--; - } - - fbc.GBuffer = EditorGUILayout.Toggle("GBuffer", fbc.GBuffer); - if (fbc.GBuffer) - { - EditorGUI.indentLevel++; - fbc.gbAlbedo = EditorGUILayout.Toggle("Albedo", fbc.gbAlbedo); - fbc.gbOcclusion = EditorGUILayout.Toggle("Occlusion", fbc.gbOcclusion); - fbc.gbSpecular = EditorGUILayout.Toggle("Specular", fbc.gbSpecular); - fbc.gbSmoothness= EditorGUILayout.Toggle("Smoothness", fbc.gbSmoothness); - fbc.gbNormal = EditorGUILayout.Toggle("Normal", fbc.gbNormal); - fbc.gbEmission = EditorGUILayout.Toggle("Emission", fbc.gbEmission); - fbc.gbDepth = EditorGUILayout.Toggle("Depth", fbc.gbDepth); - fbc.gbVelocity = EditorGUILayout.Toggle("Velocity", fbc.gbVelocity); - EditorGUI.indentLevel--; - } - if (EditorGUI.EndChangeCheck()) - { - recorder.fbComponents = fbc; - EditorUtility.SetDirty(recorder); - } - } - EditorGUI.indentLevel--; - - EditorGUILayout.Space(); - - ResolutionControl(); - FramerateControl(); - - EditorGUILayout.Space(); - - RecordingControl(); - - so.ApplyModifiedProperties(); - } - - } -} diff --git a/Assets/UTJ/FrameCapturer/Editor/GBufferRecorderEditor.cs.meta b/Assets/UTJ/FrameCapturer/Editor/GBufferRecorderEditor.cs.meta deleted file mode 100644 index b79d2ab1..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/GBufferRecorderEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1b00edfdbd1f8de4b8a40e518dbde401 -timeCreated: 1494007084 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/Misc.meta b/Assets/UTJ/FrameCapturer/Editor/Misc.meta deleted file mode 100644 index d347db15..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/Misc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: a7cbd21b9490d0e4d9f828a4595c1f00 -folderAsset: yes -timeCreated: 1494004663 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/Misc/BoolDrawer.cs b/Assets/UTJ/FrameCapturer/Editor/Misc/BoolDrawer.cs deleted file mode 100644 index 2fd1f8f3..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/Misc/BoolDrawer.cs +++ /dev/null @@ -1,31 +0,0 @@ -using UnityEngine; -using UnityEditor; - -namespace UTJ.FrameCapturer -{ - [CustomPropertyDrawer(typeof(Bool))] - class BoolDrawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - EditorGUI.BeginProperty(position, label, property); - position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); - - var indent = EditorGUI.indentLevel; - EditorGUI.indentLevel = 0; - - var p = property.FindPropertyRelative("v"); - bool value = p.intValue != 0; - - EditorGUI.BeginChangeCheck(); - value = EditorGUI.Toggle(position, value); - if (EditorGUI.EndChangeCheck()) - { - p.intValue = value ? 1 : 0; - } - - EditorGUI.indentLevel = indent; - EditorGUI.EndProperty(); - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Editor/Misc/BoolDrawer.cs.meta b/Assets/UTJ/FrameCapturer/Editor/Misc/BoolDrawer.cs.meta deleted file mode 100644 index c921e413..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/Misc/BoolDrawer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a7234308adeab3d419817de7e29c50f1 -timeCreated: 1494004664 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/Misc/DataPathDrawer.cs b/Assets/UTJ/FrameCapturer/Editor/Misc/DataPathDrawer.cs deleted file mode 100644 index cc448f4b..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/Misc/DataPathDrawer.cs +++ /dev/null @@ -1,49 +0,0 @@ -using UnityEngine; -using UnityEditor; - -namespace UTJ.FrameCapturer -{ - [CustomPropertyDrawer(typeof(DataPath))] - class DataPathDrawer : PropertyDrawer - { - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - bool ro = property.FindPropertyRelative("m_readOnly").boolValue; - if(ro) { EditorGUI.BeginDisabledGroup(true); } - - EditorGUI.BeginProperty(position, label, property); - position = EditorGUI.PrefixLabel(position, GUIUtility.GetControlID(FocusType.Passive), label); - - var indent = EditorGUI.indentLevel; - EditorGUI.indentLevel = 0; - - float buttonWidth = 22; - float rootWidth = 70; - float leafWidth = position.width - rootWidth - 5 - buttonWidth; - var rootRect = new Rect(position.x, position.y, rootWidth, position.height); - var leafRect = new Rect(position.x + rootWidth + 5, position.y, leafWidth, position.height); - var buttonRect = new Rect(position.x + rootWidth + 5 + leafWidth, position.y, buttonWidth, position.height); - - var pRoot = property.FindPropertyRelative("m_root"); - var pLeaf = property.FindPropertyRelative("m_leaf"); - EditorGUI.PropertyField(rootRect, pRoot, GUIContent.none); - EditorGUI.PropertyField(leafRect, pLeaf, GUIContent.none); - if (GUI.Button(buttonRect, "...")) - { - var tmp = new DataPath((DataPath.Root)pRoot.intValue, pLeaf.stringValue); - var path = EditorUtility.OpenFolderPanel("Select Directory", tmp.GetFullPath(), ""); - if (path.Length > 0) - { - var newPath = new DataPath(path); - pRoot.intValue = (int)newPath.root; - pLeaf.stringValue = newPath.leaf; - } - } - - EditorGUI.indentLevel = indent; - EditorGUI.EndProperty(); - - if (ro) { EditorGUI.EndDisabledGroup(); } - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Editor/Misc/DataPathDrawer.cs.meta b/Assets/UTJ/FrameCapturer/Editor/Misc/DataPathDrawer.cs.meta deleted file mode 100644 index b5c8b941..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/Misc/DataPathDrawer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a2c8844522598244c853bbfcb74cf8ac -timeCreated: 1494004664 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/MovieEncoderConfigDrawer.cs b/Assets/UTJ/FrameCapturer/Editor/MovieEncoderConfigDrawer.cs deleted file mode 100644 index 243d16a9..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/MovieEncoderConfigDrawer.cs +++ /dev/null @@ -1,40 +0,0 @@ -using UnityEngine; -using UnityEditor; - -namespace UTJ.FrameCapturer -{ - [CustomPropertyDrawer(typeof(MovieEncoderConfigs))] - class MovieEncoderConfigsDrawer : PropertyDrawer - { - public override float GetPropertyHeight(SerializedProperty property, GUIContent label) - { - return 0.0f; - } - - public override void OnGUI(Rect position, SerializedProperty property, GUIContent label) - { - var type = property.FindPropertyRelative("format"); - EditorGUILayout.PropertyField(type); - EditorGUI.indentLevel++; - switch ((MovieEncoder.Type)type.intValue) - { - case MovieEncoder.Type.Png: - EditorGUILayout.PropertyField(property.FindPropertyRelative("pngEncoderSettings"), true); - break; - case MovieEncoder.Type.Exr: - EditorGUILayout.PropertyField(property.FindPropertyRelative("exrEncoderSettings"), true); - break; - case MovieEncoder.Type.Gif: - EditorGUILayout.PropertyField(property.FindPropertyRelative("gifEncoderSettings"), true); - break; - case MovieEncoder.Type.WebM: - EditorGUILayout.PropertyField(property.FindPropertyRelative("webmEncoderSettings"), true); - break; - case MovieEncoder.Type.MP4: - EditorGUILayout.PropertyField(property.FindPropertyRelative("mp4EncoderSettings"), true); - break; - } - EditorGUI.indentLevel--; - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Editor/MovieEncoderConfigDrawer.cs.meta b/Assets/UTJ/FrameCapturer/Editor/MovieEncoderConfigDrawer.cs.meta deleted file mode 100644 index d98f529c..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/MovieEncoderConfigDrawer.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 95451e4e68362fb4095b5bba3a47096a -timeCreated: 1494313411 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/MovieRecorderEditor.cs b/Assets/UTJ/FrameCapturer/Editor/MovieRecorderEditor.cs deleted file mode 100644 index 2591427a..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/MovieRecorderEditor.cs +++ /dev/null @@ -1,79 +0,0 @@ -using System; -using UnityEditor; -using UnityEngine; - -namespace UTJ.FrameCapturer -{ - [CustomEditor(typeof(MovieRecorder))] - public class MovieRecorderEditor : RecorderBaseEditor - { - public virtual void VideoConfig() - { - var recorder = target as MovieRecorder; - var so = serializedObject; - - EditorGUILayout.PropertyField(so.FindProperty("m_captureTarget")); - if(recorder.captureTarget == MovieRecorder.CaptureTarget.RenderTexture) - { - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField(so.FindProperty("m_targetRT")); - EditorGUI.indentLevel--; - } - - ResolutionControl(); - EditorGUILayout.PropertyField(so.FindProperty("m_captureEveryNthFrame")); - } - - - public virtual void AudioConfig() - { - } - - public override void OnInspectorGUI() - { - //DrawDefaultInspector(); - - var recorder = target as MovieRecorder; - var so = serializedObject; - - CommonConfig(); - - EditorGUILayout.Space(); - - if (recorder.supportVideo && !recorder.supportAudio) - { - VideoConfig(); - } - else if (!recorder.supportVideo && recorder.supportAudio) - { - AudioConfig(); - } - else if (recorder.supportVideo && recorder.supportAudio) - { - EditorGUILayout.PropertyField(so.FindProperty("m_captureVideo")); - if (recorder.captureVideo) - { - EditorGUI.indentLevel++; - VideoConfig(); - EditorGUI.indentLevel--; - } - EditorGUILayout.Space(); - - EditorGUILayout.PropertyField(so.FindProperty("m_captureAudio")); - if (recorder.captureAudio) - { - EditorGUI.indentLevel++; - AudioConfig(); - EditorGUI.indentLevel--; - } - } - - EditorGUILayout.Space(); - FramerateControl(); - EditorGUILayout.Space(); - RecordingControl(); - - so.ApplyModifiedProperties(); - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Editor/MovieRecorderEditor.cs.meta b/Assets/UTJ/FrameCapturer/Editor/MovieRecorderEditor.cs.meta deleted file mode 100644 index f3f17915..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/MovieRecorderEditor.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 16bccb8f58e67a348b23389b312ec2d6 -timeCreated: 1493972568 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Editor/RecorderBaseEditor.cs b/Assets/UTJ/FrameCapturer/Editor/RecorderBaseEditor.cs deleted file mode 100644 index e0027774..00000000 --- a/Assets/UTJ/FrameCapturer/Editor/RecorderBaseEditor.cs +++ /dev/null @@ -1,121 +0,0 @@ -using UnityEditor; -using UnityEngine; - -namespace UTJ.FrameCapturer -{ - public class RecorderBaseEditor : Editor - { - public virtual void CommonConfig() - { - var so = serializedObject; - EditorGUILayout.PropertyField(so.FindProperty("m_outputDir"), true); - EditorGUILayout.PropertyField(so.FindProperty("m_encoderConfigs"), true); - } - - public virtual void ResolutionControl() - { - var recorder = target as RecorderBase; - var so = serializedObject; - - EditorGUILayout.PropertyField(so.FindProperty("m_resolution")); - EditorGUI.indentLevel++; - if (recorder.resolutionUnit == RecorderBase.ResolutionUnit.Percent) - { - EditorGUILayout.PropertyField(so.FindProperty("m_resolutionPercent")); - } - else if (recorder.resolutionUnit == RecorderBase.ResolutionUnit.Pixels) - { - EditorGUILayout.PropertyField(so.FindProperty("m_resolutionWidth")); - } - EditorGUI.indentLevel--; - } - - public virtual void FramerateControl() - { - var recorder = target as RecorderBase; - var so = serializedObject; - - EditorGUILayout.PropertyField(so.FindProperty("m_framerateMode")); - if (recorder.framerateMode == MovieRecorder.FrameRateMode.Constant) - { - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField(so.FindProperty("m_targetFramerate")); - EditorGUILayout.PropertyField(so.FindProperty("m_fixDeltaTime")); - if (recorder.fixDeltaTime) - { - EditorGUI.indentLevel++; - EditorGUILayout.PropertyField(so.FindProperty("m_waitDeltaTime")); - EditorGUI.indentLevel--; - } - EditorGUI.indentLevel--; - } - } - - public virtual void RecordingControl() - { - var recorder = target as RecorderBase; - var so = serializedObject; - - // capture control - EditorGUILayout.PropertyField(so.FindProperty("m_captureControl")); - EditorGUI.indentLevel++; - if (recorder.captureControl == RecorderBase.CaptureControl.FrameRange) - { - EditorGUILayout.PropertyField(so.FindProperty("m_startFrame")); - EditorGUILayout.PropertyField(so.FindProperty("m_endFrame")); - } - else if (recorder.captureControl == RecorderBase.CaptureControl.TimeRange) - { - EditorGUILayout.PropertyField(so.FindProperty("m_startTime")); - EditorGUILayout.PropertyField(so.FindProperty("m_endTime")); - } - - if (recorder.captureControl == RecorderBase.CaptureControl.FrameRange || - recorder.captureControl == RecorderBase.CaptureControl.TimeRange) - { - if (!EditorApplication.isPlaying) - { - EditorGUILayout.Space(); - if (GUILayout.Button("Play")) - { - EditorApplication.isPlaying = true; - } - } - else if (recorder.isRecording) - { - if (GUILayout.Button("Abort")) - { - recorder.EndRecording(); - } - } - } - else if (recorder.captureControl == RecorderBase.CaptureControl.Manual) - { - EditorGUILayout.Space(); - if (!recorder.isRecording) - { - 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second: - enabled: 1 - settings: - CPU: AnyCPU - data: - first: - Standalone: OSXIntel - second: - enabled: 1 - settings: - CPU: None - data: - first: - Standalone: OSXIntel64 - second: - enabled: 1 - settings: - CPU: AnyCPU - data: - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - data: - first: - Standalone: Win - second: - enabled: 0 - settings: - CPU: None - data: - first: - Standalone: Win64 - second: - enabled: 1 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts.meta b/Assets/UTJ/FrameCapturer/Scripts.meta deleted file mode 100644 index 1d37a35a..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 2eb1eb6bf0605b8469d2d383642f1fe4 -folderAsset: yes -timeCreated: 1432793494 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/AudioRecorder.cs b/Assets/UTJ/FrameCapturer/Scripts/AudioRecorder.cs deleted file mode 100644 index c5196ba9..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/AudioRecorder.cs +++ /dev/null @@ -1,77 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -using UnityEngine.Rendering; - - -namespace UTJ.FrameCapturer -{ - [AddComponentMenu("UTJ/FrameCapturer/Audio Recorder")] - [RequireComponent(typeof(AudioListener))] - [ExecuteInEditMode] - public class AudioRecorder : RecorderBase - { - #region fields - [SerializeField] AudioEncoderConfigs m_encoderConfigs = new AudioEncoderConfigs(); - AudioEncoder m_encoder; - #endregion - - - public override bool BeginRecording() - { - if (m_recording) { return false; } - - m_outputDir.CreateDirectory(); - - // initialize encoder - { - string outPath = m_outputDir.GetFullPath() + "/" + DateTime.Now.ToString("yyyyMMdd_HHmmss"); - - m_encoderConfigs.Setup(); - m_encoder = AudioEncoder.Create(m_encoderConfigs, outPath); - if (m_encoder == null || !m_encoder.IsValid()) - { - EndRecording(); - return false; - } - } - - base.BeginRecording(); - Debug.Log("AudioMRecorder: BeginRecording()"); - return true; - } - - public override void EndRecording() - { - if (m_encoder != null) - { - m_encoder.Release(); - m_encoder = null; - } - - if (m_recording) - { - Debug.Log("AudioMRecorder: EndRecording()"); - } - base.EndRecording(); - - } - - - #region impl - void LateUpdate() - { - ++m_frame; - } - - void OnAudioFilterRead(float[] samples, int channels) - { - if (m_recording && m_encoder != null) - { - m_encoder.AddAudioSamples(samples); - m_recordedSamples += samples.Length; - } - } - #endregion - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/AudioRecorder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/AudioRecorder.cs.meta deleted file mode 100644 index 61daf815..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/AudioRecorder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 264fb370ec254fe4591ad390d173ceb2 -timeCreated: 1494460973 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder.meta deleted file mode 100644 index 9d771c48..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: fde401d160f133842addfb7db5ae4c97 -folderAsset: yes -timeCreated: 1494318897 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/AudioEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/AudioEncoder.cs deleted file mode 100644 index fbf3a8fa..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/AudioEncoder.cs +++ /dev/null @@ -1,70 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - - -namespace UTJ.FrameCapturer -{ - [Serializable] - public class AudioEncoderConfigs - { - public AudioEncoder.Type format = AudioEncoder.Type.Flac; - public fcAPI.fcWaveConfig waveEncoderSettings = fcAPI.fcWaveConfig.default_value; - public fcAPI.fcOggConfig oggEncoderSettings = fcAPI.fcOggConfig.default_value; - public fcAPI.fcFlacConfig flacEncoderSettings = fcAPI.fcFlacConfig.default_value; - - public void Setup() - { - } - } - - public abstract class AudioEncoder : EncoderBase - { - public enum Type - { - Wave, - Ogg, - Flac, - } - static public Type[] GetAvailableEncoderTypes() - { - var ret = new List(); - if (fcAPI.fcWaveIsSupported()) { ret.Add(Type.Wave); } - if (fcAPI.fcOggIsSupported()) { ret.Add(Type.Ogg); } - if (fcAPI.fcFlacIsSupported()) { ret.Add(Type.Flac); } - return ret.ToArray(); - } - - - public abstract Type type { get; } - - // config: config struct (fcGifConfig, fcWebMConfig, etc) - public abstract void Initialize(object config, string outPath); - public abstract void AddAudioSamples(float[] samples); - - - public static AudioEncoder Create(Type t) - { - switch (t) - { - case Type.Wave: return new WaveEncoder(); - case Type.Ogg: return new OggEncoder(); - case Type.Flac: return new FlacEncoder(); - } - return null; - } - - public static AudioEncoder Create(AudioEncoderConfigs c, string path) - { - var ret = Create(c.format); - switch (c.format) - { - case Type.Wave: ret.Initialize(c.waveEncoderSettings, path); break; - case Type.Ogg: ret.Initialize(c.oggEncoderSettings, path); break; - case Type.Flac: ret.Initialize(c.flacEncoderSettings, path); break; - } - return ret; - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/AudioEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/AudioEncoder.cs.meta deleted file mode 100644 index d98c0a65..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/AudioEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: a237ca86d54fa1f4088547fad559cd49 -timeCreated: 1494460406 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/EncoderBase.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/EncoderBase.cs deleted file mode 100644 index 0b4237d2..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/EncoderBase.cs +++ /dev/null @@ -1,23 +0,0 @@ -using System; -using UnityEngine; -using UnityEngine.Rendering; - - -namespace UTJ.FrameCapturer -{ - public abstract class EncoderBase - { - public EncoderBase() - { - AppDomain.CurrentDomain.DomainUnload += WaitAsyncDelete; - } - public static void WaitAsyncDelete(object sender, EventArgs e) - { - fcAPI.fcWaitAsyncDelete(); - } - - public abstract void Release(); - public abstract bool IsValid(); - } - -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/EncoderBase.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/EncoderBase.cs.meta deleted file mode 100644 index 0303bd42..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/EncoderBase.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 5078fb266c916184bb5cd9e635b82f9d -timeCreated: 1494630775 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/ExrEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/ExrEncoder.cs deleted file mode 100644 index 202396eb..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/ExrEncoder.cs +++ /dev/null @@ -1,57 +0,0 @@ -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - - -namespace UTJ.FrameCapturer -{ - public class ExrEncoder : MovieEncoder - { - static readonly string[] s_channelNames = { "R", "G", "B", "A" }; - fcAPI.fcExrContext m_ctx; - fcAPI.fcExrConfig m_config; - string m_outPath; - int m_frame; - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.Exr; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcExrIsSupported()) - { - Debug.LogError("Exr encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcExrConfig)config; - m_ctx = fcAPI.fcExrCreateContext(ref m_config); - m_outPath = outPath; - m_frame = 0; - } - - public override void AddVideoFrame(byte[] frame, fcAPI.fcPixelFormat format, double timestamp = -1.0) - { - if (m_ctx) - { - string path = m_outPath + "_" + m_frame.ToString("0000") + ".exr"; - int channels = System.Math.Min(m_config.channels, (int)format & 7); - - fcAPI.fcExrBeginImage(m_ctx, path, m_config.width, m_config.height); - for (int i = 0; i < channels; ++i) - { - fcAPI.fcExrAddLayerPixels(m_ctx, frame, format, i, s_channelNames[i]); - } - fcAPI.fcExrEndImage(m_ctx); - } - ++m_frame; - } - - public override void AddAudioSamples(float[] samples) - { - // not supported - } - - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/ExrEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/ExrEncoder.cs.meta deleted file mode 100644 index 82288fc7..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/ExrEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 2edf1ed5e1f1c8544b925c302853bbb8 -timeCreated: 1494000131 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/FlacEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/FlacEncoder.cs deleted file mode 100644 index eda2164e..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/FlacEncoder.cs +++ /dev/null @@ -1,43 +0,0 @@ -using System; -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - public class FlacEncoder : AudioEncoder - { - fcAPI.fcFlacContext m_ctx; - fcAPI.fcFlacConfig m_config; - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.Flac; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcFlacIsSupported()) - { - Debug.LogError("Flac encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcFlacConfig)config; - m_config.sampleRate = AudioSettings.outputSampleRate; - m_config.numChannels = fcAPI.fcGetNumAudioChannels(); - m_ctx = fcAPI.fcFlacCreateContext(ref m_config); - - var path = outPath + ".flac"; - var stream = fcAPI.fcCreateFileStream(path); - fcAPI.fcFlacAddOutputStream(m_ctx, stream); - stream.Release(); - } - - public override void AddAudioSamples(float[] samples) - { - if (m_ctx) - { - fcAPI.fcFlacAddAudioSamples(m_ctx, samples, samples.Length); - } - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/FlacEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/FlacEncoder.cs.meta deleted file mode 100644 index 34100368..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/FlacEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: de9a4cfb1e5acbf44a178668df9a378d -timeCreated: 1494460081 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/GifEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/GifEncoder.cs deleted file mode 100644 index 9ee0e026..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/GifEncoder.cs +++ /dev/null @@ -1,47 +0,0 @@ -using System; -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - public class GifEncoder : MovieEncoder - { - fcAPI.fcGifContext m_ctx; - fcAPI.fcGifConfig m_config; - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.Gif; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcGifIsSupported()) - { - Debug.LogError("Gif encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcGifConfig)config; - m_config.numColors = Mathf.Clamp(m_config.numColors, 1, 256); - m_ctx = fcAPI.fcGifCreateContext(ref m_config); - - var path = outPath + ".gif"; - var stream = fcAPI.fcCreateFileStream(path); - fcAPI.fcGifAddOutputStream(m_ctx, stream); - stream.Release(); - } - - public override void AddVideoFrame(byte[] frame, fcAPI.fcPixelFormat format, double timestamp) - { - if (m_ctx) - { - fcAPI.fcGifAddFramePixels(m_ctx, frame, format, timestamp); - } - } - - public override void AddAudioSamples(float[] samples) - { - // not supported - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/GifEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/GifEncoder.cs.meta deleted file mode 100644 index 585811f8..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/GifEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: e328bea6ad6257848a01305be866b33b -timeCreated: 1493996447 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MP4Encoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/MP4Encoder.cs deleted file mode 100644 index 279e65fb..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MP4Encoder.cs +++ /dev/null @@ -1,48 +0,0 @@ -using System; -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - public class MP4Encoder : MovieEncoder - { - fcAPI.fcMP4Context m_ctx; - fcAPI.fcMP4Config m_config; - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.MP4; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcMP4OSIsSupported()) - { - Debug.LogError("MP4 encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcMP4Config)config; - m_config.audioSampleRate = AudioSettings.outputSampleRate; - m_config.audioNumChannels = fcAPI.fcGetNumAudioChannels(); - - var path = outPath + ".mp4"; - m_ctx = fcAPI.fcMP4OSCreateContext(ref m_config, path); - } - - public override void AddVideoFrame(byte[] frame, fcAPI.fcPixelFormat format, double timestamp) - { - if (m_ctx && m_config.video) - { - fcAPI.fcMP4AddVideoFramePixels(m_ctx, frame, format, timestamp); - } - } - - public override void AddAudioSamples(float[] samples) - { - if (m_ctx && m_config.audio) - { - fcAPI.fcMP4AddAudioSamples(m_ctx, samples, samples.Length); - } - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MP4Encoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/MP4Encoder.cs.meta deleted file mode 100644 index 411b05bb..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MP4Encoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 15136ad38d3c16f4d91a6c802884de03 -timeCreated: 1493996447 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MovieEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/MovieEncoder.cs deleted file mode 100644 index d74b591a..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MovieEncoder.cs +++ /dev/null @@ -1,166 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - - -namespace UTJ.FrameCapturer -{ - [Serializable] - public class MovieEncoderConfigs - { - public MovieEncoder.Type format = MovieEncoder.Type.WebM; - public fcAPI.fcPngConfig pngEncoderSettings = fcAPI.fcPngConfig.default_value; - public fcAPI.fcExrConfig exrEncoderSettings = fcAPI.fcExrConfig.default_value; - public fcAPI.fcGifConfig gifEncoderSettings = fcAPI.fcGifConfig.default_value; - public fcAPI.fcWebMConfig webmEncoderSettings = fcAPI.fcWebMConfig.default_value; - public fcAPI.fcMP4Config mp4EncoderSettings = fcAPI.fcMP4Config.default_value; - - public MovieEncoderConfigs(MovieEncoder.Type t) - { - format = t; - } - - public bool supportVideo - { - get { - return - format == MovieEncoder.Type.Png || - format == MovieEncoder.Type.Exr || - format == MovieEncoder.Type.Gif || - format == MovieEncoder.Type.WebM || - format == MovieEncoder.Type.MP4; - } - } - - public bool supportAudio - { - get - { - return - format == MovieEncoder.Type.WebM || - format == MovieEncoder.Type.MP4; - } - } - - public bool captureVideo - { - get - { - switch (format) - { - case MovieEncoder.Type.Png: return true; - case MovieEncoder.Type.Exr: return true; - case MovieEncoder.Type.Gif: return true; - case MovieEncoder.Type.WebM: return webmEncoderSettings.video; - case MovieEncoder.Type.MP4: return webmEncoderSettings.video; - } - return false; - } - set - { - webmEncoderSettings.video = - mp4EncoderSettings.video = value; - } - } - public bool captureAudio - { - get - { - switch (format) - { - case MovieEncoder.Type.Png: return false; - case MovieEncoder.Type.Exr: return false; - case MovieEncoder.Type.Gif: return false; - case MovieEncoder.Type.WebM: return webmEncoderSettings.audio; - case MovieEncoder.Type.MP4: return webmEncoderSettings.audio; - } - return false; - } - set - { - webmEncoderSettings.audio = - mp4EncoderSettings.audio = value; - } - } - - public void Setup(int w, int h, int ch = 4, int targetFrameRate = 60) - { - pngEncoderSettings.width = - exrEncoderSettings.width = - gifEncoderSettings.width = - webmEncoderSettings.videoWidth = - mp4EncoderSettings.videoWidth = w; - - pngEncoderSettings.height = - exrEncoderSettings.height = - gifEncoderSettings.height = - webmEncoderSettings.videoHeight = - mp4EncoderSettings.videoHeight = h; - - pngEncoderSettings.channels = - exrEncoderSettings.channels = ch; - - webmEncoderSettings.videoTargetFramerate = - mp4EncoderSettings.videoTargetFramerate = targetFrameRate; - } - } - - public abstract class MovieEncoder : EncoderBase - { - public enum Type - { - Png, - Exr, - Gif, - WebM, - MP4, - } - static public Type[] GetAvailableEncoderTypes() - { - var ret = new List(); - if (fcAPI.fcPngIsSupported()) { ret.Add(Type.Png); } - if (fcAPI.fcExrIsSupported()) { ret.Add(Type.Exr); } - if (fcAPI.fcGifIsSupported()) { ret.Add(Type.Gif); } - if (fcAPI.fcWebMIsSupported()) { ret.Add(Type.WebM); } - if (fcAPI.fcMP4OSIsSupported()) { ret.Add(Type.MP4); } - return ret.ToArray(); - } - - - public abstract Type type { get; } - - // config: config struct (fcGifConfig, fcWebMConfig, etc) - public abstract void Initialize(object config, string outPath); - public abstract void AddVideoFrame(byte[] frame, fcAPI.fcPixelFormat format, double timestamp = -1.0); - public abstract void AddAudioSamples(float[] samples); - - - public static MovieEncoder Create(Type t) - { - switch (t) - { - case Type.Png: return new PngEncoder(); - case Type.Exr: return new ExrEncoder(); - case Type.Gif: return new GifEncoder(); - case Type.WebM:return new WebMEncoder(); - case Type.MP4: return new MP4Encoder(); - } - return null; - } - - public static MovieEncoder Create(MovieEncoderConfigs c, string path) - { - var ret = Create(c.format); - switch (c.format) - { - case Type.Png: ret.Initialize(c.pngEncoderSettings, path); break; - case Type.Exr: ret.Initialize(c.exrEncoderSettings, path); break; - case Type.Gif: ret.Initialize(c.gifEncoderSettings, path); break; - case Type.WebM:ret.Initialize(c.webmEncoderSettings,path); break; - case Type.MP4: ret.Initialize(c.mp4EncoderSettings, path); break; - } - return ret; - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MovieEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/MovieEncoder.cs.meta deleted file mode 100644 index 4f37cea1..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/MovieEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 05a483774a00261429ff072ba4a63bea -timeCreated: 1493995555 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/OggEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/OggEncoder.cs deleted file mode 100644 index e5a243cb..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/OggEncoder.cs +++ /dev/null @@ -1,43 +0,0 @@ -using System; -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - public class OggEncoder : AudioEncoder - { - fcAPI.fcOggContext m_ctx; - fcAPI.fcOggConfig m_config; - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.Ogg; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcOggIsSupported()) - { - Debug.LogError("Ogg encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcOggConfig)config; - m_config.sampleRate = AudioSettings.outputSampleRate; - m_config.numChannels = fcAPI.fcGetNumAudioChannels(); - m_ctx = fcAPI.fcOggCreateContext(ref m_config); - - var path = outPath + ".ogg"; - var stream = fcAPI.fcCreateFileStream(path); - fcAPI.fcOggAddOutputStream(m_ctx, stream); - stream.Release(); - } - - public override void AddAudioSamples(float[] samples) - { - if(m_ctx) - { - fcAPI.fcOggAddAudioSamples(m_ctx, samples, samples.Length); - } - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/OggEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/OggEncoder.cs.meta deleted file mode 100644 index f72fd48c..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/OggEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 1d73bca5c7709074dab1e33c534c5015 -timeCreated: 1494516452 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/PngEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/PngEncoder.cs deleted file mode 100644 index 5ce5f80c..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/PngEncoder.cs +++ /dev/null @@ -1,49 +0,0 @@ -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - public class PngEncoder : MovieEncoder - { - fcAPI.fcPngContext m_ctx; - fcAPI.fcPngConfig m_config; - string m_outPath; - int m_frame; - - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.Png; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcPngIsSupported()) - { - Debug.LogError("Png encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcPngConfig)config; - m_ctx = fcAPI.fcPngCreateContext(ref m_config); - m_outPath = outPath; - m_frame = 0; - } - - public override void AddVideoFrame(byte[] frame, fcAPI.fcPixelFormat format, double timestamp = -1.0) - { - if (m_ctx) - { - string path = m_outPath + "_" + m_frame.ToString("0000") + ".png"; - int channels = System.Math.Min(m_config.channels, (int)format & 7); - fcAPI.fcPngExportPixels(m_ctx, path, frame, m_config.width, m_config.height, format, channels); - } - ++m_frame; - } - - public override void AddAudioSamples(float[] samples) - { - // not supported - } - - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/PngEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/PngEncoder.cs.meta deleted file mode 100644 index 782e9a81..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/PngEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: cb579d3ab681ded4bbcd41bac0530cb4 -timeCreated: 1494000131 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WaveEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/WaveEncoder.cs deleted file mode 100644 index f65cd4a2..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WaveEncoder.cs +++ /dev/null @@ -1,43 +0,0 @@ -using System; -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - public class WaveEncoder : AudioEncoder - { - fcAPI.fcWaveContext m_ctx; - fcAPI.fcWaveConfig m_config; - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.Wave; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcWaveIsSupported()) - { - Debug.LogError("Wave encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcWaveConfig)config; - m_config.sampleRate = AudioSettings.outputSampleRate; - m_config.numChannels = fcAPI.fcGetNumAudioChannels(); - m_ctx = fcAPI.fcWaveCreateContext(ref m_config); - - var path = outPath + ".wave"; - var stream = fcAPI.fcCreateFileStream(path); - fcAPI.fcWaveAddOutputStream(m_ctx, stream); - stream.Release(); - } - - public override void AddAudioSamples(float[] samples) - { - if(m_ctx) - { - fcAPI.fcWaveAddAudioSamples(m_ctx, samples, samples.Length); - } - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WaveEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/WaveEncoder.cs.meta deleted file mode 100644 index 0c3a2e1d..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WaveEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 294b105c376faa845995d961f1e3a434 -timeCreated: 1494460081 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WebMEncoder.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/WebMEncoder.cs deleted file mode 100644 index 36f07838..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WebMEncoder.cs +++ /dev/null @@ -1,61 +0,0 @@ -using System; -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - public class WebMEncoder : MovieEncoder - { - fcAPI.fcWebMContext m_ctx; - fcAPI.fcWebMConfig m_config; - - public override void Release() { m_ctx.Release(); } - public override bool IsValid() { return m_ctx; } - public override Type type { get { return Type.WebM; } } - - public override void Initialize(object config, string outPath) - { - if (!fcAPI.fcWebMIsSupported()) - { - Debug.LogError("WebM encoder is not available on this platform."); - return; - } - - m_config = (fcAPI.fcWebMConfig)config; - if (m_config.audio && m_config.audioEncoder == fcAPI.fcWebMAudioEncoder.Opus) - { - var sampleRate = AudioSettings.outputSampleRate; - if (sampleRate != 8000 && sampleRate != 12000 && sampleRate != 16000 && sampleRate != 24000 && sampleRate != 48000) - { - Debug.LogError("Current output sample rate is " + sampleRate + ". It must be 8000, 12000, 16000, 24000 or 48000 to use Opus audio encoder. Fallback to Vorbis."); - m_config.audioEncoder = fcAPI.fcWebMAudioEncoder.Vorbis; - } - } - - m_config.audioSampleRate = AudioSettings.outputSampleRate; - m_config.audioNumChannels = fcAPI.fcGetNumAudioChannels(); - m_ctx = fcAPI.fcWebMCreateContext(ref m_config); - - var path = outPath + ".webm"; - var stream = fcAPI.fcCreateFileStream(path); - fcAPI.fcWebMAddOutputStream(m_ctx, stream); - stream.Release(); - } - - public override void AddVideoFrame(byte[] frame, fcAPI.fcPixelFormat format, double timestamp) - { - if (m_ctx && m_config.video) - { - fcAPI.fcWebMAddVideoFramePixels(m_ctx, frame, format, timestamp); - } - } - - public override void AddAudioSamples(float[] samples) - { - if (m_ctx && m_config.audio) - { - fcAPI.fcWebMAddAudioSamples(m_ctx, samples, samples.Length); - } - } - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WebMEncoder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/WebMEncoder.cs.meta deleted file mode 100644 index 8f65825e..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/WebMEncoder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: feb89bd50fd2c9b4589670dc229526c7 -timeCreated: 1493996447 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/fcAPI.cs b/Assets/UTJ/FrameCapturer/Scripts/Encoder/fcAPI.cs deleted file mode 100644 index 09882643..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/fcAPI.cs +++ /dev/null @@ -1,668 +0,0 @@ -using System; -using System.Runtime.InteropServices; - -using UnityEngine; - -#if UNITY_EDITOR -using UnityEditor; -#endif - -namespace UTJ.FrameCapturer -{ - public static class fcAPI - { - // ------------------------------------------------------------- - // Foundation - // ------------------------------------------------------------- - - public enum fcPixelFormat - { - Unknown = 0, - - ChannelMask = 0xF, - TypeMask = 0xF << 4, - Type_f16 = 0x1 << 4, - Type_f32 = 0x2 << 4, - Type_u8 = 0x3 << 4, - Type_i16 = 0x4 << 4, - Type_i32 = 0x5 << 4, - - Rf16 = Type_f16 | 1, - RGf16 = Type_f16 | 2, - RGBf16 = Type_f16 | 3, - RGBAf16 = Type_f16 | 4, - Rf32 = Type_f32 | 1, - RGf32 = Type_f32 | 2, - RGBf32 = Type_f32 | 3, - RGBAf32 = Type_f32 | 4, - Ru8 = Type_u8 | 1, - RGu8 = Type_u8 | 2, - RGBu8 = Type_u8 | 3, - RGBAu8 = Type_u8 | 4, - Ri16 = Type_i16 | 1, - RGi16 = Type_i16 | 2, - RGBi16 = Type_i16 | 3, - RGBAi16 = Type_i16 | 4, - Ri32 = Type_i32 | 1, - RGi32 = Type_i32 | 2, - RGBi32 = Type_i32 | 3, - RGBAi32 = Type_i32 | 4, - }; - - public enum fcBitrateMode - { - CBR, - VBR, - } - - public enum fcAudioBitsPerSample - { - _8Bits = 8, - _16Bits = 16, - _24Bits = 24, - } - - - - [DllImport("fccore")] public static extern void fcSetModulePath(string path); - [DllImport("fccore")] public static extern double fcGetTime(); - - - public struct fcDeferredCall - { - public int handle; - public void Release() { fcReleaseDeferredCall(this); handle = 0; } - public static implicit operator int(fcDeferredCall v) { return v.handle; } - } - - public struct fcStream - { - public IntPtr ptr; - public void Release() { fcReleaseStream(this); ptr = IntPtr.Zero; } - public static implicit operator bool(fcStream v) { return v.ptr != IntPtr.Zero; } - } - [DllImport("fccore")] public static extern fcStream fcCreateFileStream(string path); - [DllImport("fccore")] public static extern fcStream fcCreateMemoryStream(); - [DllImport("fccore")] private static extern void fcReleaseStream(fcStream s); - [DllImport("fccore")] public static extern ulong fcStreamGetWrittenSize(fcStream s); - - [DllImport("fccore")] public static extern void fcGuardBegin(); - [DllImport("fccore")] public static extern void fcGuardEnd(); - [DllImport("fccore")] public static extern fcDeferredCall fcAllocateDeferredCall(); - [DllImport("fccore")] private static extern void fcReleaseDeferredCall(fcDeferredCall dc); - [DllImport("fccore")] public static extern IntPtr fcGetRenderEventFunc(); - - public static void fcGuard(Action body) - { - fcGuardBegin(); - body.Invoke(); - fcGuardEnd(); - } - - public static fcPixelFormat fcGetPixelFormat(RenderTextureFormat v) - { - switch (v) - { - case RenderTextureFormat.ARGB32: return fcPixelFormat.RGBAu8; - case RenderTextureFormat.ARGBHalf: return fcPixelFormat.RGBAf16; - case RenderTextureFormat.RGHalf: return fcPixelFormat.RGf16; - case RenderTextureFormat.RHalf: return fcPixelFormat.Rf16; - case RenderTextureFormat.ARGBFloat: return fcPixelFormat.RGBAf32; - case RenderTextureFormat.RGFloat: return fcPixelFormat.RGf32; - case RenderTextureFormat.RFloat: return fcPixelFormat.Rf32; - case RenderTextureFormat.ARGBInt: return fcPixelFormat.RGBAi32; - case RenderTextureFormat.RGInt: return fcPixelFormat.RGi32; - case RenderTextureFormat.RInt: return fcPixelFormat.Ri32; - } - return fcPixelFormat.Unknown; - } - - public static fcPixelFormat fcGetPixelFormat(TextureFormat v) - { - switch (v) - { - case TextureFormat.Alpha8: return fcPixelFormat.Ru8; - case TextureFormat.RGB24: return fcPixelFormat.RGBu8; - case TextureFormat.RGBA32: return fcPixelFormat.RGBAu8; - case TextureFormat.ARGB32: return fcPixelFormat.RGBAu8; - case TextureFormat.RGBAHalf: return fcPixelFormat.RGBAf16; - case TextureFormat.RGHalf: return fcPixelFormat.RGf16; - case TextureFormat.RHalf: return fcPixelFormat.Rf16; - case TextureFormat.RGBAFloat: return fcPixelFormat.RGBAf32; - case TextureFormat.RGFloat: return fcPixelFormat.RGf32; - case TextureFormat.RFloat: return fcPixelFormat.Rf32; - } - return fcPixelFormat.Unknown; - } - - public static int fcGetNumAudioChannels() - { - switch (AudioSettings.speakerMode) - { - case AudioSpeakerMode.Mono: return 1; - case AudioSpeakerMode.Stereo: return 2; - case AudioSpeakerMode.Quad: return 4; - case AudioSpeakerMode.Surround: return 5; - case AudioSpeakerMode.Mode5point1: return 6; - case AudioSpeakerMode.Mode7point1: return 8; - case AudioSpeakerMode.Prologic: return 6; - } - return 0; - } - - - [DllImport("fccore")] public static extern void fcEnableAsyncReleaseContext(Bool v); - [DllImport("fccore")] public static extern void fcWaitAsyncDelete(); - [DllImport("fccore")] public static extern void fcReleaseContext(IntPtr ctx); - - - // ------------------------------------------------------------- - // PNG Exporter - // ------------------------------------------------------------- - - public enum fcPngPixelFormat - { - Auto, // select optimal one for input data - UInt8, - UInt16, - }; - - [Serializable] - public struct fcPngConfig - { - public fcPngPixelFormat pixelFormat; - [Range(1, 32)] public int maxTasks; - // C# ext - [HideInInspector] public int width; - [HideInInspector] public int height; - [HideInInspector] public int channels; - - public static fcPngConfig default_value - { - get - { - return new fcPngConfig - { - pixelFormat = fcPngPixelFormat.Auto, - maxTasks = 2, - }; - } - } - }; - - public struct fcPngContext - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcPngContext v) { return v.ptr != IntPtr.Zero; } - } - - [DllImport("fccore")] public static extern Bool fcPngIsSupported(); - [DllImport("fccore")] public static extern fcPngContext fcPngCreateContext(ref fcPngConfig conf); - [DllImport("fccore")] public static extern Bool fcPngExportPixels(fcPngContext ctx, string path, byte[] pixels, int width, int height, fcPixelFormat fmt, int num_channels); - - - // ------------------------------------------------------------- - // EXR Exporter - // ------------------------------------------------------------- - - public enum fcExrPixelFormat - { - Auto, // select optimal one for input data - Half, - Float, - Int, - }; - - public enum fcExrCompression - { - None, - RLE, - ZipS, // par-line - Zip, // block - PIZ, - }; - - [Serializable] - public struct fcExrConfig - { - public fcExrPixelFormat pixelFormat; - public fcExrCompression compression; - [Range(1, 32)] public int maxTasks; - // C# ext - [HideInInspector] public int width; - [HideInInspector] public int height; - [HideInInspector] public int channels; - - public static fcExrConfig default_value - { - get - { - return new fcExrConfig - { - pixelFormat = fcExrPixelFormat.Auto, - compression = fcExrCompression.Zip, - maxTasks = 2, - }; - } - } - }; - - public struct fcExrContext - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcExrContext v) { return v.ptr != IntPtr.Zero; } - } - - [DllImport("fccore")] public static extern Bool fcExrIsSupported(); - [DllImport("fccore")] public static extern fcExrContext fcExrCreateContext(ref fcExrConfig conf); - [DllImport("fccore")] public static extern Bool fcExrBeginImage(fcExrContext ctx, string path, int width, int height); - [DllImport("fccore")] public static extern Bool fcExrAddLayerPixels(fcExrContext ctx, byte[] pixels, fcPixelFormat fmt, int ch, string name); - [DllImport("fccore")] public static extern Bool fcExrEndImage(fcExrContext ctx); - - - // ------------------------------------------------------------- - // GIF Exporter - // ------------------------------------------------------------- - - [Serializable] - public struct fcGifConfig - { - [HideInInspector] public int width; - [HideInInspector] public int height; - [Range(1, 256)] public int numColors; - [Range(1, 120)] public int keyframeInterval; - [Range(1, 32)] public int maxTasks; - - public static fcGifConfig default_value - { - get - { - return new fcGifConfig - { - numColors = 256, - maxTasks = 8, - keyframeInterval = 30, - }; - } - } - }; - public struct fcGifContext - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcGifContext v) { return v.ptr != IntPtr.Zero; } - } - - [DllImport("fccore")] public static extern Bool fcGifIsSupported(); - [DllImport("fccore")] public static extern fcGifContext fcGifCreateContext(ref fcGifConfig conf); - [DllImport("fccore")] public static extern void fcGifAddOutputStream(fcGifContext ctx, fcStream stream); - [DllImport("fccore")] public static extern Bool fcGifAddFramePixels(fcGifContext ctx, byte[] pixels, fcPixelFormat fmt, double timestamp = -1.0); - - - // ------------------------------------------------------------- - // MP4 Exporter - // ------------------------------------------------------------- - - public enum fcMP4VideoFlags - { - H264NVIDIA = 1 << 1, - H264AMD = 1 << 2, - H264IntelHW = 1 << 3, - H264IntelSW = 1 << 4, - H264OpenH264 = 1 << 5, - H264Mask = H264NVIDIA | H264AMD | H264IntelHW | H264IntelSW | H264OpenH264, - }; - - public enum fcMP4AudioFlags - { - AACIntel = 1 << 1, - AACFAAC = 1 << 2, - AACMask = AACIntel | AACFAAC, - }; - - [Serializable] - public struct fcMP4Config - { - [HideInInspector] public Bool video; - [HideInInspector] public int videoWidth; - [HideInInspector] public int videoHeight; - [HideInInspector] public int videoTargetFramerate; - public fcBitrateMode videoBitrateMode; - public int videoTargetBitrate; - [HideInInspector] public int videoFlags; - [Range(1, 32)] public int videoMaxTasks; - - [HideInInspector] public Bool audio; - [HideInInspector] public int audioSampleRate; - [HideInInspector] public int audioNumChannels; - public fcBitrateMode audioBitrateMode; - public int audioTargetBitrate; - [HideInInspector] public int audioFlags; - [Range(1, 32)] public int audioMaxTasks; - - public static fcMP4Config default_value - { - get - { - return new fcMP4Config - { - video = true, - videoBitrateMode = fcBitrateMode.VBR, - videoTargetBitrate = 1024 * 1000, - videoTargetFramerate = 30, - videoFlags = (int)fcMP4VideoFlags.H264Mask, - videoMaxTasks = 4, - - audio = true, - audioSampleRate = 48000, - audioNumChannels = 2, - audioBitrateMode = fcBitrateMode.VBR, - audioTargetBitrate = 128 * 1000, - audioFlags = (int)fcMP4AudioFlags.AACMask, - audioMaxTasks = 4, - }; - } - } - }; - public struct fcMP4Context - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcMP4Context v) { return v.ptr != IntPtr.Zero; } - } - - [DllImport("fccore")] public static extern Bool fcMP4IsSupported(); - [DllImport("fccore")] public static extern Bool fcMP4OSIsSupported(); - [DllImport("fccore")] public static extern fcMP4Context fcMP4CreateContext(ref fcMP4Config conf); - [DllImport("fccore")] public static extern fcMP4Context fcMP4OSCreateContext(ref fcMP4Config conf, string path); - [DllImport("fccore")] public static extern void fcMP4AddOutputStream(fcMP4Context ctx, fcStream s); - [DllImport("fccore")] private static extern IntPtr fcMP4GetAudioEncoderInfo(fcMP4Context ctx); - [DllImport("fccore")] private static extern IntPtr fcMP4GetVideoEncoderInfo(fcMP4Context ctx); - [DllImport("fccore")] public static extern Bool fcMP4AddVideoFramePixels(fcMP4Context ctx, byte[] pixels, fcPixelFormat fmt, double timestamp = -1.0); - [DllImport("fccore")] public static extern Bool fcMP4AddAudioSamples(fcMP4Context ctx, float[] samples, int num_samples); - - public static string fcMP4GetAudioEncoderInfoS(fcMP4Context ctx) - { - return Marshal.PtrToStringAnsi(fcMP4GetAudioEncoderInfo(ctx)); - } - - public static string fcMP4GetVideoEncoderInfoS(fcMP4Context ctx) - { - return Marshal.PtrToStringAnsi(fcMP4GetVideoEncoderInfo(ctx)); - } - - - // ------------------------------------------------------------- - // WebM Exporter - // ------------------------------------------------------------- - - public struct fcWebMContext - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcWebMContext v) { return v.ptr != IntPtr.Zero; } - } - - public enum fcWebMVideoEncoder - { - VP8, - VP9, - VP9LossLess, - }; - public enum fcWebMAudioEncoder - { - Vorbis, - Opus, - }; - - [Serializable] - public struct fcWebMConfig - { - [HideInInspector] public Bool video; - public fcWebMVideoEncoder videoEncoder; - [HideInInspector] public int videoWidth; - [HideInInspector] public int videoHeight; - [HideInInspector] public int videoTargetFramerate; - public fcBitrateMode videoBitrateMode; - public int videoTargetBitrate; - [Range(1, 32)] public int videoMaxTasks; - - [HideInInspector] public Bool audio; - public fcWebMAudioEncoder audioEncoder; - [HideInInspector] public int audioSampleRate; - [HideInInspector] public int audioNumChannels; - public fcBitrateMode audioBitrateMode; - public int audioTargetBitrate; - [Range(1, 32)] public int audioMaxTasks; - - public static fcWebMConfig default_value - { - get - { - return new fcWebMConfig - { - video = true, - videoEncoder = fcWebMVideoEncoder.VP8, - videoTargetFramerate = 60, - videoBitrateMode = fcBitrateMode.VBR, - videoTargetBitrate = 1024 * 1000, - videoMaxTasks = 4, - - audio = true, - audioEncoder = fcWebMAudioEncoder.Vorbis, - audioSampleRate = 48000, - audioNumChannels = 2, - audioBitrateMode = fcBitrateMode.VBR, - audioTargetBitrate = 128 * 1000, - audioMaxTasks = 4, - }; - } - } - } - - [DllImport("fccore")] public static extern Bool fcWebMIsSupported(); - [DllImport("fccore")] public static extern fcWebMContext fcWebMCreateContext(ref fcWebMConfig conf); - [DllImport("fccore")] public static extern void fcWebMAddOutputStream(fcWebMContext ctx, fcStream stream); - // timestamp=-1 is treated as current time. - [DllImport("fccore")] public static extern Bool fcWebMAddVideoFramePixels(fcWebMContext ctx, byte[] pixels, fcPixelFormat fmt, double timestamp = -1.0); - // timestamp=-1 is treated as current time. - [DllImport("fccore")] public static extern Bool fcWebMAddAudioSamples(fcWebMContext ctx, float[] samples, int num_samples); - - - // ------------------------------------------------------------- - // Wave Exporter - // ------------------------------------------------------------- - public struct fcWaveContext - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcWaveContext v) { return v.ptr != IntPtr.Zero; } - } - - [Serializable] - public struct fcWaveConfig - { - [HideInInspector] public int sampleRate; - [HideInInspector] public int numChannels; - public fcAudioBitsPerSample bitsPerSample; - [Range(1, 32)] public int maxTasks; - - public static fcWaveConfig default_value - { - get - { - return new fcWaveConfig - { - sampleRate = 48000, - numChannels = 2, - bitsPerSample = fcAudioBitsPerSample._16Bits, - maxTasks = 2, - }; - } - } - } - - [DllImport("fccore")] public static extern Bool fcWaveIsSupported(); - [DllImport("fccore")] public static extern fcWaveContext fcWaveCreateContext(ref fcWaveConfig conf); - [DllImport("fccore")] public static extern void fcWaveAddOutputStream(fcWaveContext ctx, fcStream stream); - [DllImport("fccore")] public static extern Bool fcWaveAddAudioSamples(fcWaveContext ctx, float[] samples, int num_samples); - - - - // ------------------------------------------------------------- - // Ogg Exporter - // ------------------------------------------------------------- - public struct fcOggContext - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcOggContext v) { return v.ptr != IntPtr.Zero; } - } - - [Serializable] - public struct fcOggConfig - { - [HideInInspector] public int sampleRate; - [HideInInspector] public int numChannels; - public fcBitrateMode bitrateMode; - public int targetBitrate; - [Range(1, 32)] public int maxTasks; - - public static fcOggConfig default_value - { - get - { - return new fcOggConfig - { - sampleRate = 48000, - numChannels = 2, - bitrateMode = fcBitrateMode.VBR, - targetBitrate = 128 * 1000, - maxTasks = 2, - }; - } - } - } - - [DllImport("fccore")] public static extern Bool fcOggIsSupported(); - [DllImport("fccore")] public static extern fcOggContext fcOggCreateContext(ref fcOggConfig conf); - [DllImport("fccore")] public static extern void fcOggAddOutputStream(fcOggContext ctx, fcStream stream); - [DllImport("fccore")] public static extern Bool fcOggAddAudioSamples(fcOggContext ctx, float[] samples, int num_samples); - - - // ------------------------------------------------------------- - // Flac Exporter - // ------------------------------------------------------------- - public struct fcFlacContext - { - public IntPtr ptr; - public void Release() { fcReleaseContext(ptr); ptr = IntPtr.Zero; } - public static implicit operator bool(fcFlacContext v) { return v.ptr != IntPtr.Zero; } - } - - [Serializable] - public struct fcFlacConfig - { - [HideInInspector] public int sampleRate; - [HideInInspector] public int numChannels; - public fcAudioBitsPerSample bitsPerSample; - [Range(0, 9)] public int compressionLevel; - public int blockSize; - [HideInInspector] public Bool verify; - [Range(1, 32)] public int maxTasks; - - public static fcFlacConfig default_value - { - get - { - return new fcFlacConfig - { - sampleRate = 48000, - numChannels = 2, - bitsPerSample = fcAudioBitsPerSample._16Bits, - compressionLevel = 5, - blockSize = 0, - verify = false, - maxTasks = 2, - }; - } - } - } - - [DllImport("fccore")] public static extern Bool fcFlacIsSupported(); - [DllImport("fccore")] public static extern fcFlacContext fcFlacCreateContext(ref fcFlacConfig conf); - [DllImport("fccore")] public static extern void fcFlacAddOutputStream(fcFlacContext ctx, fcStream stream); - [DllImport("fccore")] public static extern Bool fcFlacAddAudioSamples(fcFlacContext ctx, float[] samples, int num_samples); - - - public static void fcLock(Texture2D src, TextureFormat dstfmt, Action body) - { - body(src.GetRawTextureData(), fcGetPixelFormat(dstfmt)); - } - - public static void fcLock(RenderTexture src, TextureFormat dstfmt, Action body) - { - var tex = new Texture2D(src.width, src.height, dstfmt, false); - RenderTexture.active = src; - tex.ReadPixels(new Rect(0, 0, tex.width, tex.height), 0, 0, false); - tex.Apply(); - body(tex.GetRawTextureData(), fcGetPixelFormat(tex.format)); - UnityEngine.Object.Destroy(tex); - } - - public static void fcLock(RenderTexture src, Action body) - { - TextureFormat dstfmt = TextureFormat.RGBA32; - switch (src.format) - { - case RenderTextureFormat.DefaultHDR: - case RenderTextureFormat.ARGB2101010: - case RenderTextureFormat.RGB111110Float: - case RenderTextureFormat.ARGBHalf: - case RenderTextureFormat.RGHalf: - case RenderTextureFormat.Depth: - case RenderTextureFormat.Shadowmap: - case RenderTextureFormat.RHalf: dstfmt = TextureFormat.RGBAHalf; break; - case RenderTextureFormat.ARGBFloat: - case RenderTextureFormat.RGFloat: - case RenderTextureFormat.RFloat: dstfmt = TextureFormat.RGBAFloat; break; - } - fcLock(src, dstfmt, body); - } - - public static Mesh CreateFullscreenQuad() - { - var r = new Mesh(); - r.vertices = new Vector3[4] { - new Vector3( 1.0f, 1.0f, 0.0f), - new Vector3(-1.0f, 1.0f, 0.0f), - new Vector3(-1.0f,-1.0f, 0.0f), - new Vector3( 1.0f,-1.0f, 0.0f), - }; - r.triangles = new int[6] { 0, 1, 2, 2, 3, 0 }; - r.UploadMeshData(true); - return r; - } - -#if UNITY_EDITOR - //public static bool IsRenderingPathDeferred(Camera cam) - //{ - // if (cam.renderingPath == RenderingPath.DeferredShading || - // (cam.renderingPath == RenderingPath.UsePlayerSettings && - // UnityEditor.Rendering.EditorGraphicsSettings.GetTierSettings(EditorUserBuildSettings.selectedBuildTargetGroup, Graphics.activeTier).renderingPath == RenderingPath.DeferredShading)) - // { - // return true; - // } - // return false; - //} - - public static Shader GetFrameBufferCopyShader() - { - return AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath("2283fb92223c7914c9096670e29202c8")); - } -#endif - - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/Encoder/fcAPI.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Encoder/fcAPI.cs.meta deleted file mode 100644 index 9e20efeb..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Encoder/fcAPI.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: d6913dd8876ab8149ac67f69aba208ac -timeCreated: 1432919907 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/GBufferRecorder.cs b/Assets/UTJ/FrameCapturer/Scripts/GBufferRecorder.cs deleted file mode 100644 index 39d97c71..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/GBufferRecorder.cs +++ /dev/null @@ -1,338 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - - -namespace UTJ.FrameCapturer -{ - - [AddComponentMenu("UTJ/FrameCapturer/GBuffer Recorder")] - [RequireComponent(typeof(Camera))] - [ExecuteInEditMode] - public class GBufferRecorder : RecorderBase - { - #region inner_types - [Serializable] - public struct FrameBufferConponents - { - public bool frameBuffer; - public bool fbColor; - public bool fbAlpha; - - public bool GBuffer; - public bool gbAlbedo; - public bool gbOcclusion; - public bool gbSpecular; - public bool gbSmoothness; - public bool gbNormal; - public bool gbEmission; - public bool gbDepth; - public bool gbVelocity; - - public static FrameBufferConponents defaultValue - { - get - { - var ret = new FrameBufferConponents - { - frameBuffer = true, - fbColor = true, - fbAlpha = true, - GBuffer = true, - gbAlbedo = true, - gbOcclusion = true, - gbSpecular = true, - gbSmoothness = true, - gbNormal = true, - gbEmission = true, - gbDepth = true, - gbVelocity = true, - }; - return ret; - } - } - } - - class BufferRecorder - { - RenderTexture m_rt; - int m_channels; - int m_targetFramerate = 30; - string m_name; - MovieEncoder m_encoder; - - public BufferRecorder(RenderTexture rt, int ch, string name, int tf) - { - m_rt = rt; - m_channels = ch; - m_name = name; - } - - public bool Initialize(MovieEncoderConfigs c, DataPath p) - { - string path = p.GetFullPath() + "/" + m_name; - c.Setup(m_rt.width, m_rt.height, m_channels, m_targetFramerate); - m_encoder = MovieEncoder.Create(c, path); - return m_encoder != null && m_encoder.IsValid(); - } - - public void Release() - { - if(m_encoder != null) - { - m_encoder.Release(); - m_encoder = null; - } - } - - public void Update(double time) - { - if (m_encoder != null) - { - fcAPI.fcLock(m_rt, (data, fmt) => - { - m_encoder.AddVideoFrame(data, fmt, time); - }); - } - } - } - - #endregion - - - #region fields - [SerializeField] MovieEncoderConfigs m_encoderConfigs = new MovieEncoderConfigs(MovieEncoder.Type.Exr); - [SerializeField] FrameBufferConponents m_fbComponents = FrameBufferConponents.defaultValue; - - [SerializeField] Shader m_shCopy; - Material m_matCopy; - Mesh m_quad; - CommandBuffer m_cbCopyFB; - CommandBuffer m_cbCopyGB; - CommandBuffer m_cbClearGB; - CommandBuffer m_cbCopyVelocity; - RenderTexture[] m_rtFB; - RenderTexture[] m_rtGB; - List m_recorders = new List(); - #endregion - - - #region properties - public FrameBufferConponents fbComponents - { - get { return m_fbComponents; } - set { m_fbComponents = value; } - } - - public MovieEncoderConfigs encoderConfigs { get { return m_encoderConfigs; } } - #endregion - - - - public override bool BeginRecording() - { - if (m_recording) { return false; } - if (m_shCopy == null) - { - Debug.LogError("GBufferRecorder: copy shader is missing!"); - return false; - } - - m_outputDir.CreateDirectory(); - if (m_quad == null) m_quad = fcAPI.CreateFullscreenQuad(); - if (m_matCopy == null) m_matCopy = new Material(m_shCopy); - - var cam = GetComponent(); - if (cam.targetTexture != null) - { - m_matCopy.EnableKeyword("OFFSCREEN"); - } - else - { - m_matCopy.DisableKeyword("OFFSCREEN"); - } - - int captureWidth = cam.pixelWidth; - int captureHeight = cam.pixelHeight; - GetCaptureResolution(ref captureWidth, ref captureHeight); - if (m_encoderConfigs.format == MovieEncoder.Type.MP4 || - m_encoderConfigs.format == MovieEncoder.Type.WebM) - { - captureWidth = (captureWidth + 1) & ~1; - captureHeight = (captureHeight + 1) & ~1; - } - - if (m_fbComponents.frameBuffer) - { - m_rtFB = new RenderTexture[2]; - for (int i = 0; i < m_rtFB.Length; ++i) - { - m_rtFB[i] = new RenderTexture(captureWidth, captureHeight, 0, RenderTextureFormat.ARGBHalf); - m_rtFB[i].filterMode = FilterMode.Point; - m_rtFB[i].Create(); - } - - int tid = Shader.PropertyToID("_TmpFrameBuffer"); - m_cbCopyFB = new CommandBuffer(); - m_cbCopyFB.name = "GBufferRecorder: Copy FrameBuffer"; - m_cbCopyFB.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Point); - m_cbCopyFB.Blit(BuiltinRenderTextureType.CurrentActive, tid); - m_cbCopyFB.SetRenderTarget(new RenderTargetIdentifier[] { m_rtFB[0], m_rtFB[1] }, m_rtFB[0]); - m_cbCopyFB.DrawMesh(m_quad, Matrix4x4.identity, m_matCopy, 0, 0); - m_cbCopyFB.ReleaseTemporaryRT(tid); - cam.AddCommandBuffer(CameraEvent.AfterEverything, m_cbCopyFB); - } - if (m_fbComponents.GBuffer) - { - m_rtGB = new RenderTexture[8]; - for (int i = 0; i < m_rtGB.Length; ++i) - { - m_rtGB[i] = new RenderTexture(captureWidth, captureHeight, 0, RenderTextureFormat.ARGBHalf); - m_rtGB[i].filterMode = FilterMode.Point; - m_rtGB[i].Create(); - } - - // clear gbuffer (Unity doesn't clear emission buffer - it is not needed usually) - m_cbClearGB = new CommandBuffer(); - m_cbClearGB.name = "GBufferRecorder: Cleanup GBuffer"; - if (cam.allowHDR) - { - m_cbClearGB.SetRenderTarget(BuiltinRenderTextureType.CameraTarget); - } - else - { - m_cbClearGB.SetRenderTarget(BuiltinRenderTextureType.GBuffer3); - } - m_cbClearGB.DrawMesh(m_quad, Matrix4x4.identity, m_matCopy, 0, 3); - m_matCopy.SetColor("_ClearColor", cam.backgroundColor); - - // copy gbuffer - m_cbCopyGB = new CommandBuffer(); - m_cbCopyGB.name = "GBufferRecorder: Copy GBuffer"; - m_cbCopyGB.SetRenderTarget(new RenderTargetIdentifier[] { - m_rtGB[0], m_rtGB[1], m_rtGB[2], m_rtGB[3], m_rtGB[4], m_rtGB[5], m_rtGB[6] - }, m_rtGB[0]); - m_cbCopyGB.DrawMesh(m_quad, Matrix4x4.identity, m_matCopy, 0, 2); - cam.AddCommandBuffer(CameraEvent.BeforeGBuffer, m_cbClearGB); - cam.AddCommandBuffer(CameraEvent.BeforeLighting, m_cbCopyGB); - - if (m_fbComponents.gbVelocity) - { - m_cbCopyVelocity = new CommandBuffer(); - m_cbCopyVelocity.name = "GBufferRecorder: Copy Velocity"; - m_cbCopyVelocity.SetRenderTarget(m_rtGB[7]); - m_cbCopyVelocity.DrawMesh(m_quad, Matrix4x4.identity, m_matCopy, 0, 4); - cam.AddCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, m_cbCopyVelocity); - cam.depthTextureMode = DepthTextureMode.Depth | DepthTextureMode.MotionVectors; - } - } - - int framerate = m_targetFramerate; - if (m_fbComponents.frameBuffer) { - if (m_fbComponents.fbColor) m_recorders.Add(new BufferRecorder(m_rtFB[0], 4, "FrameBuffer", framerate)); - if (m_fbComponents.fbAlpha) m_recorders.Add(new BufferRecorder(m_rtFB[1], 1, "Alpha", framerate)); - } - if (m_fbComponents.GBuffer) - { - if (m_fbComponents.gbAlbedo) { m_recorders.Add(new BufferRecorder(m_rtGB[0], 3, "Albedo", framerate)); } - if (m_fbComponents.gbOcclusion) { m_recorders.Add(new BufferRecorder(m_rtGB[1], 1, "Occlusion", framerate)); } - if (m_fbComponents.gbSpecular) { m_recorders.Add(new BufferRecorder(m_rtGB[2], 3, "Specular", framerate)); } - if (m_fbComponents.gbSmoothness) { m_recorders.Add(new BufferRecorder(m_rtGB[3], 1, "Smoothness", framerate)); } - if (m_fbComponents.gbNormal) { m_recorders.Add(new BufferRecorder(m_rtGB[4], 3, "Normal", framerate)); } - if (m_fbComponents.gbEmission) { m_recorders.Add(new BufferRecorder(m_rtGB[5], 3, "Emission", framerate)); } - if (m_fbComponents.gbDepth) { m_recorders.Add(new BufferRecorder(m_rtGB[6], 1, "Depth", framerate)); } - if (m_fbComponents.gbVelocity) { m_recorders.Add(new BufferRecorder(m_rtGB[7], 2, "Velocity", framerate)); } - } - foreach (var rec in m_recorders) - { - if (!rec.Initialize(m_encoderConfigs, m_outputDir)) - { - EndRecording(); - return false; - } - } - - base.BeginRecording(); - - Debug.Log("GBufferRecorder: BeginRecording()"); - return true; - } - - public override void EndRecording() - { - foreach (var rec in m_recorders) { rec.Release(); } - m_recorders.Clear(); - - var cam = GetComponent(); - if (m_cbCopyFB != null) - { - cam.RemoveCommandBuffer(CameraEvent.AfterEverything, m_cbCopyFB); - m_cbCopyFB.Release(); - m_cbCopyFB = null; - } - if (m_cbClearGB != null) - { - cam.RemoveCommandBuffer(CameraEvent.BeforeGBuffer, m_cbClearGB); - m_cbClearGB.Release(); - m_cbClearGB = null; - } - if (m_cbCopyGB != null) - { - cam.RemoveCommandBuffer(CameraEvent.BeforeLighting, m_cbCopyGB); - m_cbCopyGB.Release(); - m_cbCopyGB = null; - } - if (m_cbCopyVelocity != null) - { - cam.RemoveCommandBuffer(CameraEvent.BeforeImageEffectsOpaque, m_cbCopyVelocity); - m_cbCopyVelocity.Release(); - m_cbCopyVelocity = null; - } - - if (m_rtFB != null) - { - foreach (var rt in m_rtFB) { rt.Release(); } - m_rtFB = null; - } - if (m_rtGB != null) - { - foreach (var rt in m_rtGB) { rt.Release(); } - m_rtGB = null; - } - - if (m_recording) - { - Debug.Log("GBufferRecorder: EndRecording()"); - } - base.EndRecording(); - } - - - #region impl -#if UNITY_EDITOR - void Reset() - { - m_shCopy = fcAPI.GetFrameBufferCopyShader(); - } -#endif // UNITY_EDITOR - - IEnumerator OnPostRender() - { - if (m_recording) - { - yield return new WaitForEndOfFrame(); - - //double timestamp = Time.unscaledTime - m_initialTime; - double timestamp = 1.0 / m_targetFramerate * m_recordedFrames; - foreach (var rec in m_recorders) { rec.Update(timestamp); } - - ++m_recordedFrames; - } - m_frame++; - } - #endregion - } - -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/GBufferRecorder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/GBufferRecorder.cs.meta deleted file mode 100644 index 6dd7eaf6..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/GBufferRecorder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 300557aa730d7984a8b4b12f91bfa3b2 -timeCreated: 1493993867 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Misc.meta b/Assets/UTJ/FrameCapturer/Scripts/Misc.meta deleted file mode 100644 index 37295194..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Misc.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 324c02e09f53928429e39bbbd971fa1c -folderAsset: yes -timeCreated: 1457073395 -licenseType: Pro -DefaultImporter: - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Misc/Bool.cs b/Assets/UTJ/FrameCapturer/Scripts/Misc/Bool.cs deleted file mode 100644 index e0e2d0be..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Misc/Bool.cs +++ /dev/null @@ -1,17 +0,0 @@ -using System; -using UnityEngine; - -namespace UTJ.FrameCapturer -{ - // bool is marshal as int (4 byte) by default and you need ugly [MarshalAs(UnmanagedType.U1)] to pass to (or receive from) C++ code. - // this struct emulates bool and marshal as byte (1 byte). this makes things bit easier in some cases. - [Serializable] - public struct Bool - { - [SerializeField] byte v; - public static implicit operator bool(Bool v) { return v.v != 0; } - public static implicit operator Bool(bool v) { Bool r; r.v = v ? (byte)1 : (byte)0; return r; } - - public static Bool True { get { Bool r; r.v = (byte)1; return r; } } - } -} \ No newline at end of file diff --git a/Assets/UTJ/FrameCapturer/Scripts/Misc/Bool.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Misc/Bool.cs.meta deleted file mode 100644 index e8b2b6a5..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Misc/Bool.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: e74a0ade798956d49a6bbb833422663e -timeCreated: 1457112037 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/Misc/DataPath.cs b/Assets/UTJ/FrameCapturer/Scripts/Misc/DataPath.cs deleted file mode 100644 index 645f117b..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Misc/DataPath.cs +++ /dev/null @@ -1,143 +0,0 @@ -using System; -using UnityEngine; - - -namespace UTJ.FrameCapturer -{ - [Serializable] - public class DataPath - { - public enum Root - { - Absolute, - Current, - PersistentData, - StreamingAssets, - TemporaryCache, - DataPath, - } - - [SerializeField] Root m_root = Root.Current; - [SerializeField] string m_leaf = string.Empty; -#if UNITY_EDITOR - [SerializeField] bool m_readOnly = false; // just for inspector -#endif - - public Root root - { - get { return m_root; } - set { m_root = value; } - } - public string leaf - { - get { return m_leaf; } - set { m_leaf = value; } - } - public bool readOnly - { -#if UNITY_EDITOR - get { return m_readOnly; } - set { m_readOnly = value; } -#else - get { return false; } - set { } -#endif - } - - public DataPath() { } - public DataPath(Root root, string leaf) - { - m_root = root; - m_leaf = leaf; - } - - public DataPath(string path) - { - if (path.Contains(Application.streamingAssetsPath)) - { - m_root = Root.StreamingAssets; - m_leaf = path.Replace(Application.streamingAssetsPath, "").TrimStart('/'); - } - else if (path.Contains(Application.dataPath)) - { - m_root = Root.DataPath; - m_leaf = path.Replace(Application.dataPath, "").TrimStart('/'); - } - else if (path.Contains(Application.persistentDataPath)) - { - m_root = Root.PersistentData; - m_leaf = path.Replace(Application.persistentDataPath, "").TrimStart('/'); - } - else if (path.Contains(Application.temporaryCachePath)) - { - m_root = Root.TemporaryCache; - m_leaf = path.Replace(Application.temporaryCachePath, "").TrimStart('/'); - } - else - { - var cur = System.IO.Directory.GetCurrentDirectory().Replace("\\", "/"); - if (path.Contains(cur)) - { - m_root = Root.Current; - m_leaf = path.Replace(cur, "").TrimStart('/'); - } - else - { - m_root = Root.Absolute; - m_leaf = path; - } - } - } - - public string GetFullPath() - { - if (m_root == Root.Absolute) - { - return m_leaf; - } - if (m_root == Root.Current) - { - return m_leaf.Length == 0 ? "." : "./" + m_leaf; - } - - string ret = ""; - switch (m_root) - { - case Root.PersistentData: - ret = Application.persistentDataPath; - break; - case Root.StreamingAssets: - ret = Application.streamingAssetsPath; - break; - case Root.TemporaryCache: - ret = Application.temporaryCachePath; - break; - case Root.DataPath: - ret = Application.dataPath; - break; - } - - if (!m_leaf.StartsWith("/")) - { - ret += "/"; - } - ret += m_leaf; - return ret; - } - - public void CreateDirectory() - { - try - { - var path = GetFullPath(); - if(path.Length > 0) - { - System.IO.Directory.CreateDirectory(path); - } - } - catch(Exception) - { - } - } - } -} \ No newline at end of file diff --git a/Assets/UTJ/FrameCapturer/Scripts/Misc/DataPath.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/Misc/DataPath.cs.meta deleted file mode 100644 index 6a37f4e4..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/Misc/DataPath.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 0fd1bcdf4e762654da9323b7b37cfecb -timeCreated: 1457112037 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/MovieRecorder.cs b/Assets/UTJ/FrameCapturer/Scripts/MovieRecorder.cs deleted file mode 100644 index b6bdb6eb..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/MovieRecorder.cs +++ /dev/null @@ -1,229 +0,0 @@ -using System; -using System.Collections; - -using UnityEngine; -using UnityEngine.Rendering; -#if UNITY_EDITOR -#endif - - -namespace UTJ.FrameCapturer -{ - [AddComponentMenu("UTJ/FrameCapturer/Movie Recorder")] - [RequireComponent(typeof(Camera))] - [ExecuteInEditMode] - public class MovieRecorder : RecorderBase - { - #region inner_types - public enum CaptureTarget - { - FrameBuffer, - RenderTexture, - } - #endregion - - - #region fields - [SerializeField] MovieEncoderConfigs m_encoderConfigs = new MovieEncoderConfigs(MovieEncoder.Type.WebM); - [SerializeField] CaptureTarget m_captureTarget = CaptureTarget.FrameBuffer; - [SerializeField] RenderTexture m_targetRT; - [SerializeField] bool m_captureVideo = true; - [SerializeField] bool m_captureAudio = true; - - [SerializeField] Shader m_shCopy; - Material m_matCopy; - Mesh m_quad; - CommandBuffer m_cb; - RenderTexture m_scratchBuffer; - MovieEncoder m_encoder; - #endregion - - - #region properties - public CaptureTarget captureTarget - { - get { return m_captureTarget; } - set { m_captureTarget = value; } - } - public RenderTexture targetRT - { - get { return m_targetRT; } - set { m_targetRT = value; } - } - public bool captureAudio - { - get { return m_captureAudio; } - set { m_captureAudio = value; } - } - public bool captureVideo - { - get { return m_captureVideo; } - set { m_captureVideo = value; } - } - - public bool supportVideo { get { return m_encoderConfigs.supportVideo; } } - public bool supportAudio { get { return m_encoderConfigs.supportAudio; } } - public RenderTexture scratchBuffer { get { return m_scratchBuffer; } } - #endregion - - - public override bool BeginRecording() - { - if (m_recording) { return false; } - if (m_shCopy == null) - { - Debug.LogError("MovieRecorder: copy shader is missing!"); - return false; - } - if (m_captureTarget == CaptureTarget.RenderTexture && m_targetRT == null) - { - Debug.LogError("MovieRecorder: target RenderTexture is null!"); - return false; - } - - m_outputDir.CreateDirectory(); - if (m_quad == null) m_quad = fcAPI.CreateFullscreenQuad(); - if (m_matCopy == null) m_matCopy = new Material(m_shCopy); - - var cam = GetComponent(); - if (cam.targetTexture != null) - { - m_matCopy.EnableKeyword("OFFSCREEN"); - } - else - { - m_matCopy.DisableKeyword("OFFSCREEN"); - } - - // create scratch buffer - { - int captureWidth = cam.pixelWidth; - int captureHeight = cam.pixelHeight; - GetCaptureResolution(ref captureWidth, ref captureHeight); - if (m_encoderConfigs.format == MovieEncoder.Type.MP4 || - m_encoderConfigs.format == MovieEncoder.Type.WebM) - { - captureWidth = (captureWidth + 1) & ~1; - captureHeight = (captureHeight + 1) & ~1; - } - - m_scratchBuffer = new RenderTexture(captureWidth, captureHeight, 0, RenderTextureFormat.ARGB32); - m_scratchBuffer.wrapMode = TextureWrapMode.Repeat; - m_scratchBuffer.Create(); - } - - // initialize encoder - { - int targetFramerate = 60; - if (m_framerateMode == FrameRateMode.Constant) - { - targetFramerate = m_targetFramerate; - } - string outPath = m_outputDir.GetFullPath() + "/" + DateTime.Now.ToString("yyyyMMdd_HHmmss"); - - m_encoderConfigs.captureVideo = m_captureVideo; - m_encoderConfigs.captureAudio = m_captureAudio; - m_encoderConfigs.Setup(m_scratchBuffer.width, m_scratchBuffer.height, 3, targetFramerate); - m_encoder = MovieEncoder.Create(m_encoderConfigs, outPath); - if (m_encoder == null || !m_encoder.IsValid()) - { - EndRecording(); - return false; - } - } - - // create command buffer - { - int tid = Shader.PropertyToID("_TmpFrameBuffer"); - m_cb = new CommandBuffer(); - m_cb.name = "MovieRecorder: copy frame buffer"; - - if (m_captureTarget == CaptureTarget.FrameBuffer) - { - m_cb.GetTemporaryRT(tid, -1, -1, 0, FilterMode.Bilinear); - m_cb.Blit(BuiltinRenderTextureType.CurrentActive, tid); - m_cb.SetRenderTarget(m_scratchBuffer); - m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_matCopy, 0, 0); - m_cb.ReleaseTemporaryRT(tid); - } - else if (m_captureTarget == CaptureTarget.RenderTexture) - { - m_cb.SetRenderTarget(m_scratchBuffer); - m_cb.SetGlobalTexture("_TmpRenderTarget", m_targetRT); - m_cb.DrawMesh(m_quad, Matrix4x4.identity, m_matCopy, 0, 1); - } - cam.AddCommandBuffer(CameraEvent.AfterEverything, m_cb); - } - - base.BeginRecording(); - Debug.Log("MovieRecorder: BeginRecording()"); - return true; - } - - public override void EndRecording() - { - if (m_encoder != null) - { - m_encoder.Release(); - m_encoder = null; - } - if (m_cb != null) - { - GetComponent().RemoveCommandBuffer(CameraEvent.AfterEverything, m_cb); - m_cb.Release(); - m_cb = null; - } - if (m_scratchBuffer != null) - { - m_scratchBuffer.Release(); - m_scratchBuffer = null; - } - - if (m_recording) - { - Debug.Log("MovieRecorder: EndRecording()"); - } - base.EndRecording(); - } - - - #region impl -#if UNITY_EDITOR - void Reset() - { - m_shCopy = fcAPI.GetFrameBufferCopyShader(); - } -#endif // UNITY_EDITOR - - IEnumerator OnPostRender() - { - if (m_recording && m_encoder != null && Time.frameCount % m_captureEveryNthFrame == 0) - { - yield return new WaitForEndOfFrame(); - - double timestamp = Time.unscaledTime - m_initialTime; - if (m_framerateMode == FrameRateMode.Constant) - { - timestamp = 1.0 / m_targetFramerate * m_recordedFrames; - } - - fcAPI.fcLock(m_scratchBuffer, TextureFormat.RGB24, (data, fmt) => - { - m_encoder.AddVideoFrame(data, fmt, timestamp); - }); - ++m_recordedFrames; - } - ++m_frame; - } - - void OnAudioFilterRead(float[] samples, int channels) - { - if (m_recording && m_encoder != null) - { - m_encoder.AddAudioSamples(samples); - m_recordedSamples += samples.Length; - } - } - #endregion - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/MovieRecorder.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/MovieRecorder.cs.meta deleted file mode 100644 index a836e9d9..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/MovieRecorder.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 199311a1781af854fb1334c3c195468a -timeCreated: 1455634659 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/UTJ/FrameCapturer/Scripts/RecorderBase.cs b/Assets/UTJ/FrameCapturer/Scripts/RecorderBase.cs deleted file mode 100644 index 7e174b8e..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/RecorderBase.cs +++ /dev/null @@ -1,296 +0,0 @@ -using System; -using System.Collections; -using UnityEngine; -using UnityEngine.Rendering; -#if UNITY_EDITOR -using UnityEditor; -#endif - - -namespace UTJ.FrameCapturer -{ - [ExecuteInEditMode] - public abstract class RecorderBase : MonoBehaviour - { - public enum ResolutionUnit - { - Percent, - Pixels, - } - - public enum FrameRateMode - { - Variable, - Constant, - } - - public enum CaptureControl - { - Manual, - FrameRange, - TimeRange, - } - - - [SerializeField] protected DataPath m_outputDir = new DataPath(DataPath.Root.Current, "Capture"); - - [SerializeField] protected ResolutionUnit m_resolution = ResolutionUnit.Percent; - [SerializeField] [Range(1,100)] protected int m_resolutionPercent = 100; - [SerializeField] protected int m_resolutionWidth = 1920; - - [SerializeField] protected FrameRateMode m_framerateMode = FrameRateMode.Constant; - [SerializeField] protected int m_targetFramerate = 30; - [SerializeField] protected bool m_fixDeltaTime = true; - [SerializeField] protected bool m_waitDeltaTime = true; - [SerializeField] [Range(1,10)]protected int m_captureEveryNthFrame = 1; - - [SerializeField] protected CaptureControl m_captureControl = CaptureControl.FrameRange; - [SerializeField] protected int m_startFrame = 0; - [SerializeField] protected int m_endFrame = 100; - [SerializeField] protected float m_startTime = 0.0f; - [SerializeField] protected float m_endTime = 10.0f; - [SerializeField] bool m_recordOnStart = false; - - protected bool m_recording = false; - protected bool m_aborted = false; - protected int m_initialFrame = 0; - protected float m_initialTime = 0.0f; - protected float m_initialRealTime = 0.0f; - protected int m_frame = 0; - protected int m_recordedFrames = 0; - protected int m_recordedSamples = 0; - - - public DataPath outputDir - { - get { return m_outputDir; } - set { m_outputDir = value; } - } - - public ResolutionUnit resolutionUnit - { - get { return m_resolution; } - set { m_resolution = value; } - } - public int resolutionPercent - { - get { return m_resolutionPercent; } - set { m_resolutionPercent = value; } - } - public int resolutionWidth - { - get { return m_resolutionWidth; } - set { m_resolutionWidth = value; } - } - - public FrameRateMode framerateMode - { - get { return m_framerateMode; } - set { m_framerateMode = value; } - } - public int targetFramerate - { - get { return m_targetFramerate; } - set { m_targetFramerate = value; } - } - public bool fixDeltaTime - { - get { return m_fixDeltaTime; } - set { m_fixDeltaTime = value; } - } - public bool waitDeltaTime - { - get { return m_waitDeltaTime; } - set { m_waitDeltaTime = value; } - } - public int captureEveryNthFrame - { - get { return m_captureEveryNthFrame; } - set { m_captureEveryNthFrame = value; } - } - - public CaptureControl captureControl - { - get { return m_captureControl; } - set { m_captureControl = value; } - } - public int startFrame - { - get { return m_startFrame; } - set { m_startFrame = value; } - } - public int endFrame - { - get { return m_endFrame; } - set { m_endFrame = value; } - } - public float startTime - { - get { return m_startTime; } - set { m_startTime = value; } - } - public float endTime - { - get { return m_endTime; } - set { m_endTime = value; } - } - public bool isRecording - { - get { return m_recording; } - set { - if (value) { BeginRecording(); } - else { EndRecording(); } - } - } - public bool recordOnStart { set { m_recordOnStart = value; } } - - - - public virtual bool BeginRecording() - { - if(m_recording) { return false; } - - // delta time control - if (m_framerateMode == FrameRateMode.Constant && m_fixDeltaTime) - { - Time.maximumDeltaTime = (1.0f / m_targetFramerate); - if (!m_waitDeltaTime) - { - Time.captureFramerate = m_targetFramerate; - } - } - - m_initialFrame = Time.renderedFrameCount; - m_initialTime = Time.unscaledTime; - m_initialRealTime = Time.realtimeSinceStartup; - m_recordedFrames = 0; - m_recordedSamples = 0; - m_recording = true; - return true; - } - - public virtual void EndRecording() - { - if (!m_recording) { return; } - - if (m_framerateMode == FrameRateMode.Constant && m_fixDeltaTime) - { - if (!m_waitDeltaTime) - { - Time.captureFramerate = 0; - } - } - - m_recording = false; - m_aborted = true; - } - - - protected void GetCaptureResolution(ref int w, ref int h) - { - if(m_resolution == ResolutionUnit.Percent) - { - float scale = m_resolutionPercent * 0.01f; - w = (int)(w * scale); - h = (int)(h * scale); - } - else - { - float aspect = (float)h / w; - w = m_resolutionWidth; - h = (int)(m_resolutionWidth * aspect); - } - } - - protected IEnumerator Wait() - { - yield return new WaitForEndOfFrame(); - - float wt = (1.0f / m_targetFramerate) * (Time.renderedFrameCount - m_initialFrame); - while (Time.realtimeSinceStartup - m_initialRealTime < wt) - { - System.Threading.Thread.Sleep(1); - } - } - -#if UNITY_EDITOR - protected virtual void OnValidate() - { - m_targetFramerate = Mathf.Max(1, m_targetFramerate); - m_startFrame = Mathf.Max(0, m_startFrame); - m_endFrame = Mathf.Max(m_startFrame, m_endFrame); - m_startTime = Mathf.Max(0.0f, m_startTime); - m_endTime = Mathf.Max(m_startTime, m_endTime); - } -#endif // UNITY_EDITOR - - protected virtual void Start() - { - m_initialFrame = Time.renderedFrameCount; - m_initialTime = Time.unscaledTime; - m_initialRealTime = Time.realtimeSinceStartup; - -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#endif - { - if (m_recordOnStart) - { - BeginRecording(); - } - } - m_recordOnStart = false; - } - - protected virtual void OnDisable() - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#endif - { - EndRecording(); - } - } - - protected virtual void Update() - { -#if UNITY_EDITOR - if (EditorApplication.isPlaying) -#endif - { - if (m_captureControl == CaptureControl.FrameRange) - { - if (!m_aborted && m_frame >= m_startFrame && m_frame <= m_endFrame) - { - if (!m_recording) { BeginRecording(); } - } - else if (m_recording) - { - EndRecording(); - } - } - else if (m_captureControl == CaptureControl.TimeRange) - { - float time = Time.unscaledTime - m_initialTime; - if (!m_aborted && time >= m_startTime && time <= m_endTime) - { - if (!m_recording) { BeginRecording(); } - } - else if (m_recording) - { - EndRecording(); - } - } - else if (m_captureControl == CaptureControl.Manual) - { - } - - if(m_framerateMode == FrameRateMode.Constant && m_fixDeltaTime && m_waitDeltaTime) - { - StartCoroutine(Wait()); - } - } - } - - } -} diff --git a/Assets/UTJ/FrameCapturer/Scripts/RecorderBase.cs.meta b/Assets/UTJ/FrameCapturer/Scripts/RecorderBase.cs.meta deleted file mode 100644 index 22864c78..00000000 --- a/Assets/UTJ/FrameCapturer/Scripts/RecorderBase.cs.meta +++ /dev/null @@ -1,12 +0,0 @@ -fileFormatVersion: 2 -guid: 29ac315c95aad34439a7dc4a107c3c35 -timeCreated: 1494734319 -licenseType: Pro -MonoImporter: - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git 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_CameraGBufferTexture3; -sampler2D_float _CameraDepthTexture; -sampler2D_half _CameraMotionVectorsTexture; -sampler2D _TmpRenderTarget; -float4 _ClearColor; - -struct v2f { - float4 pos : POSITION; - float4 spos : TEXCOORD0; -}; - -v2f vert(appdata_img v) -{ - v2f o; - o.pos = o.spos = v.vertex; - return o; -} - - -float2 get_texcoord(v2f i) -{ - float2 t = i.spos.xy * 0.5 + 0.5; - return t; -} - -float2 get_texcoord_gb(v2f i) -{ - float2 t = i.spos.xy * 0.5 + 0.5; -#if !defined(UNITY_UV_STARTS_AT_TOP) - t.y = 1.0 - t.y; -#endif - return t; -} - - -// framebuffer -struct framebuffer_out -{ - half4 color : SV_Target0; - half4 alpha : SV_Target1; -}; -framebuffer_out copy_framebuffer(v2f I) -{ - float2 t = get_texcoord(I); -#if !defined(OFFSCREEN) || !defined(UNITY_UV_STARTS_AT_TOP) - t.y = 1.0 - t.y; -#endif - half4 c = tex2D(_TmpFrameBuffer, t); - - framebuffer_out O; - O.color = half4(c.rgb, 1.0); - O.alpha = half4(c.aaa, 1.0); - return O; -} - -// render target (for offscreen-recorder) -half4 copy_rendertarget(v2f I) : SV_Target -{ - half4 O = tex2D(_TmpRenderTarget, get_texcoord_gb(I)); - return O; -} - - -// gbuffer -struct gbuffer_out -{ - half4 albedo : SV_Target0; - half4 occlusion : SV_Target1; - half4 specular : SV_Target2; - half4 smoothness : SV_Target3; - half4 normal : SV_Target4; - half4 emission : SV_Target5; - half4 depth : SV_Target6; -}; -gbuffer_out copy_gbuffer(v2f I) -{ - float2 t = get_texcoord_gb(I); - half4 ao = tex2D(_CameraGBufferTexture0, t); - half4 ss = tex2D(_CameraGBufferTexture1, t); - half4 normal = tex2D(_CameraGBufferTexture2, t); - half4 emission = tex2D(_CameraGBufferTexture3, t); - half depth = tex2D(_CameraDepthTexture, get_texcoord_gb(I)); -#if defined(UNITY_REVERSED_Z) - depth = 1.0 - depth; -#endif - - gbuffer_out O; - O.albedo = half4(ao.rgb, 1.0); - O.occlusion = half4(ao.aaa, 1.0); - O.specular = half4(ss.rgb, 1.0); - O.smoothness = half4(ss.aaa, 1.0); - O.normal = half4(normal.rgb, 1.0); - O.emission = emission; -#ifndef UNITY_HDR_ON - O.emission.rgb = -log2(O.emission.rgb); -#endif - O.depth = half4(depth.rrr, 1.0); - return O; -} - - -// clear -half4 clear(v2f I) : SV_Target -{ - return _ClearColor; -} - -// velocity -half4 copy_velocity(v2f I) : SV_Target -{ - float2 t = get_texcoord_gb(I); - half2 velocity = tex2D(_CameraMotionVectorsTexture, t).rg; - return half4(velocity, 1.0, 1.0); -} - -ENDCG - -Subshader { - // Pass 0: framebuffer - Pass { - Blend Off Cull Off ZTest Off ZWrite Off - CGPROGRAM - #pragma vertex vert - #pragma fragment copy_framebuffer - ENDCG - } - - // Pass 1: render target - Pass { - Blend Off Cull Off ZTest Off ZWrite Off - CGPROGRAM - #pragma vertex vert - #pragma fragment copy_rendertarget - ENDCG - } - - // Pass 2: gbuffer - Pass{ - Blend Off Cull Off ZTest Off ZWrite Off - CGPROGRAM - #pragma exclude_renderers d3d9 - #pragma vertex vert - #pragma fragment copy_gbuffer - ENDCG - } - - // Pass 3: clear - Pass { - Blend Off Cull Off ZTest Off ZWrite Off - 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Camera touch screen - -# 0.1.0 - -First release - -## Features - -- Set dressing: import 3D objects and compose virtual set -- Camera: naturally move around and find the best camera angles and depth of field -- Lighting: use gradient sky and fine-tune the lighting using lights and shadows -- Animation: record or manually add key frames to create animations -- Non-linear editing: non-linear editing using multi-camera footing -- Blender live link: Blender and VRtist scene synced diff --git a/Data/Lobby/Paint.91A47B13.55.mesh b/Data/Lobby/Paint.91A47B13.55.mesh deleted file mode 100644 index 426c9337..00000000 Binary files a/Data/Lobby/Paint.91A47B13.55.mesh and /dev/null differ diff --git a/Data/Lobby/Paint.91A47B13.59.mesh b/Data/Lobby/Paint.91A47B13.59.mesh deleted file mode 100644 index 14a5d8df..00000000 Binary files a/Data/Lobby/Paint.91A47B13.59.mesh and /dev/null differ diff --git a/Data/Lobby/Paint.91A47B13.63.mesh b/Data/Lobby/Paint.91A47B13.63.mesh deleted file mode 100644 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diff --git a/Data/Lobby/ROCKSSHARP_F Instance.mesh b/Data/Lobby/ROCKSSHARP_F Instance.mesh deleted file mode 100644 index f1d55d7c..00000000 Binary files a/Data/Lobby/ROCKSSHARP_F Instance.mesh and /dev/null differ diff --git a/Data/Lobby/ROCKSSHARP_G Instance.mesh b/Data/Lobby/ROCKSSHARP_G Instance.mesh deleted file mode 100644 index a7d8ef4d..00000000 Binary files a/Data/Lobby/ROCKSSHARP_G Instance.mesh and /dev/null differ diff --git a/Data/Lobby/Volume.91A47B13.129.mesh b/Data/Lobby/Volume.91A47B13.129.mesh deleted file mode 100644 index aa5a6e28..00000000 Binary files a/Data/Lobby/Volume.91A47B13.129.mesh and /dev/null differ diff --git a/Data/Lobby/Volume.91A47B13.131.mesh b/Data/Lobby/Volume.91A47B13.131.mesh deleted file mode 100644 index b35055a1..00000000 Binary files a/Data/Lobby/Volume.91A47B13.131.mesh and /dev/null differ diff --git a/Data/Lobby/aloevera Instance.mesh b/Data/Lobby/aloevera Instance.mesh deleted file mode 100644 index 374ceb0f..00000000 Binary files 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deleted file mode 100644 index 2de21b84..00000000 Binary files a/Data/Lobby/yellow_grass Instance.mesh and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet.Net4Sample/Program.cs b/Dependencies/assimpnet/AssimpNet.Net4Sample/Program.cs deleted file mode 100644 index 629b0baf..00000000 --- a/Dependencies/assimpnet/AssimpNet.Net4Sample/Program.cs +++ /dev/null @@ -1,48 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using Assimp.Configs; -using System; -using System.IO; -using System.Reflection; - -namespace Assimp.Net4Sample -{ - class Program - { - static void Main(string[] args) - { - //Simple test to make sure the non-net standard legacy target functions (unit tests all run with the net standard dll) - String fileName = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "Assets", "duck.dae"); - - AssimpContext importer = new AssimpContext(); - importer.SetConfig(new NormalSmoothingAngleConfig(66.0f)); - Scene scene = importer.ImportFile(fileName, PostProcessPreset.TargetRealTimeQuality | PostProcessSteps.FlipWindingOrder); - - if(scene != null && scene.HasMeshes) - Console.WriteLine("Import SUCCESSFUL!"); - else - Console.WriteLine("Import FAILED!"); - - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Sample/Assets/duck.dae b/Dependencies/assimpnet/AssimpNet.Sample/Assets/duck.dae deleted file mode 100644 index 0ab2e7ea..00000000 --- a/Dependencies/assimpnet/AssimpNet.Sample/Assets/duck.dae +++ /dev/null @@ -1,199 +0,0 @@ - - - - - gcorson - Maya 8.0 | ColladaMaya v3.02 | FCollada v3.2 - Collada Maya Export Options: bakeTransforms=0;exportPolygonMeshes=1;bakeLighting=0;isSampling=0; -curveConstrainSampling=0;exportCameraAsLookat=0; -exportLights=1;exportCameras=1;exportJointsAndSkin=1; -exportAnimations=1;exportTriangles=0;exportInvisibleNodes=0; -exportNormals=1;exportTexCoords=1;exportVertexColors=1;exportTangents=0; -exportTexTangents=0;exportConstraints=1;exportPhysics=0;exportXRefs=1; -dereferenceXRefs=0;cameraXFov=0;cameraYFov=1 - -Copyright 2006 Sony Computer Entertainment Inc. -Licensed under the SCEA Shared Source License, Version 1.0 (the -"License"); you may not use this file except in compliance with the -License. You may obtain a copy of the License at: -http://research.scea.com/scea_shared_source_license.html -Unless required by applicable law or agreed to in writing, software -distributed under the License is distributed on an "AS IS" BASIS, -WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -See the License for the specific language governing permissions and -limitations under the License. - - file:///C:/vs2005/sample_data/Complete_Packages/SCEA_Private/Maya_MoonLander/Moonlander/untitled - - 2006-08-23T22:29:59Z - 2007-02-21T22:47:42Z - - Y_UP - - - - - - - 37.8492 - 1.5 - 1 - 10000 - - - - - - - - - - 1 1 1 - - - - - - - ./duckCM.bmp - - - - - - - - - - - - - file2 - A8R8G8B8 - - - - - file2-surface - LINEAR_MIPMAP_LINEAR - LINEAR - - - - - - 0 0 0 1 - - - 0 0 0 1 - - - - - - 0 0 0 1 - - - 0.3 - - - 0 0 0 1 - - - 0.5 - - - 0 0 0 1 - - - 1 - - - 1 - - - - - - - - - - - 35.0226 89.3874 23.3732 19.5676 89.7173 22.4879 9.22909 91.5427 17.1037 4.33048 88.7008 4.57726 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- - - - 0 0 1 0 - 0 1 0 0 - 1 0 0 0 - - - - - - - - - - - - 400.113 463.264 -431.078 - 0 0 1 0 - 0 1 0 -223.2 - 1 0 0 -38.4 - - - - 148.654 183.672 -292.179 - 0 0 1 -12.8709 - 0 1 0 -191.679 - 1 0 0 -45.6358 - - - - - - - -
diff --git a/Dependencies/assimpnet/AssimpNet.Sample/Assets/duckCM.bmp b/Dependencies/assimpnet/AssimpNet.Sample/Assets/duckCM.bmp deleted file mode 100644 index 70bfdb68..00000000 Binary files a/Dependencies/assimpnet/AssimpNet.Sample/Assets/duckCM.bmp and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet.Sample/Camera.cs b/Dependencies/assimpnet/AssimpNet.Sample/Camera.cs deleted file mode 100644 index cdc4e9b2..00000000 --- a/Dependencies/assimpnet/AssimpNet.Sample/Camera.cs +++ /dev/null @@ -1,32 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using SN = System.Numerics; - -namespace Assimp.Sample -{ - public class Camera - { - public SN.Matrix4x4 ViewProjection { get; set; } - public SN.Vector3 Position { get; set; } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Sample/Helper.cs b/Dependencies/assimpnet/AssimpNet.Sample/Helper.cs deleted file mode 100644 index 501627ac..00000000 --- a/Dependencies/assimpnet/AssimpNet.Sample/Helper.cs +++ /dev/null @@ -1,243 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Runtime.InteropServices; -using TeximpNet; -using TeximpNet.DDS; -using Veldrid; -using SN = System.Numerics; - -namespace Assimp.Sample -{ - //Packed color - [StructLayout(LayoutKind.Sequential, Size = 4)] - public struct Color - { - public static int SizeInBytes => MemoryHelper.SizeOf(); - - public byte R; - public byte G; - public byte B; - public byte A; - - public static Color White => new Color() { R = 255, G = 255, B = 255, A = 255 }; - } - - public static class Helper - { - public static byte[] ReadEmbeddedAssetBytes(string name) - { - using(Stream stream = typeof(Helper).Assembly.GetManifestResourceStream(name)) - { - byte[] bytes = new byte[stream.Length]; - using(MemoryStream ms = new MemoryStream(bytes)) - { - stream.CopyTo(ms); - return bytes; - } - } - } - - public static Shader LoadShader(ResourceFactory factory, String set, ShaderStages stage, String entryPoint) - { - string name = $"{set}-{stage.ToString().ToLower()}.{GetExtension(factory.BackendType)}"; - return factory.CreateShader(new ShaderDescription(stage, ReadEmbeddedAssetBytes(name), entryPoint)); - } - - private static string GetExtension(GraphicsBackend backendType) - { - bool isMacOS = RuntimeInformation.OSDescription.Contains("Darwin"); - - return (backendType == GraphicsBackend.Direct3D11) - ? "hlsl.bytes" - : (backendType == GraphicsBackend.Vulkan) - ? "450.glsl" - : (backendType == GraphicsBackend.Metal) - ? isMacOS ? "metallib" : "ios.metallib" - : (backendType == GraphicsBackend.OpenGL) - ? "330.glsl" - : "300.glsles"; - } - - public static void ToNumerics(in Assimp.Matrix4x4 matIn, out SN.Matrix4x4 matOut) - { - //Assimp matrices are column vector, so X,Y,Z axes are columns 1-3 and 4th column is translation. - //Columns => Rows to make it compatible with numerics - matOut = new System.Numerics.Matrix4x4(matIn.A1, matIn.B1, matIn.C1, matIn.D1, //X - matIn.A2, matIn.B2, matIn.C2, matIn.D2, //Y - matIn.A3, matIn.B3, matIn.C3, matIn.D3, //Z - matIn.A4, matIn.B4, matIn.C4, matIn.D4); //Translation - } - - public static void FromNumerics(in SN.Matrix4x4 matIn, out Assimp.Matrix4x4 matOut) - { - //Numerics matrix are row vector, so X,Y,Z axes are rows 1-3 and 4th row is translation. - //Rows => Columns to make it compatible with assimp - - //X - matOut.A1 = matIn.M11; - matOut.B1 = matIn.M12; - matOut.C1 = matIn.M13; - matOut.D1 = matIn.M14; - - //Y - matOut.A2 = matIn.M21; - matOut.B2 = matIn.M22; - matOut.C2 = matIn.M23; - matOut.D2 = matIn.M24; - - //Z - matOut.A3 = matIn.M31; - matOut.B3 = matIn.M32; - matOut.C3 = matIn.M33; - matOut.D3 = matIn.M34; - - //Translation - matOut.A4 = matIn.M41; - matOut.B4 = matIn.M42; - matOut.C4 = matIn.M43; - matOut.D4 = matIn.M44; - } - - public static void FromNumerics(in SN.Vector3 vIn, out Assimp.Vector3D vOut) - { - vOut.X = vIn.X; - vOut.Y = vIn.Y; - vOut.Z = vIn.Z; - } - - public static void ToNumerics(in Assimp.Vector3D vIn, out SN.Vector3 vOut) - { - vOut.X = vIn.X; - vOut.Y = vIn.Y; - vOut.Z = vIn.Z; - } - - public static Texture LoadTextureFromFile(String filePath, GraphicsDevice gd, ResourceFactory factory) - { - if(!File.Exists(filePath) || gd == null || factory == null) - return null; - - try - { - //FreeImage can load DDS, but they return an uncompressed image, and only the first mip level, which is good enough for our purpose here. - //See DDSContainer/DDSFile to load from DDS format all the different types of textures! - using(Surface image = Surface.LoadFromFile(filePath)) - { - image.FlipVertically(); - - if(image.ImageType != ImageType.Bitmap || image.BitsPerPixel != 32) - image.ConvertTo(ImageConversion.To32Bits); - - return CreateTextureFromSurface(image, gd, factory); - } - } - catch(Exception) { } - - return null; - } - - private static Texture CreateTextureFromSurface(Surface image, GraphicsDevice gd, ResourceFactory factory) - { - if(image.ImageType != ImageType.Bitmap || image.BitsPerPixel != 32 || gd == null || factory == null) - return null; - - uint width = (uint) image.Width; - uint height = (uint) image.Height; - - Texture staging = factory.CreateTexture( - TextureDescription.Texture2D(width, height, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.Staging)); - - Texture texture = factory.CreateTexture( - TextureDescription.Texture2D(width, height, 1, 1, PixelFormat.R8_G8_B8_A8_UNorm, TextureUsage.Sampled)); - - CommandList cl = gd.ResourceFactory.CreateCommandList(); - cl.Begin(); - - MappedResource map = gd.Map(staging, MapMode.Write, 0); - CopyColor(map.Data, image); - gd.Unmap(staging, 0); - - cl.CopyTexture(staging, 0, 0, 0, 0, 0, texture, 0, 0, 0, 0, 0, width, height, 1, 1); - cl.End(); - - gd.SubmitCommands(cl); - gd.DisposeWhenIdle(staging); - gd.DisposeWhenIdle(cl); - - return texture; - } - - //Shamelessly stolen from Tesla Graphics Engine. Copy from either BGRA or RGBA order to RGBA order - private static unsafe void CopyColor(IntPtr dstPtr, Surface src) - { - int texelSize = Color.SizeInBytes; - - int width = src.Width; - int height = src.Height; - int dstPitch = width * texelSize; - bool swizzle = Surface.IsBGRAOrder; - - int pitch = Math.Min(src.Pitch, dstPitch); - - if(swizzle) - { - //For each scanline... - for(int row = 0; row < height; row++) - { - Color* dPtr = (Color*) dstPtr.ToPointer(); - Color* sPtr = (Color*) src.GetScanLine(row).ToPointer(); - - //Copy each pixel, swizzle components... - for(int count = 0; count < pitch; count += texelSize) - { - Color v = *(sPtr++); - byte temp = v.R; - v.R = v.B; - v.B = temp; - - *(dPtr++) = v; - } - - //Advance to next scanline... - dstPtr += dstPitch; - } - } - else - { - //For each scanline... - for(int row = 0; row < height; row++) - { - IntPtr sPtr = src.GetScanLine(row); - - //Copy entirely... - MemoryHelper.CopyMemory(dstPtr, sPtr, pitch); - - //Advance to next scanline... - dstPtr += dstPitch; - } - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Sample/Program.cs b/Dependencies/assimpnet/AssimpNet.Sample/Program.cs deleted file mode 100644 index 9819f4dc..00000000 --- a/Dependencies/assimpnet/AssimpNet.Sample/Program.cs +++ /dev/null @@ -1,33 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -namespace Assimp.Sample -{ - class Program - { - static void Main(string[] args) - { - SampleApp app = new SampleApp(); - app.Run(); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Sample/SampleApp.cs b/Dependencies/assimpnet/AssimpNet.Sample/SampleApp.cs deleted file mode 100644 index c571d1e5..00000000 --- a/Dependencies/assimpnet/AssimpNet.Sample/SampleApp.cs +++ /dev/null @@ -1,171 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using Assimp.Configs; -using System; -using System.Diagnostics; -using System.IO; -using System.Reflection; -using Veldrid; -using Veldrid.Sdl2; -using Veldrid.StartupUtilities; -using System.Runtime.InteropServices; -using SN = System.Numerics; - -namespace Assimp.Sample -{ - public class SampleApp - { - private GraphicsDevice m_graphicsDevice; - private CommandList m_cmdList; - private Camera m_cam; - private SimpleModel m_targetModel; - private float m_currRotAngle; - private Sdl2Window m_window; - private bool m_resizeRequested; - - public SampleApp() { } - - public void Run() - { - m_cam = new Camera(); - - WindowCreateInfo windowInfo = new WindowCreateInfo(100, 100, 640, 480, WindowState.Normal, "Quack! - AssimpNet Sample"); - GraphicsDeviceOptions options = new GraphicsDeviceOptions(false, PixelFormat.B8_G8_R8_A8_UNorm, true, ResourceBindingModel.Default, true, true); - options.SwapchainDepthFormat = PixelFormat.D24_UNorm_S8_UInt; - - m_window = VeldridStartup.CreateWindow(ref windowInfo); - - //If on windows...use D3D11...if not...use OpenGL. Vulkan did not seem to play nice and haven't tested Metal - m_graphicsDevice = VeldridStartup.CreateGraphicsDevice(m_window, options, IsWindows() ? GraphicsBackend.Direct3D11 : GraphicsBackend.OpenGL); - - m_cmdList = m_graphicsDevice.ResourceFactory.CreateCommandList(); - - //NOTICE: This is the duck model we load for the sample, replace this line with a path to your own model to see it imported! - String fileName = Path.Combine(Path.GetDirectoryName(Assembly.GetExecutingAssembly().Location), "Assets", "duck.dae"); - - //Veldrid defaults to Clockwise winding order, assimp defaults to CCW. We also do some processing + generate normals if missing. - SimpleModel model = SimpleModel.LoadFromFile(fileName, m_graphicsDevice, PostProcessPreset.TargetRealTimeQuality | PostProcessSteps.FlipWindingOrder, - new NormalSmoothingAngleConfig(66f)); - - if(model == null) - return; - - m_targetModel = model; - SetupCamera(m_targetModel); - m_window.Resized += Window_Resized; - - RenderLoop(); - - m_graphicsDevice.WaitForIdle(); - - m_targetModel.Dispose(); - m_graphicsDevice.Dispose(); - } - - private bool IsWindows() - { - switch(Environment.OSVersion.Platform) - { - case PlatformID.Unix: - case PlatformID.MacOSX: - return false; - default: - return true; - } - } - - private void RenderLoop() - { - Stopwatch clock = Stopwatch.StartNew(); - double prevElapsed = clock.Elapsed.TotalSeconds; - - while(m_window.Exists) - { - if(m_resizeRequested) - { - m_graphicsDevice.ResizeMainWindow((uint) m_window.Width, (uint) m_window.Height); - SetupCamera(m_targetModel); - m_resizeRequested = false; - } - - double newElapsed = clock.Elapsed.TotalSeconds; - float deltaTime = (float) (newElapsed - prevElapsed); - prevElapsed = newElapsed; - - DoRender(deltaTime); - m_window.PumpEvents(); - } - } - - private void DoRender(float elapsedTime) - { - //Rotate the model by a small amount every frame - m_currRotAngle += (MathF.PI / 180f) * 35.0f * elapsedTime; - if(m_currRotAngle >= (Math.PI * 2.0f)) - m_currRotAngle = 0.0f; - - m_targetModel.WorldMatrix = SN.Matrix4x4.CreateRotationY(m_currRotAngle); - - m_cmdList.Begin(); - - m_cmdList.SetFramebuffer(m_graphicsDevice.MainSwapchain.Framebuffer); - m_cmdList.ClearColorTarget(0, RgbaFloat.CornflowerBlue); - m_cmdList.ClearDepthStencil(1.0f); - m_targetModel.Draw(m_cmdList, m_cam); - - m_cmdList.End(); - m_graphicsDevice.SubmitCommands(m_cmdList); - m_graphicsDevice.SwapBuffers(); - m_graphicsDevice.WaitForIdle(); - } - - private void Window_Resized() - { - m_resizeRequested = true; - } - - private void SetupCamera(SimpleModel modelToLookAt) - { - float aspectRatio = (float)m_window.Width / (float)m_window.Height; - - //Using the imported scene's bounding volume, we place the camera at the maximum point looking down at the scene center. The clip planes are sized so it fits the scene completely. - //The model gets scaled down when its imported so we shouldn't run into precision issues with the clip planes being too wide apart. - - SN.Vector3 min = modelToLookAt.SceneMin; - SN.Vector3 max = modelToLookAt.SceneMax; - SN.Vector3 center = modelToLookAt.SceneCenter; - float diagonal = SN.Vector3.Distance(center, max) * 3.5f; - SN.Vector3 dir = max - center; - SN.Vector3 camPos = SN.Vector3.Normalize(dir) * diagonal; - - diagonal = SN.Vector3.Distance(camPos, min); - - SN.Matrix4x4 proj = SN.Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 4, aspectRatio, 0.5f, diagonal); - SN.Matrix4x4 view = SN.Matrix4x4.CreateLookAt(camPos, center, SN.Vector3.UnitY); - - m_cam.ViewProjection = view * proj; - m_cam.Position = camPos; - m_targetModel.LightPosition = camPos; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Sample/Shaders.cs b/Dependencies/assimpnet/AssimpNet.Sample/Shaders.cs deleted file mode 100644 index 172ac9e0..00000000 --- a/Dependencies/assimpnet/AssimpNet.Sample/Shaders.cs +++ /dev/null @@ -1,112 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using ShaderGen; -using SMath = ShaderGen.ShaderBuiltins; -using SN = System.Numerics; - -[assembly: ShaderSet("SimpleTextured", "Assimp.Sample.SimpleTextured.VS", "Assimp.Sample.SimpleTextured.FS")] - -namespace Assimp.Sample -{ - //Simple texture shader that has a single non-attenuating point light. - public class SimpleTextured - { - [ResourceSet(0)] - public SN.Matrix4x4 WorldViewProjection; - - [ResourceSet(0)] - public SN.Matrix4x4 World; - - [ResourceSet(0)] - public SN.Vector3 LightPosition; - - [ResourceSet(0)] - public SN.Vector3 CameraPosition; - - [ResourceSet(1)] - public SN.Vector4 DiffuseColor; - - [ResourceSet(1)] - public Texture2DResource DiffuseTexture; - - [ResourceSet(1)] - public SamplerResource DiffuseSampler; - - [VertexShader] - public FragmentInput VS(VertexInput input) - { - SN.Vector4 worldPos = SMath.Mul(World, new SN.Vector4(input.Position, 1)); - SN.Vector4 worldNorm = SMath.Mul(World, new SN.Vector4(input.Normal, 0)); - - FragmentInput output; - output.SystemPosition = SMath.Mul(WorldViewProjection, new SN.Vector4(input.Position, 1)); - output.PositionWS = new SN.Vector3(worldPos.X, worldPos.Y, worldPos.Z); - output.NormalWS = new SN.Vector3(worldNorm.X, worldNorm.Y, worldNorm.Z); - output.TexCoords = input.TexCoords; - - return output; - } - - [FragmentShader] - public SN.Vector4 FS(FragmentInput input) - { - SN.Vector3 normalWS = SN.Vector3.Normalize(input.NormalWS); - - if(!SMath.IsFrontFace) - normalWS = SN.Vector3.Negate(normalWS); - - SN.Vector3 v = SN.Vector3.Normalize(CameraPosition - input.PositionWS); - SN.Vector3 L = SN.Vector3.Normalize(LightPosition - input.PositionWS); - float nDotL = SMath.Saturate(SN.Vector3.Dot(normalWS, L)); - - return SMath.Sample(DiffuseTexture, DiffuseSampler, input.TexCoords) * DiffuseColor * nDotL; - } - - public struct VertexInput - { - [PositionSemantic] - public SN.Vector3 Position; - - [NormalSemantic] - public SN.Vector3 Normal; - - [TextureCoordinateSemantic] - public SN.Vector2 TexCoords; - } - - public struct FragmentInput - { - [SystemPositionSemantic] - public SN.Vector4 SystemPosition; - - [PositionSemantic] - public SN.Vector3 PositionWS; - - [NormalSemantic] - public SN.Vector3 NormalWS; - - [TextureCoordinateSemantic] - public SN.Vector2 TexCoords; - } - } -} \ No newline at end of file diff --git a/Dependencies/assimpnet/AssimpNet.Sample/SimpleModel.cs b/Dependencies/assimpnet/AssimpNet.Sample/SimpleModel.cs deleted file mode 100644 index 1f494023..00000000 --- a/Dependencies/assimpnet/AssimpNet.Sample/SimpleModel.cs +++ /dev/null @@ -1,503 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using Assimp.Configs; -using System; -using System.Collections.Generic; -using System.IO; -using System.Runtime.InteropServices; -using Veldrid; -using SN = System.Numerics; - -namespace Assimp.Sample -{ - //Extremely simple example of how to load an Assimp scene into GPU objects. Only static meshes supported and extremely simple materials (single diffuse color + diffuse texture). All of the meshes - //are packed into a single Vertex/Index buffer and each Assimp scene node that has meshes will produce a single draw call with the appropiate World transform. - // - //Once loaded, the model is scaled down based on its bounding volume so we can render it without any precision issue. Presumably you would find an appropiate scale for your 3D models. - public sealed class SimpleModel : IDisposable - { - private List m_meshesData; - private List m_materials; - private List m_meshesToDraw; - - private DeviceBuffer m_vertexBuffer; - private DeviceBuffer m_indexBuffer; - - private Pipeline m_pipelineState; - private ShaderSetDescription m_shaderSet; - - private DeviceBuffer m_worldParam; - private DeviceBuffer m_wvpParam; - private DeviceBuffer m_lightPosParam; - private DeviceBuffer m_camPosParam; - - private ResourceLayout m_worldLightCBLayout; - private ResourceSet m_worldLightCBSet; - - private ResourceLayout m_materialCBLayout; - - private SN.Vector3 m_sceneCenter, m_sceneMin, m_sceneMax; - - public SN.Matrix4x4 WorldMatrix { get; set; } - public SN.Vector3 LightPosition { get; set; } - - public SN.Vector3 SceneCenter { get { return m_sceneCenter; } } - public SN.Vector3 SceneMin { get { return m_sceneMin; } } - public SN.Vector3 SceneMax { get { return m_sceneMax; } } - - public static SimpleModel LoadFromFile(String filePath, GraphicsDevice gd, PostProcessSteps ppSteps, params PropertyConfig[] configs) - { - if(!File.Exists(filePath) || gd == null) - return null; - - AssimpContext importer = new AssimpContext(); - if(configs != null) - { - foreach(PropertyConfig config in configs) - importer.SetConfig(config); - } - - Scene scene = importer.ImportFile(filePath, ppSteps); - if(scene == null) - return null; - - SimpleModel model = new SimpleModel(); - model.WorldMatrix = SN.Matrix4x4.Identity; - if(!model.CreateVertexBuffer(scene, gd, Path.GetDirectoryName(filePath))) - return null; - - model.ComputeBoundingBox(scene); - model.AdjustModelScale(); - - return model; - } - - public SimpleModel() - { - m_meshesData = new List(); - m_materials = new List(); - m_meshesToDraw = new List(); - } - - public void Draw(CommandList cmdList, Camera cam) - { - cmdList.SetVertexBuffer(0, m_vertexBuffer); - cmdList.SetIndexBuffer(m_indexBuffer, IndexFormat.UInt32); - cmdList.SetPipeline(m_pipelineState); - - SN.Matrix4x4 transform = WorldMatrix; - - for(int i = 0; i < m_meshesToDraw.Count; i++) - { - MeshDrawCall drawParams = m_meshesToDraw[i]; - MeshPart partData = m_meshesData[drawParams.MeshPartIndex]; - SimpleMaterial material = m_materials[partData.MaterialIndex]; - - SN.Matrix4x4 w = drawParams.World * transform; - SN.Matrix4x4 wvp = w * cam.ViewProjection; - - cmdList.UpdateBuffer(m_wvpParam, 0, ref wvp); - cmdList.UpdateBuffer(m_worldParam, 0, ref w); - cmdList.UpdateBuffer(m_lightPosParam, 0, LightPosition); - cmdList.UpdateBuffer(m_camPosParam, 0, cam.Position); - - cmdList.SetGraphicsResourceSet(0, m_worldLightCBSet); - cmdList.SetGraphicsResourceSet(1, material.ColorAndTexture); - - cmdList.DrawIndexed((uint) partData.IndexCount, 1, (uint) partData.IndexOffset, 0, 0); - } - } - - private void GatherVertexCounts(Scene scene, out int vertexCount, out int indexCount) - { - vertexCount = 0; - indexCount = 0; - - foreach(Mesh m in scene.Meshes) - { - vertexCount += m.VertexCount; - indexCount += 3 * m.FaceCount; - } - } - - private bool CreateVertexBuffer(Scene scene, GraphicsDevice gd, String baseDir) - { - int vCount, iCount; - GatherVertexCounts(scene, out vCount, out iCount); - - if(vCount == 0 || iCount == 0) - return false; - - //Load mesh data and all the mesh instances to draw. We put all the geometry into a single vertex buffer/index buffer. Each draw call has exactly one material - //and will draw potentially a subset of the geometry - VertexPositionNormalTexture[] vertices = new VertexPositionNormalTexture[vCount]; - uint[] indices = new uint[iCount]; - - int vIndex = 0; - int iIndex = 0; - int vertexOffset = 0; - int indexOffset = 0; - foreach(Mesh m in scene.Meshes) - { - List verts = m.Vertices; - List norms = (m.HasNormals) ? m.Normals : null; - List uvs = m.HasTextureCoords(0) ? m.TextureCoordinateChannels[0] : null; - for(int i = 0; i < verts.Count; i++) - { - Vector3D pos = verts[i]; - Vector3D norm = (norms != null) ? norms[i] : new Vector3D(0, 0, 0); - Vector3D uv = (uvs != null) ? uvs[i] : new Vector3D(0, 0, 0); - - vertices[vIndex++] = new VertexPositionNormalTexture(pos, norm, new Vector2D(uv.X, 1 - uv.Y)); //Invert Y coordinate! - } - - List faces = m.Faces; - for(int i = 0; i < faces.Count; i++) - { - Face f = faces[i]; - - //Ignore non-triangle faces - if(f.IndexCount != 3) - { - indices[iIndex++] = 0; - indices[iIndex++] = 0; - indices[iIndex++] = 0; - continue; - } - - indices[iIndex++] = (uint) (f.Indices[0] + vertexOffset); - indices[iIndex++] = (uint) (f.Indices[1] + vertexOffset); - indices[iIndex++] = (uint) (f.Indices[2] + vertexOffset); - } - - int indexCountForMesh = faces.Count * 3; - m_meshesData.Add(new MeshPart(m.MaterialIndex, indexOffset, indexCountForMesh)); - - vertexOffset += verts.Count; - indexOffset += indexCountForMesh; - } - - //Gather up all the nodes (and their final world transform) that have meshes - FindAllMeshInstances(scene.RootNode, SN.Matrix4x4.Identity); - - if(m_meshesData.Count == 0 || m_meshesToDraw.Count == 0) - return false; - - //Create and load materials - this is rather dumb, as textures might be loaded multiple times if multiple materials use the same file. - m_materialCBLayout = gd.ResourceFactory.CreateResourceLayout(new ResourceLayoutDescription( - new ResourceLayoutElementDescription("DiffuseColor", ResourceKind.UniformBuffer, ShaderStages.Fragment), - new ResourceLayoutElementDescription("DiffuseTexture", ResourceKind.TextureReadOnly, ShaderStages.Fragment), - new ResourceLayoutElementDescription("DiffuseSampler", ResourceKind.Sampler, ShaderStages.Fragment))); - - foreach(Material m in scene.Materials) - { - Color4D diffuseColor = new Color4D(1, 1, 1, 1); - if(m.HasColorDiffuse) - diffuseColor = m.ColorDiffuse; - - String filePath = String.Empty; - if(m.HasTextureDiffuse) - filePath = Path.Combine(baseDir, m.TextureDiffuse.FilePath); - - m_materials.Add(new SimpleMaterial(gd, diffuseColor, filePath, m_materialCBLayout)); - } - - //Start creating all the needed GPU resources - - m_vertexBuffer = gd.ResourceFactory.CreateBuffer(new BufferDescription((uint) vCount * VertexPositionNormalTexture.SizeInBytes, BufferUsage.VertexBuffer)); - gd.UpdateBuffer(m_vertexBuffer, 0, vertices); - - m_indexBuffer = gd.ResourceFactory.CreateBuffer(new BufferDescription((uint) iCount * sizeof(uint), BufferUsage.IndexBuffer)); - gd.UpdateBuffer(m_indexBuffer, 0, indices); - - m_shaderSet = new ShaderSetDescription( - new[] - { - new VertexLayoutDescription( - new VertexElementDescription("Position", VertexElementSemantic.Position, VertexElementFormat.Float3), - new VertexElementDescription("Normal", VertexElementSemantic.Normal, VertexElementFormat.Float3), - new VertexElementDescription("TexCoords", VertexElementSemantic.TextureCoordinate, VertexElementFormat.Float2)) - }, - new[] - { - Helper.LoadShader(gd.ResourceFactory, "SimpleTextured", ShaderStages.Vertex, "VS"), - Helper.LoadShader(gd.ResourceFactory, "SimpleTextured", ShaderStages.Fragment, "FS") - }); - - m_wvpParam = gd.ResourceFactory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer | BufferUsage.Dynamic)); - m_worldParam = gd.ResourceFactory.CreateBuffer(new BufferDescription(64, BufferUsage.UniformBuffer | BufferUsage.Dynamic)); - m_lightPosParam = gd.ResourceFactory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer | BufferUsage.Dynamic)); - m_camPosParam = gd.ResourceFactory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer | BufferUsage.Dynamic)); - - m_worldLightCBLayout = gd.ResourceFactory.CreateResourceLayout(new ResourceLayoutDescription( - new ResourceLayoutElementDescription("WorldViewProjection", ResourceKind.UniformBuffer, ShaderStages.Vertex), - new ResourceLayoutElementDescription("World", ResourceKind.UniformBuffer, ShaderStages.Vertex), - new ResourceLayoutElementDescription("LightPosition", ResourceKind.UniformBuffer, ShaderStages.Fragment), - new ResourceLayoutElementDescription("CameraPosition", ResourceKind.UniformBuffer, ShaderStages.Fragment) - )); - - m_worldLightCBSet = gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription( - m_worldLightCBLayout, m_wvpParam, m_worldParam, m_lightPosParam, m_camPosParam - )); - - m_pipelineState = gd.ResourceFactory.CreateGraphicsPipeline(new GraphicsPipelineDescription( - BlendStateDescription.SingleOverrideBlend, - DepthStencilStateDescription.DepthOnlyLessEqual, - RasterizerStateDescription.Default, - //new RasterizerStateDescription(FaceCullMode.Back, PolygonFillMode.Wireframe, FrontFace.CounterClockwise, false, false), - PrimitiveTopology.TriangleList, - m_shaderSet, new[] { m_worldLightCBLayout, m_materialCBLayout }, - gd.MainSwapchain.Framebuffer.OutputDescription - )); - - return true; - } - - private void FindAllMeshInstances(Node parent, in SN.Matrix4x4 rootTransform) - { - SN.Matrix4x4 trafo; - Helper.ToNumerics(parent.Transform, out trafo); - - SN.Matrix4x4 world = trafo * rootTransform; - - foreach(int meshIndex in parent.MeshIndices) - m_meshesToDraw.Add(new MeshDrawCall(meshIndex, world)); - - foreach(Node child in parent.Children) - FindAllMeshInstances(child, world); - } - - public void Dispose() - { - m_vertexBuffer.Dispose(); - m_indexBuffer.Dispose(); - - m_worldLightCBLayout.Dispose(); - m_worldLightCBSet.Dispose(); - m_wvpParam.Dispose(); - m_worldParam.Dispose(); - m_lightPosParam.Dispose(); - m_camPosParam.Dispose(); - m_materialCBLayout.Dispose(); - m_pipelineState.Dispose(); - - foreach(Shader sh in m_shaderSet.Shaders) - sh.Dispose(); - - foreach(SimpleMaterial mat in m_materials) - mat.Dispose(); - } - - private void ComputeBoundingBox(Scene scene) - { - m_sceneMin = new SN.Vector3(1e10f, 1e10f, 1e10f); - m_sceneMax = new SN.Vector3(-1e10f, -1e10f, -1e10f); - SN.Matrix4x4 identity = SN.Matrix4x4.Identity; - - ComputeBoundingBox(scene, scene.RootNode, ref m_sceneMin, ref m_sceneMax, ref identity); - - m_sceneCenter.X = (m_sceneMin.X + m_sceneMax.X) / 2.0f; - m_sceneCenter.Y = (m_sceneMin.Y + m_sceneMax.Y) / 2.0f; - m_sceneCenter.Z = (m_sceneMin.Z + m_sceneMax.Z) / 2.0f; - } - - private void ComputeBoundingBox(Scene scene, Node node, ref SN.Vector3 min, ref SN.Vector3 max, ref SN.Matrix4x4 trafo) - { - SN.Matrix4x4 prev = trafo; - SN.Matrix4x4 curr; - Helper.ToNumerics(node.Transform, out curr); - trafo = prev * curr; - - if(node.HasMeshes) - { - foreach(int index in node.MeshIndices) - { - Mesh mesh = scene.Meshes[index]; - for(int i = 0; i < mesh.VertexCount; i++) - { - SN.Vector3 tmp; - Helper.ToNumerics(mesh.Vertices[i], out tmp); - tmp = SN.Vector3.Transform(tmp, trafo); - - min.X = Math.Min(min.X, tmp.X); - min.Y = Math.Min(min.Y, tmp.Y); - min.Z = Math.Min(min.Z, tmp.Z); - - max.X = Math.Max(max.X, tmp.X); - max.Y = Math.Max(max.Y, tmp.Y); - max.Z = Math.Max(max.Z, tmp.Z); - } - } - } - - for(int i = 0; i < node.ChildCount; i++) - ComputeBoundingBox(scene, node.Children[i], ref min, ref max, ref trafo); - - trafo = prev; - } - - private void AdjustModelScale() - { - //Make sure the model isn't GIGANTIC and blows out our depth precision because the camera and clip planes adjust to the bounding volume - float scale = m_sceneMax.X - m_sceneMin.X; - scale = Math.Max(m_sceneMax.Y - m_sceneMin.Y, scale); - scale = Math.Max(m_sceneMax.Z - m_sceneMin.Z, scale); - scale = (1.0f / scale) * 2.0f; - - SN.Matrix4x4 scaleMatrix = SN.Matrix4x4.CreateScale(scale); - - for(int i = 0; i < m_meshesToDraw.Count; i++) - { - MeshDrawCall mesh = m_meshesToDraw[i]; - mesh.World = mesh.World * scaleMatrix; - m_meshesToDraw[i] = mesh; - } - - m_sceneCenter = SN.Vector3.Transform(m_sceneCenter, scaleMatrix); - m_sceneMin = SN.Vector3.Transform(m_sceneMin, scaleMatrix); - m_sceneMax = SN.Vector3.Transform(m_sceneMax, scaleMatrix); - } - } - - public struct MeshDrawCall - { - public int MeshPartIndex; - public SN.Matrix4x4 World; - - public MeshDrawCall(int meshIndex, in SN.Matrix4x4 world) - { - MeshPartIndex = meshIndex; - World = world; - } - } - - public struct MeshPart - { - public int MaterialIndex; - - public int IndexOffset; - public int IndexCount; - - public MeshPart(int matIndex, int indexOffset, int indexCount) - { - MaterialIndex = matIndex; - - IndexOffset = indexOffset; - IndexCount = indexCount; - } - } - - public sealed class SimpleMaterial : IDisposable - { - public ResourceSet ColorAndTexture; - - private Texture m_tex; - private TextureView m_texView; - private DeviceBuffer m_materialConstantBuffer; - - public SimpleMaterial(GraphicsDevice gd, Color4D diffuseColor, String texPath, ResourceLayout layout) - { - m_materialConstantBuffer = gd.ResourceFactory.CreateBuffer(new BufferDescription(16, BufferUsage.UniformBuffer)); - gd.UpdateBuffer(m_materialConstantBuffer, 0, ref diffuseColor); - - if(File.Exists(texPath)) - { - try - { - m_tex = Helper.LoadTextureFromFile(texPath, gd, gd.ResourceFactory); - } - catch(Exception) { } - } - - - if(m_tex == null) - { - m_tex = gd.ResourceFactory.CreateTexture(new TextureDescription(1, 1, 1, 1, 1, PixelFormat.B8_G8_R8_A8_UNorm, TextureUsage.Sampled, Veldrid.TextureType.Texture2D)); - Color[] color = new Color[1] { Color.White }; - gd.UpdateTexture(m_tex, color, 0, 0, 0, 1, 1, 1, 0, 0); - } - - m_texView = gd.ResourceFactory.CreateTextureView(m_tex); - - ColorAndTexture = gd.ResourceFactory.CreateResourceSet(new ResourceSetDescription(layout, m_materialConstantBuffer, m_texView, gd.Aniso4xSampler)); - } - - public void Dispose() - { - if(m_materialConstantBuffer != null) - { - m_materialConstantBuffer.Dispose(); - m_materialConstantBuffer = null; - } - - if(ColorAndTexture != null) - { - ColorAndTexture.Dispose(); - ColorAndTexture = null; - } - - if(m_texView != null) - { - m_texView.Dispose(); - m_texView = null; - } - - if(m_tex != null) - { - m_tex.Dispose(); - m_tex = null; - } - } - } - - [StructLayout(LayoutKind.Sequential)] - public struct VertexPositionNormalTexture - { - public static readonly uint SizeInBytes = (uint) MemoryHelper.SizeOf(); - - public float PosX; - public float PosY; - public float PosZ; - - public float NormX; - public float NormY; - public float NormZ; - - public float TexU; - public float TexV; - - public VertexPositionNormalTexture(in Vector3D pos, in Vector3D norm, in Vector2D uv) - { - PosX = pos.X; - PosY = pos.Y; - PosZ = pos.Z; - - NormX = norm.X; - NormY = norm.Y; - NormZ = norm.Z; - - TexU = uv.X; - TexV = uv.Y; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/AssimpContextTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/AssimpContextTestFixture.cs deleted file mode 100644 index 4c53c50d..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/AssimpContextTestFixture.cs +++ /dev/null @@ -1,443 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Threading; -using System.Collections.Generic; -using Assimp.Configs; -using Assimp.Unmanaged; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class AssimpContextTestFixture - { - [OneTimeSetUp] - public void Setup() - { - String outputPath = Path.Combine(TestHelper.RootPath, "TestFiles/output"); - - if (!Directory.Exists(outputPath)) - Directory.CreateDirectory(outputPath); - - IEnumerable filePaths = Directory.GetFiles(outputPath); - - foreach(String filePath in filePaths) - { - if (File.Exists(filePath)) - File.Delete(filePath); - } - } - - [Test] - public void TestExportBadFormatId() - { - AssimpContext importer = new AssimpContext(); - NormalSmoothingAngleConfig config = new NormalSmoothingAngleConfig(66.0f); - importer.SetConfig(config); - - LogStream logStream = new LogStream(delegate (string msg, string userData) - { - Console.WriteLine(msg); - }); - logStream.Attach(); - - Scene collada = importer.ImportFile(Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae")); - - bool success = importer.ExportFile(collada, Path.Combine(TestHelper.RootPath, "TestFiles/output/exportedCollada.dae"), "dae"); - - Assert.IsFalse(success); - - success = importer.ExportFile(collada, Path.Combine(TestHelper.RootPath, "TestFiles/output/exportedCollada.dae"), "collada"); - - Assert.IsTrue(success); - } - - [Test] - public void TestExportToBlob() - { - String colladaPath = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - - AssimpContext context = new AssimpContext(); - Scene ducky = context.ImportFile(colladaPath); - ExportDataBlob blob = context.ExportToBlob(ducky, "obj"); - - Assert.IsTrue(blob.HasData); - Assert.IsTrue(blob.NextBlob != null); - Assert.IsTrue(blob.NextBlob.Name.Equals("mtl")); - } - - [Test] - public void TestImportExportFile() - { - String colladaPath = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - String plyPath = Path.Combine(TestHelper.RootPath, "TestFiles/output/duck.ply"); - - AssimpContext context = new AssimpContext(); - Scene ducky = context.ImportFile(colladaPath); - context.ExportFile(ducky, plyPath, "ply"); - } - - [Test] - public void TestImportExportImportFile() - { - String colladaPath = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - String plyPath = Path.Combine(TestHelper.RootPath, "TestFiles/output/duck2.dae"); - - AssimpContext context = new AssimpContext(); - Scene ducky = context.ImportFile(colladaPath); - context.ExportFile(ducky, plyPath, "collada"); - - Scene ducky2 = context.ImportFile(plyPath); - Assert.IsNotNull(ducky2); - } - - [Test] - public void TestExportToFile() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/ExportedTriangle.obj"); - - //Create a very simple scene a single node with a mesh that has a single face, a triangle and a default material - Scene scene = new Scene(); - scene.RootNode = new Node("Root"); - - Mesh triangle = new Mesh("", PrimitiveType.Triangle); - triangle.Vertices.Add(new Vector3D(1, 0, 0)); - triangle.Vertices.Add(new Vector3D(5, 5, 0)); - triangle.Vertices.Add(new Vector3D(10, 0, 0)); - triangle.Faces.Add(new Face(new int[] { 0, 1, 2 })); - triangle.MaterialIndex = 0; - - scene.Meshes.Add(triangle); - scene.RootNode.MeshIndices.Add(0); - - Material mat = new Material(); - mat.Name = "MyMaterial"; - scene.Materials.Add(mat); - - //Export the scene then read it in and compare! - - AssimpContext context = new AssimpContext(); - Assert.IsTrue(context.ExportFile(scene, path, "obj")); - - Scene importedScene = context.ImportFile(path); - Assert.IsTrue(importedScene.MeshCount == scene.MeshCount); - Assert.IsTrue(importedScene.MaterialCount == 2); //Always has the default material, should also have our material - - //Compare the meshes - Mesh importedTriangle = importedScene.Meshes[0]; - - Assert.IsTrue(importedTriangle.VertexCount == triangle.VertexCount); - for(int i = 0; i < importedTriangle.VertexCount; i++) - { - Assert.IsTrue(importedTriangle.Vertices[i].Equals(triangle.Vertices[i])); - } - - Assert.IsTrue(importedTriangle.FaceCount == triangle.FaceCount); - for(int i = 0; i < importedTriangle.FaceCount; i++) - { - Face importedFace = importedTriangle.Faces[i]; - Face face = triangle.Faces[i]; - - for(int j = 0; j < importedFace.IndexCount; j++) - { - Assert.IsTrue(importedFace.Indices[j] == face.Indices[j]); - } - } - } - - [Test] - public void TestFreeLogStreams() - { - ConsoleLogStream console1 = new ConsoleLogStream(); - ConsoleLogStream console2 = new ConsoleLogStream(); - ConsoleLogStream console3 = new ConsoleLogStream(); - - console1.Attach(); - console2.Attach(); - console3.Attach(); - - AssimpLibrary.Instance.FreeLibrary(); - - IEnumerable logs = LogStream.GetAttachedLogStreams(); - - Assert.IsEmpty(logs); - Assert.IsFalse(console1.IsAttached); - Assert.IsFalse(console2.IsAttached); - Assert.IsFalse(console3.IsAttached); - } - - [Test] - public void TestImportFromFile() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/sphere.obj"); - - AssimpContext importer = new AssimpContext(); - - importer.SetConfig(new NormalSmoothingAngleConfig(55.0f)); - importer.Scale = .5f; - importer.XAxisRotation = 25.0f; - importer.YAxisRotation = 50.0f; - LogStream.IsVerboseLoggingEnabled = true; - - Assert.IsTrue(importer.ContainsConfig(NormalSmoothingAngleConfig.NormalSmoothingAngleConfigName)); - - importer.RemoveConfigs(); - - Assert.IsFalse(importer.ContainsConfig(NormalSmoothingAngleConfig.NormalSmoothingAngleConfigName)); - - importer.SetConfig(new NormalSmoothingAngleConfig(65.0f)); - importer.SetConfig(new NormalSmoothingAngleConfig(22.5f)); - importer.RemoveConfig(NormalSmoothingAngleConfig.NormalSmoothingAngleConfigName); - - Assert.IsFalse(importer.ContainsConfig(NormalSmoothingAngleConfig.NormalSmoothingAngleConfigName)); - - importer.SetConfig(new NormalSmoothingAngleConfig(65.0f)); - - Scene scene = importer.ImportFile(path, PostProcessPreset.TargetRealTimeMaximumQuality); - - Assert.IsNotNull(scene); - Assert.IsTrue((scene.SceneFlags & SceneFlags.Incomplete) != SceneFlags.Incomplete); - } - - [Test] - public void TestImportFromStream() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - - FileStream fs = File.OpenRead(path); - - AssimpContext importer = new AssimpContext(); - LogStream.IsVerboseLoggingEnabled = true; - - LogStream logstream = new LogStream(delegate(String msg, String userData) - { - Console.WriteLine(msg); - }); - - logstream.Attach(); - - Scene scene = importer.ImportFileFromStream(fs, ".dae"); - - fs.Close(); - - Assert.IsNotNull(scene); - Assert.IsTrue((scene.SceneFlags & SceneFlags.Incomplete) != SceneFlags.Incomplete); - } - - [Test] - public void TestImportFromStreamNoFormatHint() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - - FileStream fs = File.OpenRead(path); - - AssimpContext importer = new AssimpContext(); - LogStream.IsVerboseLoggingEnabled = true; - - LogStream logstream = new LogStream(delegate (String msg, String userData) - { - Console.WriteLine(msg); - }); - - logstream.Attach(); - - Scene scene = importer.ImportFileFromStream(fs, String.Empty); //null also seems to work well - - fs.Close(); - - Assert.IsNotNull(scene); - Assert.IsTrue((scene.SceneFlags & SceneFlags.Incomplete) != SceneFlags.Incomplete); - } - - [Test] - public void TestImporterDescriptions() - { - AssimpContext importer = new AssimpContext(); - ImporterDescription[] importerDescrs = importer.GetImporterDescriptions(); - - Assert.IsNotNull(importerDescrs); - Assert.IsTrue(importerDescrs.Length > 0); - - ImporterDescription descr = importer.GetImporterDescriptionFor("obj"); - ImporterDescription descr2 = importer.GetImporterDescriptionFor(".obj"); - - Assert.IsNotNull(descr); - Assert.IsNotNull(descr2); - Assert.IsTrue(descr.Name == descr2.Name); - } - - [Test] - public void TestSupportedFormats() - { - AssimpContext importer = new AssimpContext(); - ExportFormatDescription[] exportDescs = importer.GetSupportedExportFormats(); - - String[] importFormats = importer.GetSupportedImportFormats(); - - Assert.IsNotNull(exportDescs); - Assert.IsNotNull(importFormats); - Assert.IsTrue(exportDescs.Length >= 1); - Assert.IsTrue(importFormats.Length >= 1); - - Assert.IsTrue(importer.IsExportFormatSupported(exportDescs[0].FileExtension)); - Assert.IsTrue(importer.IsImportFormatSupported(importFormats[0])); - - Assert.IsTrue(importer.IsExportFormatSupported("obj")); - Assert.IsTrue(importer.IsExportFormatSupported(".obj")); - } - - [Test] - public void TestConvertFromFile() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/Bob.md5mesh"); - String outputPath = Path.Combine(TestHelper.RootPath, "TestFiles/output/Bob.dae"); - - AssimpContext importer = new AssimpContext(); - importer.ConvertFromFileToFile(path, outputPath, "collada"); - - ExportDataBlob blob = importer.ConvertFromFileToBlob(path, "collada"); - } - - [Test] - public void TestConvertFromStreamNoFormatHint() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - String outputPath = Path.Combine(TestHelper.RootPath, "TestFiles/output/duckNoHint.obj"); - - if (File.Exists(outputPath)) - File.Delete(outputPath); - - FileStream fs = File.OpenRead(path); - - new ConsoleLogStream().Attach(); - - AssimpContext importer = new AssimpContext(); - bool success = importer.ConvertFromStreamToFile(fs, ".dae", outputPath, "obj"); - Assert.IsTrue(success); - - Assert.IsTrue(File.Exists(outputPath)); - } - - [Test] - public void TestConvertFromStream() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - String outputPath = Path.Combine(TestHelper.RootPath, "TestFiles/output/duck.obj"); - String outputPath2 = Path.Combine(TestHelper.RootPath, "TestFiles/output/duck-fromBlob.obj"); - - FileStream fs = File.OpenRead(path); - - new ConsoleLogStream().Attach(); - - AssimpContext importer = new AssimpContext(); - bool success = importer.ConvertFromStreamToFile(fs, ".dae", outputPath, "obj"); - Assert.IsTrue(success); - - fs.Position = 0; - - ExportDataBlob blob = importer.ConvertFromStreamToBlob(fs, ".dae", "collada"); - Assert.IsNotNull(blob); - - fs.Close(); - - //Take ExportDataBlob's data, write it to a memory stream and export that back to an obj and write it - - MemoryStream memStream = new MemoryStream(); - memStream.Write(blob.Data, 0, blob.Data.Length); - - memStream.Position = 0; - - success = importer.ConvertFromStreamToFile(memStream, ".dae", outputPath2, "obj"); - - memStream.Close(); - - LogStream.DetachAllLogstreams(); - - Assert.IsTrue(success); - } - - [Test] - public void TestMultipleImportersMultipleThreads() - { - LogStream.IsVerboseLoggingEnabled = true; - - Thread threadA = new Thread(new ThreadStart(LoadSceneB)); - Thread threadB = new Thread(new ThreadStart(LoadSceneB)); - Thread threadC = new Thread(new ThreadStart(ConvertSceneC)); - - threadB.Start(); - threadA.Start(); - threadC.Start(); - - threadC.Join(); - threadA.Join(); - threadB.Join(); - - LogStream.DetachAllLogstreams(); - } - - private void LoadSceneA() - { - Console.WriteLine("Thread A: Starting import."); - AssimpContext importer = new AssimpContext(); - String path = Path.Combine(TestHelper.RootPath, "TestFiles/Bob.md5mesh"); - - new ConsoleLogStream("Thread A:").Attach(); - Console.WriteLine("Thread A: Importing"); - Scene scene = importer.ImportFile(path); - Console.WriteLine("Thread A: Done importing"); - } - - private void LoadSceneB() - { - Console.WriteLine("Thread B: Starting import."); - AssimpContext importer = new AssimpContext(); - String path = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - - new ConsoleLogStream("Thread B:").Attach(); - importer.SetConfig(new NormalSmoothingAngleConfig(55.0f)); - Console.WriteLine("Thread B: Importing"); - Scene scene = importer.ImportFile(path); - Console.WriteLine("Thread B: Done importing"); - } - - private void ConvertSceneC() - { - Console.WriteLine("Thread C: Starting convert."); - AssimpContext importer = new AssimpContext(); - String path = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - String outputPath = Path.Combine(TestHelper.RootPath, "TestFiles/duck2.obj"); - - new ConsoleLogStream("Thread C:").Attach(); - importer.SetConfig(new NormalSmoothingAngleConfig(55.0f)); - importer.SetConfig(new FavorSpeedConfig(true)); - - Console.WriteLine("Thread C: Converting"); - ExportDataBlob blob = importer.ConvertFromFileToBlob(path, "obj"); - - Console.WriteLine("Thread C: Done converting"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/Color3DTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/Color3DTestFixture.cs deleted file mode 100644 index 570e5281..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/Color3DTestFixture.cs +++ /dev/null @@ -1,225 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class Color3DTestFixture - { - [Test] - public void TestIndexer() - { - float r = .25f, g = .5f, b = .05f; - Color3D c = new Color3D(); - c[0] = r; - c[1] = g; - c[2] = b; - TestHelper.AssertEquals(r, c[0], "Test Indexer, R"); - TestHelper.AssertEquals(g, c[1], "Test Indexer, G"); - TestHelper.AssertEquals(b, c[2], "Test Indexer, B"); - } - - [Test] - public void TestEquals() - { - float r1 = .25f, g1 = .1f, b1 = .75f; - float r2 = .75f, g2 = 1.0f, b2 = 1.0f; - - Color3D c1 = new Color3D(r1, g1, b1); - Color3D c2 = new Color3D(r1, g1, b1); - Color3D c3 = new Color3D(r2, g2, b2); - - //Test IEquatable Equals - Assert.IsTrue(c1.Equals(c2), "Test IEquatable equals"); - Assert.IsFalse(c1.Equals(c3), "Test IEquatable equals"); - - //Test object equals override - Assert.IsTrue(c1.Equals((object) c2), "Tests object equals"); - Assert.IsFalse(c1.Equals((object) c3), "Tests object equals"); - - //Test op equals - Assert.IsTrue(c1 == c2, "Testing OpEquals"); - Assert.IsFalse(c1 == c3, "Testing OpEquals"); - - //Test op not equals - Assert.IsTrue(c1 != c3, "Testing OpNotEquals"); - Assert.IsFalse(c1 != c2, "Testing OpNotEquals"); - } - - [Test] - public void TestIsBlack() - { - Color3D c1 = new Color3D(0, 0, 0); - Color3D c2 = new Color3D(.25f, 1.0f, .5f) * .002f; - Color3D c3 = new Color3D(.25f, .65f, 1.0f); - - Assert.IsTrue(c1.IsBlack(), "Testing isBlack"); - Assert.IsTrue(c2.IsBlack(), "Testing isBlack"); - Assert.IsFalse(c3.IsBlack(), "Testing !isBlack"); - } - - [Test] - public void TestOpAdd() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float r2 = .2f, g2 = .1f, b2 = .05f; - float r = r1 + r2; - float g = g1 + g2; - float b = b1 + b2; - - Color3D c1 = new Color3D(r1, g1, b1); - Color3D c2 = new Color3D(r2, g2, b2); - Color3D c = c1 + c2; - - TestHelper.AssertEquals(r, g, b, c, "Testing OpAdd"); - } - - [Test] - public void TestOpAddValue() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float value = .2f; - float r = r1 + value; - float g = g1 + value; - float b = b1 + value; - - Color3D c1 = new Color3D(r1, g1, b1); - - //Test left to right - Color3D c = c1 + value; - TestHelper.AssertEquals(r, g, b, c, "Testing OpAddValue"); - - //Test right to left - c = value + c1; - TestHelper.AssertEquals(r, g, b, c, "Testing OpAddValue"); - } - - [Test] - public void TestOpSubtract() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float r2 = .2f, g2 = .1f, b2 = .05f; - float r = r1 - r2; - float g = g1 - g2; - float b = b1 - b2; - - Color3D c1 = new Color3D(r1, g1, b1); - Color3D c2 = new Color3D(r2, g2, b2); - Color3D c = c1 - c2; - - TestHelper.AssertEquals(r, g, b, c, "Testing OpSubtract"); - } - - [Test] - public void TestOpSubtractByValue() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float value = .2f; - float r = r1 - value; - float g = g1 - value; - float b = b1 - value; - - Color3D c1 = new Color3D(r1, g1, b1); - - //Test left to right - Color3D c = c1 - value; - TestHelper.AssertEquals(r, g, b, c, "Testing OpSubtractValue"); - - r = value - r1; - g = value - g1; - b = value - b1; - - //Test right to left - c = value - c1; - TestHelper.AssertEquals(r, g, b, c, "Testing OpSubtractValue"); - } - - [Test] - public void TestOpMultiply() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float r2 = .2f, g2 = .1f, b2 = .05f; - float r = r1 * r2; - float g = g1 * g2; - float b = b1 * b2; - - Color3D c1 = new Color3D(r1, g1, b1); - Color3D c2 = new Color3D(r2, g2, b2); - Color3D c = c1 * c2; - - TestHelper.AssertEquals(r, g, b, c, "Testing OpMultiply"); - } - - [Test] - public void TestOpMultiplyByScalar() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float value = .2f; - float r = r1 * value; - float g = g1 * value; - float b = b1 * value; - - Color3D c1 = new Color3D(r1, g1, b1); - - //Test left to right - Color3D c = c1 * value; - TestHelper.AssertEquals(r, g, b, c, "Testing OpMultiplyByValue"); - - //Test right to left - c = value * c1; - TestHelper.AssertEquals(r, g, b, c, "Testing OpMultiplyByValue"); - } - - [Test] - public void TestDivide() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float r2 = .2f, g2 = .1f, b2 = .05f; - float r = r1 / r2; - float g = g1 / g2; - float b = b1 / b2; - - Color3D c1 = new Color3D(r1, g1, b1); - Color3D c2 = new Color3D(r2, g2, b2); - Color3D c = c1 / c2; - - TestHelper.AssertEquals(r, g, b, c, "Testing OpDivide"); - } - - [Test] - public void TestDivideByFactor() - { - float r1 = .5f, g1 = .25f, b1 = .7f; - float value = .2f; - float r = r1 / value; - float g = g1 / value; - float b = b1 / value; - - Color3D c1 = new Color3D(r1, g1, b1); - - Color3D c = c1 / value; - TestHelper.AssertEquals(r, g, b, c, "Testing OpDivideByFactor"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/Color4DTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/Color4DTestFixture.cs deleted file mode 100644 index acbb8d72..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/Color4DTestFixture.cs +++ /dev/null @@ -1,236 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class Color4DTestFixture - { - [Test] - public void TestIndexer() - { - float r = .25f, g = .5f, b = .05f, a = 1.0f; - Color4D c = new Color4D(); - c[0] = r; - c[1] = g; - c[2] = b; - c[3] = a; - TestHelper.AssertEquals(r, c[0], "Test Indexer, R"); - TestHelper.AssertEquals(g, c[1], "Test Indexer, G"); - TestHelper.AssertEquals(b, c[2], "Test Indexer, B"); - TestHelper.AssertEquals(a, c[3], "Test Indexer, A"); - } - - [Test] - public void TestEquals() - { - float r1 = .25f, g1 = .1f, b1 = .75f, a1 = 1.0f; - float r2 = .75f, g2 = 1.0f, b2 = 1.0f, a2 = .5f; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - Color4D c2 = new Color4D(r1, g1, b1, a1); - Color4D c3 = new Color4D(r2, g2, b2, a2); - - //Test IEquatable Equals - Assert.IsTrue(c1.Equals(c2), "Test IEquatable equals"); - Assert.IsFalse(c1.Equals(c3), "Test IEquatable equals"); - - //Test object equals override - Assert.IsTrue(c1.Equals((object) c2), "Tests object equals"); - Assert.IsFalse(c1.Equals((object) c3), "Tests object equals"); - - //Test op equals - Assert.IsTrue(c1 == c2, "Testing OpEquals"); - Assert.IsFalse(c1 == c3, "Testing OpEquals"); - - //Test op not equals - Assert.IsTrue(c1 != c3, "Testing OpNotEquals"); - Assert.IsFalse(c1 != c2, "Testing OpNotEquals"); - } - - [Test] - public void TestIsBlack() - { - Color4D c1 = new Color4D(0, 0, 0, 1.0f); - Color4D c2 = new Color4D(.25f, 1.0f, .5f, 1.0f) * .002f; - Color4D c3 = new Color4D(.25f, .65f, 1.0f); - - Assert.IsTrue(c1.IsBlack(), "Testing isBlack"); - Assert.IsTrue(c2.IsBlack(), "Testing isBlack"); - Assert.IsFalse(c3.IsBlack(), "Testing !isBlack"); - } - - [Test] - public void TestOpAdd() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float r2 = .2f, g2 = .1f, b2 = .05f, a2 = .25f; - float r = r1 + r2; - float g = g1 + g2; - float b = b1 + b2; - float a = a1 + a2; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - Color4D c2 = new Color4D(r2, g2, b2, a2); - Color4D c = c1 + c2; - - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpAdd"); - } - - [Test] - public void TestOpAddValue() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float value = .2f; - float r = r1 + value; - float g = g1 + value; - float b = b1 + value; - float a = a1 + value; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - - //Test left to right - Color4D c = c1 + value; - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpAddValue"); - - //Test right to left - c = value + c1; - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpAddValue"); - } - - [Test] - public void TestOpSubtract() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float r2 = .2f, g2 = .1f, b2 = .05f, a2 = .25f; - float r = r1 - r2; - float g = g1 - g2; - float b = b1 - b2; - float a = a1 - a2; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - Color4D c2 = new Color4D(r2, g2, b2, a2); - Color4D c = c1 - c2; - - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpSubtract"); - } - - [Test] - public void TestOpSubtractByValue() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float value = .2f; - float r = r1 - value; - float g = g1 - value; - float b = b1 - value; - float a = a1 - value; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - - //Test left to right - Color4D c = c1 - value; - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpSubtractValue"); - - r = value - r1; - g = value - g1; - b = value - b1; - a = value - a1; - - //Test right to left - c = value - c1; - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpSubtractValue"); - } - - [Test] - public void TestOpMultiply() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float r2 = .2f, g2 = .1f, b2 = .05f, a2 = .25f; - float r = r1 * r2; - float g = g1 * g2; - float b = b1 * b2; - float a = a1 * a2; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - Color4D c2 = new Color4D(r2, g2, b2, a2); - Color4D c = c1 * c2; - - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpMultiply"); - } - - [Test] - public void TestOpMultiplyByScalar() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float value = .2f; - float r = r1 * value; - float g = g1 * value; - float b = b1 * value; - float a = a1 * value; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - - //Test left to right - Color4D c = c1 * value; - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpMultiplyByValue"); - - //Test right to left - c = value * c1; - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpMultiplyByValue"); - } - - [Test] - public void TestDivide() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float r2 = .2f, g2 = .1f, b2 = .05f, a2 = .25f; - float r = r1 / r2; - float g = g1 / g2; - float b = b1 / b2; - float a = a1 / a2; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - Color4D c2 = new Color4D(r2, g2, b2, a2); - Color4D c = c1 / c2; - - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpDivide"); - } - - [Test] - public void TestDivideByFactor() - { - float r1 = .5f, g1 = .25f, b1 = .7f, a1 = 1.0f; - float value = .2f; - float r = r1 / value; - float g = g1 / value; - float b = b1 / value; - float a = a1 / value; - - Color4D c1 = new Color4D(r1, g1, b1, a1); - - Color4D c = c1 / value; - TestHelper.AssertEquals(r, g, b, a, c, "Testing OpDivideByFactor"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/ExportDataBlobTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/ExportDataBlobTestFixture.cs deleted file mode 100644 index 92d9e70f..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/ExportDataBlobTestFixture.cs +++ /dev/null @@ -1,61 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class ExportDataBlobTestFixture - { - [Test] - public void TestToStream() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/duck.dae"); - - AssimpContext importer = new AssimpContext(); - ExportDataBlob blob = importer.ConvertFromFileToBlob(path, "obj"); - - Assert.IsNotNull(blob); - - MemoryStream stream = new MemoryStream(); - blob.ToStream(stream); - - Assert.IsTrue(stream.Length != 0); - stream.Position = 0; - - ExportDataBlob blob2 = ExportDataBlob.FromStream(stream); - - Assert.IsNotNull(blob2); - Assert.IsTrue(blob.Data.Length == blob.Data.Length); - - if(blob.NextBlob != null) - { - Assert.IsTrue(blob2.NextBlob != null); - Assert.IsTrue(blob2.NextBlob.Name.Equals(blob.NextBlob.Name)); - Assert.IsTrue(blob2.NextBlob.Data.Length == blob.NextBlob.Data.Length); - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/IOSystem_TestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/IOSystem_TestFixture.cs deleted file mode 100644 index 6edcfd36..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/IOSystem_TestFixture.cs +++ /dev/null @@ -1,113 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class IOSystem_TestFixture - { - [Test] - public void TestMultiSearchDirectoryLoad() - { - String fileName = "fenris.lws"; - String[] searchPaths = { Path.Combine(TestHelper.RootPath, "TestFiles/fenris/scenes"), Path.Combine(TestHelper.RootPath, "TestFiles/fenris/objects") }; - FileIOSystem ioSystem = new FileIOSystem(searchPaths); - - AssimpContext importer = new AssimpContext(); - importer.SetIOSystem(ioSystem); - - //None, using the "target high quality flags caused a crash with this model. - Scene scene = importer.ImportFile(fileName, PostProcessSteps.None); - Assert.IsNotNull(scene); - } - - [Test] - public void TestMultiSearchDirectoryConvert() - { - String fileName = Path.Combine(TestHelper.RootPath, "TestFiles/fenris/scenes/fenris.lws"); - String[] searchPaths = { Path.Combine(TestHelper.RootPath, "TestFiles/fenris/objects") }; - FileIOSystem ioSystem = new FileIOSystem(searchPaths); - - AssimpContext importer = new AssimpContext(); - importer.SetIOSystem(ioSystem); - - //Output path has to be specified fully, since we may be creating the file - String outputPath = Path.Combine(TestHelper.RootPath, "TestFiles/fenris/fenris2.obj"); - importer.ConvertFromFileToFile(fileName, PostProcessSteps.None, outputPath, "obj", PostProcessSteps.None); - } - - [Test] - public void TestIOSystemError() - { - String fileName = "duckduck.dae"; //GOOSE! - String[] searchPaths = { Path.Combine(TestHelper.RootPath, "TestFiles") }; - FileIOSystem ioSystem = new FileIOSystem(searchPaths); - - AssimpContext importer = new AssimpContext(); - importer.SetIOSystem(ioSystem); - Assert.Throws(delegate() - { - importer.ImportFile(fileName, PostProcessSteps.None); - }); - } - - [Test] - public void TestIOSystem_ImportObj() - { - String dir = Path.Combine(TestHelper.RootPath, "TestFiles"); - LogStream.IsVerboseLoggingEnabled = true; - ConsoleLogStream log = new ConsoleLogStream(); - log.Attach(); - - using(AssimpContext importer = new AssimpContext()) - { - FileIOSystem iOSystem = new FileIOSystem(dir); - importer.SetIOSystem(iOSystem); - - //Using stream does not use the IO system... - using(Stream fs = File.OpenRead(Path.Combine(dir, "sphere.obj"))) - { - Scene scene = importer.ImportFileFromStream(fs, "obj"); - Assert.IsTrue(scene != null); - Assert.IsTrue(scene.HasMeshes); - Assert.IsTrue(scene.HasMaterials); - - //No material file, so the mesh will always use the default material - Assert.IsTrue(scene.Materials[scene.Meshes[0].MaterialIndex].Name == "DefaultMaterial"); - } - - //Using custom IO system requires us to pass in the file name, assimp will ask the io system to get a stream - Scene scene2 = importer.ImportFile("sphere.obj"); - Assert.IsTrue(scene2 != null); - Assert.IsTrue(scene2.HasMeshes); - Assert.IsTrue(scene2.HasMaterials); - - //Should have found a material with the name "SphereMaterial" in the mtl file - Assert.IsTrue(scene2.Materials[scene2.Meshes[0].MaterialIndex].Name == "SphereMaterial"); - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/MarshalingTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/MarshalingTestFixture.cs deleted file mode 100644 index 1da990d9..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/MarshalingTestFixture.cs +++ /dev/null @@ -1,99 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Threading; -using System.Collections.Generic; -using Assimp.Configs; -using Assimp.Unmanaged; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class MarshalingTestFixture - { - [Test] - public void TestMarshal_MeshMorphAnimationChannel() - { - MeshMorphAnimationChannel morph = new MeshMorphAnimationChannel(); - morph.Name = "TestMorph"; - - MeshMorphKey morphKey1 = new MeshMorphKey(); - morphKey1.Time = 0.0f; - morphKey1.Values.Add(1); - morphKey1.Values.Add(2); - morphKey1.Weights.Add(0.5); - morphKey1.Weights.Add(1.0); - - MeshMorphKey morphKey2 = new MeshMorphKey(); - morphKey2.Time = 1.0f; - morphKey2.Values.Add(1); - morphKey2.Values.Add(2); - morphKey2.Weights.Add(.25); - morphKey2.Weights.Add(.25); - - morph.MeshMorphKeys.Add(morphKey1); - morph.MeshMorphKeys.Add(morphKey2); - - Animation anim = new Animation(); - anim.MeshMorphAnimationChannels.Add(morph); - - Scene scene = new Scene(); - scene.Animations.Add(anim); - - IntPtr scenePtr = Scene.ToUnmanagedScene(scene); - Assert.IsTrue(scenePtr != IntPtr.Zero); - - Scene scene2 = Scene.FromUnmanagedScene(scenePtr); - Scene.FreeUnmanagedScene(scenePtr); - - Assert.IsTrue(scene2.AnimationCount == 1); - - Animation otherAnim = scene2.Animations[0]; - Assert.IsTrue(otherAnim.MeshMorphAnimationChannelCount == 1); - - MeshMorphAnimationChannel otherMorph = otherAnim.MeshMorphAnimationChannels[0]; - - Assert.IsTrue(otherMorph.Name == morph.Name); - Assert.IsTrue(otherMorph.MeshMorphKeyCount== 2); - - CompareMorphKey(otherMorph.MeshMorphKeys[0], morph.MeshMorphKeys[0]); - CompareMorphKey(otherMorph.MeshMorphKeys[1], morph.MeshMorphKeys[1]); - } - - private void CompareMorphKey(MeshMorphKey key1, MeshMorphKey key2) - { - TestHelper.AssertEquals(key1.Time, key2.Time); - Assert.IsTrue(key1.Values.Count == key1.Weights.Count); - Assert.IsTrue(key2.Values.Count == key2.Weights.Count); - Assert.IsTrue(key1.Values.Count == key2.Values.Count); - - for(int i = 0; i < key1.Values.Count; i++) - { - TestHelper.AssertEquals(key1.Weights[i], key2.Weights[i]); - Assert.IsTrue(key1.Values[i] == key2.Values[i]); - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/Matrix3x3TestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/Matrix3x3TestFixture.cs deleted file mode 100644 index 608e769c..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/Matrix3x3TestFixture.cs +++ /dev/null @@ -1,236 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using NUnit.Framework; -using TK = OpenTK; - -namespace Assimp.Test -{ - [TestFixture] - public class Matrix3x3TestFixture - { - [Test] - public void TestIndexer() - { - float[] values = new float[] { 1.0f, 2.0f, 3.0f, 0.0f, -5.0f, .5f, .3f, .35f, .025f }; - - Matrix3x3 m = Matrix3x3.Identity; - for(int i = 0; i < 3; i++) - { - for(int j = 0; j < 3; j++) - { - float value = values[(i * 3) + j]; - //Matrix indices are one-based. - m[i + 1, j + 1] = value; - TestHelper.AssertEquals(value, m[i + 1, j + 1], String.Format("Testing [{0},{1}] indexer.", i + 1, j + 1)); - } - } - } - - [Test] - public void TestEquals() - { - Matrix3x3 m1 = new Matrix3x3(1.0f, 2.0f, 3.0f, 0.0f, -5.0f, .5f, .3f, .35f, .025f); - Matrix3x3 m2 = new Matrix3x3(1.0f, 2.0f, 3.0f, 0.0f, -5.0f, .5f, .3f, .35f, .025f); - Matrix3x3 m3 = new Matrix3x3(0.0f, 2.0f, 25.0f, 1.0f, 5.0f, 5.5f, 1.25f, 8.5f, 2.25f); - - //Test IEquatable Equals - Assert.IsTrue(m1.Equals(m2), "Test IEquatable equals"); - Assert.IsFalse(m1.Equals(m3), "Test IEquatable equals"); - - //Test object equals override - Assert.IsTrue(m1.Equals((object) m2), "Tests object equals"); - Assert.IsFalse(m1.Equals((object) m3), "Tests object equals"); - - //Test op equals - Assert.IsTrue(m1 == m2, "Testing OpEquals"); - Assert.IsFalse(m1 == m3, "Testing OpEquals"); - - //Test op not equals - Assert.IsTrue(m1 != m3, "Testing OpNotEquals"); - Assert.IsFalse(m1 != m2, "Testing OpNotEquals"); - } - - [Test] - public void TestDeterminant() - { - float x = TK.MathHelper.Pi; - float y = TK.MathHelper.PiOver3; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix3x3 m = Matrix3x3.FromRotationX(x) * Matrix3x3.FromRotationY(y); - - float tkDet = tkM.Determinant; - float det = m.Determinant(); - TestHelper.AssertEquals(tkDet, det, "Testing determinant"); - } - - [Test] - public void TestFromAngleAxis() - { - TK.Matrix4 tkM = TK.Matrix4.CreateFromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.Pi); - Matrix3x3 m = Matrix3x3.FromAngleAxis(TK.MathHelper.Pi, new Vector3D(0, 1, 0)); - - TestHelper.AssertEquals(tkM, m, "Testing from angle axis"); - } - - [Test] - public void TestFromEulerAnglesXYZ() - { - float x = TK.MathHelper.Pi; - float y = 0.0f; - float z = TK.MathHelper.PiOver4; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationZ(z); - Matrix3x3 m = Matrix3x3.FromEulerAnglesXYZ(x, y, z); - Matrix3x3 m2 = Matrix3x3.FromEulerAnglesXYZ(new Vector3D(x, y, z)); - - TestHelper.AssertEquals(tkM, m, "Testing create from euler angles"); - Assert.IsTrue(m == m2, "Testing if create from euler angle as a vector is the same as floats."); - } - - [Test] - public void TestFromRotationX() - { - float x = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x); - Matrix3x3 m = Matrix3x3.FromRotationX(x); - - TestHelper.AssertEquals(tkM, m, "Testing from rotation x"); - } - - [Test] - public void TestFromRotationY() - { - float y = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationY(y); - Matrix3x3 m = Matrix3x3.FromRotationY(y); - - TestHelper.AssertEquals(tkM, m, "Testing from rotation y"); - } - - [Test] - public void TestFromRotationZ() - { - float z = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationZ(z); - Matrix3x3 m = Matrix3x3.FromRotationZ(z); - - TestHelper.AssertEquals(tkM, m, "Testing from rotation z"); - } - - [Test] - public void TestFromScaling() - { - float x = 1.0f; - float y = 2.0f; - float z = 3.0f; - - TK.Matrix4 tkM = TK.Matrix4.CreateScale(x, y, z); - Matrix3x3 m = Matrix3x3.FromScaling(new Vector3D(x, y, z)); - - TestHelper.AssertEquals(tkM, m, "Testing from scaling"); - } - - [Test] - public void TestFromToMatrix() - { - Vector3D from = new Vector3D(1, 0, 0); - Vector3D to = new Vector3D(0, 1, 0); - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationZ(-TK.MathHelper.PiOver2); - Matrix3x3 m = Matrix3x3.FromToMatrix(to, from); - - TestHelper.AssertEquals(tkM, m, "Testing From-To rotation matrix"); - } - - [Test] - public void TestToFromQuaternion() - { - Vector3D axis = new Vector3D(.25f, .5f, 0.0f); - axis.Normalize(); - - float angle = (float) Math.PI; - - Quaternion q = new Quaternion(axis, angle); - Matrix3x3 m = q.GetMatrix(); - Quaternion q2 = new Quaternion(m); - - TestHelper.AssertEquals(q.X, q.Y, q.Z, q.W, q2, "Testing Quaternion->Matrix->Quaternion"); - } - - [Test] - public void TestInverse() - { - float x = TK.MathHelper.PiOver6; - float y = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix3x3 m = Matrix3x3.FromRotationX(x) * Matrix3x3.FromRotationY(y); - - tkM.Invert(); - m.Inverse(); - - TestHelper.AssertEquals(tkM, m, "Testing inverse"); - } - - [Test] - public void TestIdentity() - { - TK.Matrix4 tkM = TK.Matrix4.Identity; - Matrix3x3 m = Matrix3x3.Identity; - - Assert.IsTrue(m.IsIdentity, "Testing IsIdentity"); - TestHelper.AssertEquals(tkM, m, "Testing is identity to baseline"); - } - - [Test] - public void TestTranspose() - { - float x = TK.MathHelper.Pi; - float y = TK.MathHelper.PiOver4; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix3x3 m = Matrix3x3.FromRotationX(x) * Matrix3x3.FromRotationY(y); - - tkM.Transpose(); - m.Transpose(); - TestHelper.AssertEquals(tkM, m, "Testing transpose"); - } - - [Test] - public void TestOpMultiply() - { - float x = TK.MathHelper.Pi; - float y = TK.MathHelper.PiOver3; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix3x3 m = Matrix3x3.FromRotationX(x) * Matrix3x3.FromRotationY(y); - - TestHelper.AssertEquals(tkM, m, "Testing Op multiply"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/Matrix4x4TestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/Matrix4x4TestFixture.cs deleted file mode 100644 index 2216dac7..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/Matrix4x4TestFixture.cs +++ /dev/null @@ -1,271 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using NUnit.Framework; -using TK = OpenTK; - -namespace Assimp.Test -{ - [TestFixture] - public class Matrix4x4TestFixture - { - [Test] - public void TestIndexer() - { - float[] values = new float[] { 1.0f, 2.0f, 3.0f, 5.0f, 0.0f, -5.0f, .5f, 100.25f, .3f, .35f, .025f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; - - Matrix4x4 m = Matrix4x4.Identity; - for(int i = 0; i < 4; i++) - { - for(int j = 0; j < 4; j++) - { - float value = values[(i * 4) + j]; - //Matrix indices are one-based. - m[i + 1, j + 1] = value; - TestHelper.AssertEquals(value, m[i + 1, j + 1], String.Format("Testing [{0},{1}] indexer.", i + 1, j + 1)); - } - } - } - - [Test] - public void TestEquals() - { - Matrix4x4 m1 = new Matrix4x4(1.0f, 2.0f, 3.0f, 5.0f, 0.0f, -5.0f, .5f, 100.25f, .3f, .35f, .025f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); - Matrix4x4 m2 = new Matrix4x4(1.0f, 2.0f, 3.0f, 5.0f, 0.0f, -5.0f, .5f, 100.25f, .3f, .35f, .025f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); - Matrix4x4 m3 = new Matrix4x4(0.0f, 2.0f, 25.0f, 5.0f, 1.0f, 5.0f, 5.5f, 100.25f, 1.25f, 8.5f, 2.25f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); - - //Test IEquatable Equals - Assert.IsTrue(m1.Equals(m2), "Test IEquatable equals"); - Assert.IsFalse(m1.Equals(m3), "Test IEquatable equals"); - - //Test object equals override - Assert.IsTrue(m1.Equals((object) m2), "Tests object equals"); - Assert.IsFalse(m1.Equals((object) m3), "Tests object equals"); - - //Test op equals - Assert.IsTrue(m1 == m2, "Testing OpEquals"); - Assert.IsFalse(m1 == m3, "Testing OpEquals"); - - //Test op not equals - Assert.IsTrue(m1 != m3, "Testing OpNotEquals"); - Assert.IsFalse(m1 != m2, "Testing OpNotEquals"); - } - - [Test] - public void TestDecompose() - { - Vector3D axis = new Vector3D(.25f, .5f, 0.0f); - axis.Normalize(); - - Quaternion rot = new Quaternion(axis, TK.MathHelper.Pi); - float x = 50.0f; - float y = 100.0f; - float z = -50.0f; - - float scale = 2.0f; - - Matrix4x4 m = Matrix4x4.FromScaling(new Vector3D(scale, scale, scale)) * Matrix4x4.FromAngleAxis(TK.MathHelper.Pi, axis) * Matrix4x4.FromTranslation(new Vector3D(x, y, z)); - - Vector3D scaling1; - Quaternion rotation1; - Vector3D translation1; - Assimp.Unmanaged.AssimpLibrary.Instance.DecomposeMatrix(ref m, out scaling1, out rotation1, out translation1); - - Vector3D scaling2; - Quaternion rotation2; - Vector3D translation2; - m.Decompose(out scaling2, out rotation2, out translation2); - - TestHelper.AssertEquals(scaling1.X, scaling1.Y, scaling1.Z, scaling2, "Testing decomposed scaling output"); - TestHelper.AssertEquals(rotation1.X, rotation1.Y, rotation1.Z, rotation1.W, rotation2, "Testing decomposed rotation output"); - TestHelper.AssertEquals(translation1.X, translation1.Y, translation1.Z, translation2, "Testing decomposed translation output"); - - m = Matrix4x4.FromAngleAxis(TK.MathHelper.Pi, axis) * Matrix4x4.FromTranslation(new Vector3D(x, y, z)); - - m.DecomposeNoScaling(out rotation2, out translation2); - - TestHelper.AssertEquals(rot.X, rot.Y, rot.Z, rot.W, rotation2, "Testing no scaling decomposed rotation output"); - TestHelper.AssertEquals(x, y, z, translation2, "Testing no scaling decomposed translation output"); - } - - [Test] - public void TestDeterminant() - { - float x = TK.MathHelper.Pi; - float y = TK.MathHelper.PiOver3; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix4x4 m = Matrix4x4.FromRotationX(x) * Matrix4x4.FromRotationY(y); - - float tkDet = tkM.Determinant; - float det = m.Determinant(); - TestHelper.AssertEquals(tkDet, det, "Testing determinant"); - } - - [Test] - public void TestFromAngleAxis() - { - TK.Matrix4 tkM = TK.Matrix4.CreateFromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.Pi); - Matrix4x4 m = Matrix4x4.FromAngleAxis(TK.MathHelper.Pi, new Vector3D(0, 1, 0)); - - TestHelper.AssertEquals(tkM, m, "Testing from angle axis"); - } - - [Test] - public void TestFromEulerAnglesXYZ() - { - float x = TK.MathHelper.Pi; - float y = 0.0f; - float z = TK.MathHelper.PiOver4; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationZ(z); - Matrix4x4 m = Matrix4x4.FromEulerAnglesXYZ(x, y, z); - Matrix4x4 m2 = Matrix4x4.FromEulerAnglesXYZ(new Vector3D(x, y, z)); - - TestHelper.AssertEquals(tkM, m, "Testing create from euler angles"); - Assert.IsTrue(m == m2, "Testing if create from euler angle as a vector is the same as floats."); - } - - [Test] - public void TestFromRotationX() - { - float x = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x); - Matrix4x4 m = Matrix4x4.FromRotationX(x); - - TestHelper.AssertEquals(tkM, m, "Testing from rotation x"); - } - - [Test] - public void TestFromRotationY() - { - float y = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationY(y); - Matrix4x4 m = Matrix4x4.FromRotationY(y); - - TestHelper.AssertEquals(tkM, m, "Testing from rotation y"); - } - - [Test] - public void TestFromRotationZ() - { - float z = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationZ(z); - Matrix4x4 m = Matrix4x4.FromRotationZ(z); - - TestHelper.AssertEquals(tkM, m, "Testing from rotation z"); - } - - [Test] - public void TestFromScaling() - { - float x = 1.0f; - float y = 2.0f; - float z = 3.0f; - - TK.Matrix4 tkM = TK.Matrix4.CreateScale(x, y, z); - Matrix4x4 m = Matrix4x4.FromScaling(new Vector3D(x, y, z)); - - TestHelper.AssertEquals(tkM, m, "Testing from scaling"); - } - - [Test] - public void TestFromToMatrix() - { - Vector3D from = new Vector3D(1, 0, 0); - Vector3D to = new Vector3D(0, 1, 0); - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationZ(TK.MathHelper.PiOver2); - Matrix4x4 m = Matrix4x4.FromToMatrix(from, to); - - TestHelper.AssertEquals(tkM, m, "Testing From-To rotation matrix"); - } - - [Test] - public void TestFromTranslation() - { - float x = 52.0f; - float y = -100.0f; - float z = 5.0f; - - TK.Matrix4 tkM = TK.Matrix4.CreateTranslation(x, y, z); - Matrix4x4 m = Matrix4x4.FromTranslation(new Vector3D(x, y, z)); - - TestHelper.AssertEquals(tkM, m, "Testing from translation"); - } - - [Test] - public void TestInverse() - { - float x = TK.MathHelper.PiOver6; - float y = TK.MathHelper.Pi; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix4x4 m = Matrix4x4.FromRotationX(x) * Matrix4x4.FromRotationY(y); - - tkM.Invert(); - m.Inverse(); - - TestHelper.AssertEquals(tkM, m, "Testing inverse"); - } - - [Test] - public void TestIdentity() - { - TK.Matrix4 tkM = TK.Matrix4.Identity; - Matrix4x4 m = Matrix4x4.Identity; - - Assert.IsTrue(m.IsIdentity, "Testing IsIdentity"); - TestHelper.AssertEquals(tkM, m, "Testing is identity to baseline"); - } - - [Test] - public void TestTranspose() - { - float x = TK.MathHelper.Pi; - float y = TK.MathHelper.PiOver4; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix4x4 m = Matrix4x4.FromRotationX(x) * Matrix4x4.FromRotationY(y); - - tkM.Transpose(); - m.Transpose(); - TestHelper.AssertEquals(tkM, m, "Testing transpose"); - } - - [Test] - public void TestOpMultiply() - { - float x = TK.MathHelper.Pi; - float y = TK.MathHelper.PiOver3; - - TK.Matrix4 tkM = TK.Matrix4.CreateRotationX(x) * TK.Matrix4.CreateRotationY(y); - Matrix4x4 m = Matrix4x4.FromRotationX(x) * Matrix4x4.FromRotationY(y); - - TestHelper.AssertEquals(tkM, m, "Testing Op multiply"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/MiscDefectTests.cs b/Dependencies/assimpnet/AssimpNet.Test/MiscDefectTests.cs deleted file mode 100644 index 4603b654..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/MiscDefectTests.cs +++ /dev/null @@ -1,48 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Threading; -using System.Collections.Generic; -using Assimp.Configs; -using Assimp.Unmanaged; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class MiscDefectTests - { - - [TestCase] - public void TestBaseMaterialProperty() - { - Material mat = new Material(); - MaterialProperty prop = new MaterialProperty(null, false); - - bool success = mat.AddProperty(prop); - Assert.IsFalse(success); - Assert.IsTrue(String.IsNullOrEmpty(prop.FullyQualifiedName)); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/ObjSameFolderMtl_TestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/ObjSameFolderMtl_TestFixture.cs deleted file mode 100644 index dba6839a..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/ObjSameFolderMtl_TestFixture.cs +++ /dev/null @@ -1,45 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class ObjSameFolderMtl_TestFixture - { - [Test] - public void TestObjLoad() - { - String path = Path.Combine(TestHelper.RootPath, "TestFiles/sphere.obj"); - - AssimpContext importer = new AssimpContext(); - Scene scene = importer.ImportFile(path); - - Assert.IsNotNull(scene); - Assert.IsNotNull(scene.RootNode); - Assert.IsTrue(scene.RootNode.Name.Equals("sphere.obj")); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/QuaternionTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/QuaternionTestFixture.cs deleted file mode 100644 index 969918b2..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/QuaternionTestFixture.cs +++ /dev/null @@ -1,138 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using NUnit.Framework; -using TK = OpenTK; - -namespace Assimp.Test -{ - [TestFixture] - public class QuaternionTestFixture - { - [Test] - public void TestEquals() - { - Quaternion q1 = new Quaternion(.25f, .75f, .5f, 1.0f); - Quaternion q2 = new Quaternion(.25f, .75f, .5f, 1.0f); - Quaternion q3 = new Quaternion(.55f, .17f, 1.0f, .15f); - - //Test IEquatable Equals - Assert.IsTrue(q1.Equals(q2), "Test IEquatable equals"); - Assert.IsFalse(q1.Equals(q3), "Test IEquatable equals"); - - //Test object equals override - Assert.IsTrue(q1.Equals((object) q2), "Tests object equals"); - Assert.IsFalse(q1.Equals((object) q3), "Tests object equals"); - - //Test op equals - Assert.IsTrue(q1 == q2, "Testing OpEquals"); - Assert.IsFalse(q1 == q3, "Testing OpEquals"); - - //Test op not equals - Assert.IsTrue(q1 != q3, "Testing OpNotEquals"); - Assert.IsFalse(q1 != q2, "Testing OpNotEquals"); - } - - [Test] - public void TestConjugate() - { - TK.Quaternion tkQ = TK.Quaternion.FromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.PiOver2); - Quaternion q = new Quaternion(tkQ.W, tkQ.X, tkQ.Y, tkQ.Z); - - tkQ.Conjugate(); - q.Conjugate(); - - TestHelper.AssertEquals(tkQ.X, tkQ.Y, tkQ.Z, tkQ.W, q, "Testing conjugate"); - } - - [Test] - public void TestGetMatrix() - { - TK.Quaternion tkQ = TK.Quaternion.FromAxisAngle(new TK.Vector3(.25f, .5f, 0.0f), TK.MathHelper.PiOver2); - Quaternion q = new Quaternion(tkQ.W, tkQ.X, tkQ.Y, tkQ.Z); - - TK.Matrix4 tkM = TK.Matrix4.CreateFromAxisAngle(new TK.Vector3(.25f, .5f, 0.0f), TK.MathHelper.PiOver2); - Matrix4x4 m = q.GetMatrix(); - - TestHelper.AssertEquals(tkM, m, "Testing GetMatrix"); - } - - [Test] - public void TestNormalize() - { - TK.Quaternion tkQ = TK.Quaternion.FromAxisAngle(new TK.Vector3(.25f, .5f, 0.0f), TK.MathHelper.PiOver2); - Quaternion q = new Quaternion(tkQ.W, tkQ.X, tkQ.Y, tkQ.Z); - - tkQ.Normalize(); - q.Normalize(); - - TestHelper.AssertEquals(tkQ.X, tkQ.Y, tkQ.Z, tkQ.W, q, "Testing normalize"); - } - - [Test] - public void TestRotate() - { - TK.Vector3 tkV1 = new TK.Vector3(0, 5, 10); - Vector3D v1 = new Vector3D(0, 5, 10); - - TK.Quaternion tkQ = TK.Quaternion.FromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.PiOver2); - Quaternion q = new Quaternion(tkQ.W, tkQ.X, tkQ.Y, tkQ.Z); - - TK.Vector3 tkV2 = TK.Vector3.Transform(tkV1, tkQ); - Vector3D v2 = Quaternion.Rotate(v1, q); - - TestHelper.AssertEquals(tkV2.X, tkV2.Y, tkV2.Z, v2, "Testing rotate"); - } - - [Test] - public void TestSlerp() - { - TK.Quaternion tkQ1 = TK.Quaternion.FromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.PiOver2); - Quaternion q1 = new Quaternion(tkQ1.W, tkQ1.X, tkQ1.Y, tkQ1.Z); - - TK.Quaternion tkQ2 = TK.Quaternion.FromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.Pi); - Quaternion q2 = new Quaternion(tkQ2.W, tkQ2.X, tkQ2.Y, tkQ2.Z); - - Quaternion q = Quaternion.Slerp(q1, q2, .5f); - - TK.Quaternion tkQ = TK.Quaternion.Slerp(tkQ1, tkQ2, .5f); - - TestHelper.AssertEquals(tkQ.X, tkQ.Y, tkQ.Z, tkQ.W, q, "Testing slerp"); - } - - [Test] - public void TestOpMultiply() - { - TK.Quaternion tkQ1 = TK.Quaternion.FromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.PiOver2); - Quaternion q1 = new Quaternion(tkQ1.W, tkQ1.X, tkQ1.Y, tkQ1.Z); - - TK.Quaternion tkQ2 = TK.Quaternion.FromAxisAngle(TK.Vector3.UnitY, TK.MathHelper.Pi); - Quaternion q2 = new Quaternion(tkQ2.W, tkQ2.X, tkQ2.Y, tkQ2.Z); - - Quaternion q = q1 * q2; - - TK.Quaternion tkQ = tkQ1 * tkQ2; - - TestHelper.AssertEquals(tkQ.X, tkQ.Y, tkQ.Z, tkQ.W, q, "Testing Op multiply"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/Bob.md5anim b/Dependencies/assimpnet/AssimpNet.Test/TestFiles/Bob.md5anim deleted file mode 100644 index 45dc0d64..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/Bob.md5anim +++ /dev/null @@ -1,5263 +0,0 @@ -MD5Version 10 -commandline "" - -numFrames 140 -numJoints 33 -frameRate 24 -numAnimatedComponents 198 - -hierarchy { - "origin" -1 63 0 // - "sheath" 0 63 6 // origin - "sword" 1 63 12 // sheath - "pubis" 0 63 18 // origin - "pelvis" 3 63 24 // pubis - "spine" 4 63 30 // pelvis - "neck" 5 63 36 // spine - "head" 6 63 42 // neck - "upperarm.L" 5 63 48 // spine - "forearm.L" 8 63 54 // upperarm.L - "wrist.L" 9 63 60 // forearm.L - "thumb.L" 10 63 66 // wrist.L - "thm_end.L" 11 63 72 // thumb.L - "fingers.L" 10 63 78 // wrist.L - "fingerstip.L" 13 63 84 // fingers.L - "lamp" 13 63 90 // fingers.L - "upperarm.R" 5 63 96 // spine - "forearm.R" 16 63 102 // upperarm.R - "wrist.R" 17 63 108 // forearm.R - "thumb.R" 18 63 114 // wrist.R - "thm_end.R" 19 63 120 // thumb.R - "fingers.R" 18 63 126 // wrist.R - "fingerstip.R" 21 63 132 // fingers.R - "thigh.R" 3 63 138 // pubis - "shin.R" 23 63 144 // thigh.R - "ankle.R" 24 63 150 // shin.R - "toe.R" 25 63 156 // ankle.R - "tiptoe.R" 26 63 162 // toe.R - "thigh.L" 3 63 168 // pubis - "shin.L" 28 63 174 // thigh.L - "ankle.L" 29 63 180 // shin.L - "toe.L" 30 63 186 // ankle.L - 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"wrist.R" 17 ( 32.219316 2.838005 48.576464 ) ( 0.706869 0.706869 -0.018325 ) // forearm.R - "thumb.R" 18 ( 32.097765 2.838009 48.649396 ) ( 0.886754 0.408182 -0.197048 ) // wrist.R - "thm_end.R" 19 ( 35.004660 0.090987 47.290405 ) ( 0.770433 0.599483 -0.171198 ) // thumb.R - "fingers.R" 18 ( 37.372962 2.838004 48.309074 ) ( 0.705452 0.705450 -0.048361 ) // wrist.R - "fingerstip.R" 21 ( 39.843496 2.837999 47.968746 ) ( 0.707107 0.707107 0.000002 ) // fingers.R - "thigh.R" 3 ( 5.255284 1.310664 30.226606 ) ( 0.521759 -0.477249 0.521760 ) // pubis - "shin.R" 23 ( 5.255306 0.147931 17.204078 ) ( 0.474687 -0.524091 0.474687 ) // thigh.R - "ankle.R" 24 ( 5.255328 1.579480 3.127774 ) ( 0.678506 -0.199070 0.678506 ) // shin.R - "toe.R" 25 ( 5.255328 -1.868339 0.914071 ) ( 0.706858 -0.018710 0.706860 ) // ankle.R - "tiptoe.R" 26 ( 5.255328 -5.288841 0.732865 ) ( 0.707107 0.000000 0.707107 ) // toe.R - "thigh.L" 3 ( -5.209208 1.310670 30.226607 ) ( 0.521759 -0.477249 0.521760 ) // pubis - "shin.L" 28 ( -5.209186 0.147934 17.204048 ) ( 0.474685 -0.524093 0.474686 ) // thigh.L - 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diff --git a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/duckCM.bmp b/Dependencies/assimpnet/AssimpNet.Test/TestFiles/duckCM.bmp deleted file mode 100644 index 70bfdb68..00000000 Binary files a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/duckCM.bmp and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/fenris/objects/fenris.lwo b/Dependencies/assimpnet/AssimpNet.Test/TestFiles/fenris/objects/fenris.lwo deleted file mode 100644 index 2ae1d7bd..00000000 Binary files a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/fenris/objects/fenris.lwo and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/fenris/scenes/fenris.lws b/Dependencies/assimpnet/AssimpNet.Test/TestFiles/fenris/scenes/fenris.lws deleted file mode 100644 index c1b03495..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/TestFiles/fenris/scenes/fenris.lws +++ /dev/null @@ -1,955 +0,0 @@ -LWSC -5 - -RenderRangeType 0 -FirstFrame 1 -LastFrame 60 -FrameStep 1 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-GlobalMultiplier 1.0 -GlobalFieldRendering 0 -GlobalMotionBlur 0 -GlobalMaskPosition 0 0 640 480 -GlobalFilmHeight 0.015 -GlobalPixelAspect 1 - -Antialiasing 0 -AntiAliasingLevel -1 -ReconstructionFilter 0 -AdaptiveSampling 0 - -SolidBackdrop 1 -BackdropColor 0 0 0 -ZenithColor 0 0.1569 0.3137 -SkyColor 0.4706 0.7059 0.9412 -GroundColor 0.1961 0.1569 0.1176 -NadirColor 0.3922 0.3137 0.2353 -FogType 0 -FogMinDistance 0 -FogMaxDistance 1 -FogMinAmount 0 -FogMaxAmount 1 -FogColor 0.5098 0.5098 0.549 -BackdropFog 0 -VolumeClipDiscance 0.1 -DynamicRangeLimit 1 -DitherIntensity 1 -AnimatedDither 0 - -RenderMode 2 -RayTraceEffects 0 -DepthBufferAA 0 -RenderLines 1 -RayRecursionLimit 16 -RayPrecision 6 -DataOverlayLabel -SaveRGB 0 -SaveAlpha 0 - -ViewConfiguration 1 -DefineView 0 -ViewType 7 -ViewLevel 5 -CenterItem 1 -ViewAimpoint 0 66.87791 3.927069 -ViewRotation -292.1999 12.3 0 -ViewZoomFactor 9.317866 -ViewXRay 0 -ViewMBDofPreview 0 -ViewHeadlight 0 -DefineView 1 -ViewType 10 -ViewLevel 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a/Dependencies/assimpnet/AssimpNet.Test/TestHelper.cs b/Dependencies/assimpnet/AssimpNet.Test/TestHelper.cs deleted file mode 100644 index 78f9aa95..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/TestHelper.cs +++ /dev/null @@ -1,187 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Reflection; -using NUnit.Framework; -using TK = OpenTK; - -namespace Assimp.Test -{ - /// - /// Helper for Assimp.NET testing. - /// - public static class TestHelper - { - public const float DEFAULT_TOLERANCE = 0.000001f; - public static float Tolerance = DEFAULT_TOLERANCE; - - private static String m_rootPath = null; - - public static String RootPath - { - get - { - if(m_rootPath == null) - { - /* - Assembly entryAssembly = Assembly.GetEntryAssembly(); - String dirPath = String.Empty; - - if(entryAssembly == null) - entryAssembly = Assembly.GetCallingAssembly(); - - if(entryAssembly != null) - dirPath = Path.GetDirectoryName(entryAssembly.Location); - - m_rootPath = dirPath;*/ - - m_rootPath = AppContext.BaseDirectory; - } - - return m_rootPath; - } - } - - public static void AssertEquals(double expected, double actual) - { - Assert.IsTrue(Math.Abs(expected - actual) <= Tolerance); - } - - public static void AssertEquals(double expected, double actual, String msg) - { - Assert.IsTrue(Math.Abs(expected - actual) <= Tolerance, msg); - } - - public static void AssertEquals(float expected, float actual) - { - Assert.IsTrue(Math.Abs(expected - actual) <= Tolerance); - } - - public static void AssertEquals(float expected, float actual, String msg) - { - Assert.IsTrue(Math.Abs(expected - actual) <= Tolerance, msg); - } - - public static void AssertEquals(float x, float y, Vector2D v) - { - AssertEquals(x, v.X); - AssertEquals(y, v.Y); - } - - public static void AssertEquals(float x, float y, Vector2D v, String msg) - { - AssertEquals(x, v.X, msg + String.Format(" => checking X component ({0} == {1}", x, v.X)); - AssertEquals(y, v.Y, msg + String.Format(" => checking Y component ({0} == {1}", y, v.Y)); - } - - public static void AssertEquals(float x, float y, float z, Vector3D v) - { - AssertEquals(x, v.X); - AssertEquals(y, v.Y); - AssertEquals(z, v.Z); - } - - public static void AssertEquals(float x, float y, float z, Vector3D v, String msg) - { - AssertEquals(x, v.X, msg + String.Format(" => checking X component ({0} == {1}", x, v.X)); - AssertEquals(y, v.Y, msg + String.Format(" => checking Y component ({0} == {1}", y, v.Y)); - AssertEquals(z, v.Z, msg + String.Format(" => checking Z component ({0} == {1}", z, v.Z)); - } - - public static void AssertEquals(float r, float g, float b, float a, Color4D c) - { - AssertEquals(r, c.R); - AssertEquals(g, c.G); - AssertEquals(b, c.B); - AssertEquals(a, c.A); - } - - public static void AssertEquals(float r, float g, float b, float a, Color4D c, String msg) - { - AssertEquals(r, c.R, msg + String.Format(" => checking R component ({0} == {1}", r, c.R)); - AssertEquals(g, c.G, msg + String.Format(" => checking G component ({0} == {1}", g, c.G)); - AssertEquals(b, c.B, msg + String.Format(" => checking B component ({0} == {1}", b, c.B)); - AssertEquals(a, c.A, msg + String.Format(" => checking A component ({0} == {1}", a, c.A)); - } - - public static void AssertEquals(float r, float g, float b, Color3D c) - { - AssertEquals(r, c.R); - AssertEquals(g, c.G); - AssertEquals(b, c.B); - } - - public static void AssertEquals(float r, float g, float b, Color3D c, String msg) - { - AssertEquals(r, c.R, msg + String.Format(" => checking R component ({0} == {1}", r, c.R)); - AssertEquals(g, c.G, msg + String.Format(" => checking G component ({0} == {1}", g, c.G)); - AssertEquals(b, c.B, msg + String.Format(" => checking B component ({0} == {1}", b, c.B)); - } - - public static void AssertEquals(float x, float y, float z, float w, Quaternion q, String msg) - { - AssertEquals(x, q.X, msg + String.Format(" => checking X component ({0} == {1}", x, q.X)); - AssertEquals(y, q.Y, msg + String.Format(" => checking Y component ({0} == {1}", y, q.Y)); - AssertEquals(z, q.Z, msg + String.Format(" => checking Z component ({0} == {1}", z, q.Z)); - AssertEquals(w, q.W, msg + String.Format(" => checking W component ({0} == {1}", w, q.W)); - } - - public static void AssertEquals(TK.Matrix4 tkM, Matrix3x3 mat, String msg) - { - //Note: OpenTK 4x4 matrix is a row-vector matrix, so compare rows to AssimpNet Matrix3x3 columns - TK.Vector4 row0 = tkM.Row0; - TK.Vector4 row1 = tkM.Row1; - TK.Vector4 row2 = tkM.Row2; - - AssertEquals(row0.X, row0.Y, row0.Z, new Vector3D(mat.A1, mat.B1, mat.C1), msg + " => checking first column vector"); - AssertEquals(row1.X, row1.Y, row1.Z, new Vector3D(mat.A2, mat.B2, mat.C2), msg + " => checking second column vector"); - AssertEquals(row2.X, row2.Y, row2.Z, new Vector3D(mat.A3, mat.B3, mat.C3), msg + " => checking third column vector"); - } - - public static void AssertEquals(TK.Vector4 v1, TK.Vector4 v2, String msg) - { - AssertEquals(v1.X, v2.X, msg + String.Format(" => checking X component ({0} == {1}", v1.X, v2.X)); - AssertEquals(v1.Y, v2.Y, msg + String.Format(" => checking Y component ({0} == {1}", v1.Y, v2.Y)); - AssertEquals(v1.Z, v2.Z, msg + String.Format(" => checking Z component ({0} == {1}", v1.Z, v2.Z)); - AssertEquals(v1.W, v2.W, msg + String.Format(" => checking W component ({0} == {1}", v1.W, v2.W)); - } - - public static void AssertEquals(TK.Quaternion q1, Quaternion q2, String msg) - { - AssertEquals(q1.X, q2.X, msg + String.Format(" => checking X component ({0} == {1}", q1.X, q2.X)); - AssertEquals(q1.Y, q2.Y, msg + String.Format(" => checking Y component ({0} == {1}", q1.Y, q2.Y)); - AssertEquals(q1.Z, q2.Z, msg + String.Format(" => checking Z component ({0} == {1}", q1.Z, q2.Z)); - AssertEquals(q1.W, q2.W, msg + String.Format(" => checking W component ({0} == {1}", q1.W, q2.W)); - } - - public static void AssertEquals(TK.Matrix4 tkM, Matrix4x4 mat, String msg) - { - //Note: OpenTK 4x4 matrix is a row-vector matrix, so compare rows to AssimpNet Matrix4x4 columns - AssertEquals(tkM.Row0, new TK.Vector4(mat.A1, mat.B1, mat.C1, mat.D1), msg + " => checking first column vector"); - AssertEquals(tkM.Row1, new TK.Vector4(mat.A2, mat.B2, mat.C2, mat.D2), msg + " => checking second column vector"); - AssertEquals(tkM.Row2, new TK.Vector4(mat.A3, mat.B3, mat.C3, mat.D3), msg + " => checking third column vector"); - AssertEquals(tkM.Row3, new TK.Vector4(mat.A4, mat.B4, mat.C4, mat.D4), msg + " => checking third column vector"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/Vector2DTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/Vector2DTestFixture.cs deleted file mode 100644 index 7ca33a3c..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/Vector2DTestFixture.cs +++ /dev/null @@ -1,229 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class Vector2DTestFixture - { - [Test] - public void TestIndexer() - { - float x = 1, y = 2; - Vector2D v = new Vector2D(); - v[0] = x; - v[1] = y; - TestHelper.AssertEquals(x, v[0], "Test Indexer, X"); - TestHelper.AssertEquals(y, v[1], "Test Indexer, Y"); - } - - [Test] - public void TestSet() - { - float x = 10.5f, y = 109.21f; - Vector2D v = new Vector2D(); - v.Set(x, y); - - TestHelper.AssertEquals(x, y, v, "Test v.Set()"); - } - - [Test] - public void TestEquals() - { - float x = 1, y = 2; - float x2 = 3, y2 = 4; - - Vector2D v1 = new Vector2D(x, y); - Vector2D v2 = new Vector2D(x, y); - Vector2D v3 = new Vector2D(x2, y2); - - //Test IEquatable Equals - Assert.IsTrue(v1.Equals(v2), "Test IEquatable equals"); - Assert.IsFalse(v1.Equals(v3), "Test IEquatable equals"); - - //Test object equals override - Assert.IsTrue(v1.Equals((object) v2), "Tests object equals"); - Assert.IsFalse(v1.Equals((object) v3), "Tests object equals"); - - //Test op equals - Assert.IsTrue(v1 == v2, "Testing OpEquals"); - Assert.IsFalse(v1 == v3, "Testing OpEquals"); - - //Test op not equals - Assert.IsTrue(v1 != v3, "Testing OpNotEquals"); - Assert.IsFalse(v1 != v2, "Testing OpNotEquals"); - } - - [Test] - public void TestLength() - { - float x = -62, y = 5; - - Vector2D v = new Vector2D(x, y); - Assert.AreEqual((float) Math.Sqrt(x * x + y * y), v.Length(), "Testing v.Length()"); - } - - [Test] - public void TestLengthSquared() - { - float x = -5, y = 25f; - - Vector2D v = new Vector2D(x, y); - Assert.AreEqual((float) (x * x + y * y), v.LengthSquared(), "Testing v.LengthSquared()"); - } - - [Test] - public void TestNegate() - { - float x = 2, y = 5; - - Vector2D v = new Vector2D(x, y); - v.Negate(); - TestHelper.AssertEquals(-x, -y, v, "Testing v.Negate()"); - } - - [Test] - public void TestNormalize() - { - float x = 5, y = 12; - Vector2D v = new Vector2D(x, y); - v.Normalize(); - float invLength = 1.0f / (float) System.Math.Sqrt((x * x) + (y * y)); - x *= invLength; - y *= invLength; - - TestHelper.AssertEquals(x, y, v, "Testing v.Normalize()"); - } - - [Test] - public void TestOpAdd() - { - float x1 = 2, y1 = 5; - float x2 = 10, y2 = 15; - float x = x1 + x2; - float y = y1 + y2; - - Vector2D v1 = new Vector2D(x1, y1); - Vector2D v2 = new Vector2D(x2, y2); - - Vector2D v = v1 + v2; - - TestHelper.AssertEquals(x, y, v, "Testing v1 + v2"); - } - - [Test] - public void TestOpSubtract() - { - float x1 = 2, y1 = 5; - float x2 = 10, y2 = 15; - float x = x1 - x2; - float y = y1 - y2; - - Vector2D v1 = new Vector2D(x1, y1); - Vector2D v2 = new Vector2D(x2, y2); - - Vector2D v = v1 - v2; - - TestHelper.AssertEquals(x, y, v, "Testing v1 - v2"); - } - - [Test] - public void TestOpNegate() - { - float x = 22, y = 75; - - Vector2D v = -(new Vector2D(x, y)); - - TestHelper.AssertEquals(-x, -y, v, "Testting -v)"); - } - - [Test] - public void TestOpMultiply() - { - float x1 = 2, y1 = 5; - float x2 = 10, y2 = 15; - float x = x1 * x2; - float y = y1 * y2; - - Vector2D v1 = new Vector2D(x1, y1); - Vector2D v2 = new Vector2D(x2, y2); - - Vector2D v = v1 * v2; - - TestHelper.AssertEquals(x, y, v, "Testing v1 * v2"); - } - - [Test] - public void TestOpMultiplyByScalar() - { - float x1 = 2, y1 = 5; - float scalar = 25; - - float x = x1 * scalar; - float y = y1 * scalar; - - Vector2D v1 = new Vector2D(x1, y1); - - //Left to right - Vector2D v = v1 * scalar; - TestHelper.AssertEquals(x, y, v, "Testing v * scale"); - - //Right to left - v = scalar * v1; - TestHelper.AssertEquals(x, y, v, "Testing scale * v"); - } - - [Test] - public void TestOpDivide() - { - float x1 = 105f, y1 = 4.5f; - float x2 = 22f, y2 = 25.2f; - - float x = x1 / x2; - float y = y1 / y2; - - Vector2D v1 = new Vector2D(x1, y1); - Vector2D v2 = new Vector2D(x2, y2); - - Vector2D v = v1 / v2; - - TestHelper.AssertEquals(x, y, v, "Testing v1 / v2"); - } - - [Test] - public void TestOpDivideByFactor() - { - float x1 = 55f, y1 = 2f; - float divisor = 5f; - - float x = x1 / divisor; - float y = y1 / divisor; - - Vector2D v = new Vector2D(x1, y1) / divisor; - - TestHelper.AssertEquals(x, y, v, "Testing v / divisor"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.Test/Vector3DTestFixture.cs b/Dependencies/assimpnet/AssimpNet.Test/Vector3DTestFixture.cs deleted file mode 100644 index da185670..00000000 --- a/Dependencies/assimpnet/AssimpNet.Test/Vector3DTestFixture.cs +++ /dev/null @@ -1,281 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using NUnit.Framework; - -namespace Assimp.Test -{ - [TestFixture] - public class Vector3DTestFixture - { - [Test] - public void TestIndexer() - { - float x = 1, y = 2, z = 3; - Vector3D v = new Vector3D(); - v[0] = x; - v[1] = y; - v[2] = z; - TestHelper.AssertEquals(x, v[0], "Test Indexer, X"); - TestHelper.AssertEquals(y, v[1], "Test Indexer, Y"); - TestHelper.AssertEquals(z, v[2], "Test Indexer, Z"); - } - - [Test] - public void TestSet() - { - float x = 10.5f, y = 109.21f, z = 100; - Vector3D v = new Vector3D(); - v.Set(x, y, z); - - TestHelper.AssertEquals(x, y, z, v, "Test v.Set()"); - } - - [Test] - public void TestEquals() - { - float x = 1, y = 2, z = 5; - float x2 = 3, y2 = 4, z2 = 10; - - Vector3D v1 = new Vector3D(x, y, z); - Vector3D v2 = new Vector3D(x, y, z); - Vector3D v3 = new Vector3D(x2, y2, z2); - - //Test IEquatable Equals - Assert.IsTrue(v1.Equals(v2), "Test IEquatable equals"); - Assert.IsFalse(v1.Equals(v3), "Test IEquatable equals"); - - //Test object equals override - Assert.IsTrue(v1.Equals((object) v2), "Tests object equals"); - Assert.IsFalse(v1.Equals((object) v3), "Tests object equals"); - - //Test op equals - Assert.IsTrue(v1 == v2, "Testing OpEquals"); - Assert.IsFalse(v1 == v3, "Testing OpEquals"); - - //Test op not equals - Assert.IsTrue(v1 != v3, "Testing OpNotEquals"); - Assert.IsFalse(v1 != v2, "Testing OpNotEquals"); - } - - [Test] - public void TestLength() - { - float x = -62, y = 5, z = 10; - - Vector3D v = new Vector3D(x, y, z); - Assert.AreEqual((float) Math.Sqrt(x * x + y * y + z * z), v.Length(), "Testing v.Length()"); - } - - [Test] - public void TestLengthSquared() - { - float x = -5, y = 25f, z = 7; - - Vector3D v = new Vector3D(x, y, z); - Assert.AreEqual((float) (x * x + y * y + z * z), v.LengthSquared(), "Testing v.LengthSquared()"); - } - - [Test] - public void TestNegate() - { - float x = 2, y = 5, z = -5; - - Vector3D v = new Vector3D(x, y, z); - v.Negate(); - TestHelper.AssertEquals(-x, -y, -z, v, "Testing v.Negate()"); - } - - [Test] - public void TestNormalize() - { - float x = 5, y = 12, z = 2; - Vector3D v = new Vector3D(x, y, z); - v.Normalize(); - float invLength = 1.0f / (float) System.Math.Sqrt((x * x) + (y * y) + (z * z)); - x *= invLength; - y *= invLength; - z *= invLength; - - TestHelper.AssertEquals(x, y, z, v, "Testing v.Normalize()"); - } - - [Test] - public void TestOpAdd() - { - float x1 = 2, y1 = 5, z1 = 10; - float x2 = 10, y2 = 15, z2 = 5.5f; - float x = x1 + x2; - float y = y1 + y2; - float z = z1 + z2; - - Vector3D v1 = new Vector3D(x1, y1, z1); - Vector3D v2 = new Vector3D(x2, y2, z2); - - Vector3D v = v1 + v2; - - TestHelper.AssertEquals(x, y, z, v, "Testing v1 + v2"); - } - - [Test] - public void TestOpSubtract() - { - float x1 = 2, y1 = 5, z1 = 10; - float x2 = 10, y2 = 15, z2 = 5.5f; - float x = x1 - x2; - float y = y1 - y2; - float z = z1 - z2; - - Vector3D v1 = new Vector3D(x1, y1, z1); - Vector3D v2 = new Vector3D(x2, y2, z2); - - Vector3D v = v1 - v2; - - TestHelper.AssertEquals(x, y, z, v, "Testing v1 - v2"); - } - - [Test] - public void TestOpNegate() - { - float x = 22, y = 75, z = -5; - - Vector3D v = -(new Vector3D(x, y, z)); - - TestHelper.AssertEquals(-x, -y, -z, v, "Testting -v)"); - } - - [Test] - public void TestOpMultiply() - { - float x1 = 2, y1 = 5, z1 = 10; - float x2 = 10, y2 = 15, z2 = 5.5f; - float x = x1 * x2; - float y = y1 * y2; - float z = z1 * z2; - - Vector3D v1 = new Vector3D(x1, y1, z1); - Vector3D v2 = new Vector3D(x2, y2, z2); - - Vector3D v = v1 * v2; - - TestHelper.AssertEquals(x, y, z, v, "Testing v1 * v2"); - } - - [Test] - public void TestOpMultiplyByScalar() - { - float x1 = 2, y1 = 5, z1 = -10; - float scalar = 25; - - float x = x1 * scalar; - float y = y1 * scalar; - float z = z1 * scalar; - - Vector3D v1 = new Vector3D(x1, y1, z1); - - //Left to right - Vector3D v = v1 * scalar; - TestHelper.AssertEquals(x, y, z, v, "Testing v * scale"); - - //Right to left - v = scalar * v1; - TestHelper.AssertEquals(x, y, z, v, "Testing scale * v"); - } - - [Test] - public void TestOpDivide() - { - float x1 = 105f, y1 = 4.5f, z1 = -20; - float x2 = 22f, y2 = 25.2f, z2 = 10; - - float x = x1 / x2; - float y = y1 / y2; - float z = z1 / z2; - - Vector3D v1 = new Vector3D(x1, y1, z1); - Vector3D v2 = new Vector3D(x2, y2, z2); - - Vector3D v = v1 / v2; - - TestHelper.AssertEquals(x, y, z, v, "Testing v1 / v2"); - } - - [Test] - public void TestOpDivideByFactor() - { - float x1 = 55f, y1 = 2f, z1 = 50f; - float divisor = 5f; - - float x = x1 / divisor; - float y = y1 / divisor; - float z = z1 / divisor; - - Vector3D v = new Vector3D(x1, y1, z1) / divisor; - - TestHelper.AssertEquals(x, y, z, v, "Testing v / divisor"); - } - - [Test] - public void TestOpTransformBy3x3() - { - float m11 = 2, m12 = .2f, m13 = 0; - float m21 = .2f, m22 = 2, m23 = 0; - float m31 = 0, m32 = 0, m33 = 2; - - float x1 = 2, y1 = 2.5f, z1 = 52; - - Matrix3x3 m = new Matrix3x3(m11, m12, m13, m21, m22, m23, m31, m32, m33); - Vector3D v = new Vector3D(x1, y1, z1); - - Vector3D transformedV = m * v; - - float x = (x1 * m11) + (y1 * m12) + (z1 * m13); - float y = (x1 * m21) + (y1 * m22) + (z1 * m23); - float z = (x1 * m31) + (y1 * m32) + (z1 * m33); - - TestHelper.AssertEquals(x, y, z, transformedV, "Testing vector transform by Matrix 3x3"); - } - - [Test] - public void TestOpTransformBy4x4() - { - float m11 = 2, m12 = .2f, m13 = 0, m14 = 0; - float m21 = .2f, m22 = 2, m23 = 0, m24 = 0; - float m31 = 0, m32 = 0, m33 = 2, m34 = 0; - float m41 = 2, m42 = 3, m43 = 5, m44 = 1; - - float x1 = 2, y1 = 2.5f, z1 = 52; - - Matrix4x4 m = new Matrix4x4(m11, m12, m13, m14, m21, m22, m23, m24, m31, m32, m33, m34, m41, m42, m43, m44); - Vector3D v = new Vector3D(x1, y1, z1); - - Vector3D transformedV = m * v; - - float x = (x1 * m11) + (y1 * m12) + (z1 * m13) + m14; - float y = (x1 * m21) + (y1 * m22) + (z1 * m23) + m24; - float z = (x1 * m31) + (y1 * m32) + (z1 * m33) + m34; - - TestHelper.AssertEquals(x, y, z, transformedV, "Testing vector transform by Matrix 4x4"); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet.shfbproj b/Dependencies/assimpnet/AssimpNet.shfbproj deleted file mode 100644 index e69bd171..00000000 --- a/Dependencies/assimpnet/AssimpNet.shfbproj +++ /dev/null @@ -1,97 +0,0 @@ - - - - - Debug - AnyCPU - 2.0 - {e3628c05-bc8a-4e5b-ac81-4b4342ffa8ad} - 2017.9.26.0 - - Documentation - Documentation - Documentation - - C:\Users\Nicholas\Documents\Visual Studio 2017\Projects\AssimpNet\Docs\ - AssimpNet Documentation %28October 2018%29 - en-US - VS2013 - 4.1.0 - AssimpNet - - - - - - - AssimpNet Documentation %28October 2018%29 - Copyright &#169%3b 2012-2018 AssimpNet - Nicholas Woodfield. All rights reserved. - - - Main namespace - contains high level AssimpNet objects. - Contains all the Assimp importer configuration objects. - Contains the low-level P/Invoke functions and unmanaged structures. - - C# - Flat - - - AssimpNet - A .NET Wrapper for the Open Asset Import %28Assimp%29 library. The library is able to import dozens of different 3D model formats %28e.g. OBJ, FBX, Collada%29 and export to several formats %28e.g. OBJ, Collada%29. This release targets version 4.1.0 of the native library. - Summary, Parameter, Returns, AutoDocumentCtors, Namespace, TypeParameter, AutoDocumentDispose - False - HtmlHelp1 - Msdn - Blank - False - False - Guid - AboveNamespaces - - - - - 2 - False - OnlyWarningsAndErrors - False - Cross-platform (.NET Core/.NET Standard) - True - False - False - True - InheritedMembers, InheritedFrameworkMembers, Protected, EditorBrowsableNever, NonBrowsable - -1 - 100 - 100 - -1 - Msdn - 100 - VS - False - - - - - - - - - - - - - - - - - - - - - \ No newline at end of file diff --git a/Dependencies/assimpnet/AssimpNet/Animation.cs b/Dependencies/assimpnet/AssimpNet/Animation.cs deleted file mode 100644 index d7e7cfb3..00000000 --- a/Dependencies/assimpnet/AssimpNet/Animation.cs +++ /dev/null @@ -1,278 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// An animation consists of keyframe data for a number of nodes. For - /// each node affected by the animation, a separate series of data is given. - /// - public sealed class Animation : IMarshalable - { - private String m_name; - private double m_duration; - private double m_ticksPerSecond; - private List m_nodeChannels; - private List m_meshChannels; - private List m_meshMorphChannels; - - /// - /// Gets or sets the name of the animation. If the modeling package the - /// data was exported from only supports a single animation channel, this - /// name is usually empty. - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets or sets the duration of the animation in number of ticks. - /// - public double DurationInTicks - { - get - { - return m_duration; - } - set - { - m_duration = value; - } - } - - /// - /// Gets or sets the number of ticks per second. It may be zero - /// if it is not specified in the imported file. - /// - public double TicksPerSecond - { - get - { - return m_ticksPerSecond; - } - set - { - m_ticksPerSecond = value; - } - } - - /// - /// Gets if the animation has node animation channels. - /// - public bool HasNodeAnimations - { - get - { - return m_nodeChannels.Count > 0; - } - } - - /// - /// Gets the number of node animation channels where each channel - /// affects a single node. - /// - public int NodeAnimationChannelCount - { - get - { - return m_nodeChannels.Count; - } - } - - /// - /// Gets the node animation channels. - /// - public List NodeAnimationChannels - { - get - { - return m_nodeChannels; - } - } - - /// - /// Gets if the animation has mesh animations. - /// - public bool HasMeshAnimations - { - get - { - return m_meshChannels.Count > 0; - } - } - - /// - /// Gets the number of mesh animation channels. - /// - public int MeshAnimationChannelCount - { - get - { - return m_meshChannels.Count; - } - } - - /// - /// Gets the number of mesh morph animation channels. - /// - public int MeshMorphAnimationChannelCount - { - get - { - return m_meshMorphChannels.Count; - } - } - - /// - /// Gets the mesh animation channels. - /// - public List MeshAnimationChannels - { - get - { - return m_meshChannels; - } - } - - /// - /// Gets the mesh morph animation channels. - /// - public List MeshMorphAnimationChannels - { - get - { - return m_meshMorphChannels; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Animation() - { - m_name = String.Empty; - m_duration = 0; - m_ticksPerSecond = 0; - m_nodeChannels = new List(); - m_meshChannels = new List(); - m_meshMorphChannels = new List(); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiAnimation nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.Duration = m_duration; - nativeValue.TicksPerSecond = m_ticksPerSecond; - nativeValue.NumChannels = (uint) NodeAnimationChannelCount; - nativeValue.NumMeshChannels = (uint) MeshAnimationChannelCount; - nativeValue.NumMeshMorphChannels = (uint) MeshMorphAnimationChannelCount; - nativeValue.Channels = IntPtr.Zero; - nativeValue.MeshChannels = IntPtr.Zero; - nativeValue.MeshMorphChannels = IntPtr.Zero; - - if(nativeValue.NumChannels > 0) - nativeValue.Channels = MemoryHelper.ToNativeArray(m_nodeChannels.ToArray(), true); - - if(nativeValue.NumMeshChannels > 0) - nativeValue.MeshChannels = MemoryHelper.ToNativeArray(m_meshChannels.ToArray(), true); - - if(nativeValue.NumMeshMorphChannels > 0) - nativeValue.MeshMorphChannels = MemoryHelper.ToNativeArray(m_meshMorphChannels.ToArray(), true); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiAnimation nativeValue) - { - m_nodeChannels.Clear(); - m_meshChannels.Clear(); - m_meshMorphChannels.Clear(); - - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_duration = nativeValue.Duration; - m_ticksPerSecond = nativeValue.TicksPerSecond; - - if(nativeValue.NumChannels > 0 && nativeValue.Channels != IntPtr.Zero) - m_nodeChannels.AddRange(MemoryHelper.FromNativeArray(nativeValue.Channels, (int) nativeValue.NumChannels, true)); - - if(nativeValue.NumMeshChannels > 0 && nativeValue.MeshChannels != IntPtr.Zero) - m_meshChannels.AddRange(MemoryHelper.FromNativeArray(nativeValue.MeshChannels, (int) nativeValue.NumMeshChannels, true)); - - if(nativeValue.NumMeshMorphChannels > 0 && nativeValue.MeshMorphChannels != IntPtr.Zero) - m_meshMorphChannels.AddRange(MemoryHelper.FromNativeArray(nativeValue.MeshMorphChannels, (int) nativeValue.NumMeshMorphChannels, true)); - } - - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiAnimation aiAnimation = MemoryHelper.Read(nativeValue); - - if(aiAnimation.NumChannels > 0 && aiAnimation.Channels != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiAnimation.Channels, (int) aiAnimation.NumChannels, NodeAnimationChannel.FreeNative, true); - - if(aiAnimation.NumMeshChannels > 0 && aiAnimation.MeshChannels != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiAnimation.MeshChannels, (int) aiAnimation.NumMeshChannels, MeshAnimationChannel.FreeNative, true); - - if(aiAnimation.NumMeshMorphChannels > 0 && aiAnimation.MeshMorphChannels != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiAnimation.MeshMorphChannels, (int) aiAnimation.NumMeshMorphChannels, MeshMorphAnimationChannel.FreeNative, true); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/AssimpContext.cs b/Dependencies/assimpnet/AssimpNet/AssimpContext.cs deleted file mode 100644 index 15c9f67c..00000000 --- a/Dependencies/assimpnet/AssimpNet/AssimpContext.cs +++ /dev/null @@ -1,1148 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using System.IO; -using Assimp.Configs; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Represents an Assimp Import/Export context that load or save models using the unmanaged library. Additionally, conversion - /// functionality is offered to bypass loading model data into managed memory. - /// - public sealed class AssimpContext : IDisposable - { - private bool m_isDisposed; - private Dictionary m_configs; - private IOSystem m_ioSystem; - - private ExportFormatDescription[] m_exportFormats; - private String[] m_importFormats; - private ImporterDescription[] m_importerDescrs; - - private float m_scale = 1.0f; - private float m_xAxisRotation = 0.0f; - private float m_yAxisRotation = 0.0f; - private float m_zAxisRotation = 0.0f; - private bool m_buildMatrix = false; - private Matrix4x4 m_scaleRot = Matrix4x4.Identity; - - private IntPtr m_propStore = IntPtr.Zero; - - /// - /// Gets if the context has been disposed. - /// - public bool IsDisposed - { - get - { - return m_isDisposed; - } - } - - /// - /// Gets or sets the uniform scale for the model. This is multiplied - /// with the existing root node's transform. This is only used during import. - /// - public float Scale - { - get - { - return m_scale; - } - set - { - if(m_scale != value) - { - m_scale = value; - m_buildMatrix = true; - } - } - } - - /// - /// Gets or sets the model's rotation about the X-Axis, in degrees. This is multiplied - /// with the existing root node's transform. This is only used during import. - /// - public float XAxisRotation - { - get - { - return m_xAxisRotation; - } - set - { - if(m_xAxisRotation != value) - { - m_xAxisRotation = value; - m_buildMatrix = true; - } - } - } - - /// - /// Gets or sets the model's rotation abut the Y-Axis, in degrees. This is multiplied - /// with the existing root node's transform. This is only used during import. - /// - public float YAxisRotation - { - get - { - return m_yAxisRotation; - } - set - { - if(m_yAxisRotation != value) - { - m_yAxisRotation = value; - m_buildMatrix = true; - } - } - } - - /// - /// Gets or sets the model's rotation about the Z-Axis, in degrees. This is multiplied - /// with the existing root node's transform. This is only used during import. - /// - public float ZAxisRotation - { - get - { - return m_zAxisRotation; - } - set - { - if(m_zAxisRotation != value) - { - m_zAxisRotation = value; - m_buildMatrix = true; - } - } - } - - /// - /// Gets whether this context is using a user-defined IO system for file handling. - /// - public bool UsingCustomIOSystem - { - get - { - return m_ioSystem != null && !m_ioSystem.IsDisposed; - } - } - - /// - /// Gets the property configurations set to this context. This is only used during import. - /// - public Dictionary PropertyConfigurations - { - get - { - return m_configs; - } - } - - /// - /// Constructs a new instance of the class. - /// - public AssimpContext() - { - m_configs = new Dictionary(); - } - - #region Import - - #region ImportFileFromStream - - /// - /// Imports a model from the stream without running any post-process steps. The importer sets configurations - /// and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream. - /// If the format is distributed across multiple files/streams, set a custom - /// and use the "ImportFile" family of functions. - /// - /// Stream to read from - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful. - /// The imported scene - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public Scene ImportFileFromStream(Stream stream, String formatHint = null) - { - return ImportFileFromStream(stream, PostProcessSteps.None, formatHint); - } - - /// - /// Imports a model from the stream. The importer sets configurations and loads the model into managed memory, releasing the unmanaged memory - /// used by Assimp. It is up to the caller to dispose of the stream. If the format is distributed across multiple files/streams, set a custom - /// and use the "ImportFile" family of functions. - /// - /// Stream to read from - /// Post processing flags, if any - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful. - /// The imported scene - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public Scene ImportFileFromStream(Stream stream, PostProcessSteps postProcessFlags, String formatHint = null) - { - CheckDisposed(); - - if(stream == null || stream.CanRead != true) - throw new AssimpException("stream", "Can't read from the stream it's null or write-only"); - - IntPtr ptr = IntPtr.Zero; - PrepareImport(); - - try - { - ptr = AssimpLibrary.Instance.ImportFileFromStream(stream, PostProcessSteps.None, formatHint, m_propStore); - - if(ptr == IntPtr.Zero) - throw new AssimpException("Error importing file: " + AssimpLibrary.Instance.GetErrorString()); - - TransformScene(ptr); - - if(postProcessFlags != PostProcessSteps.None) - ptr = AssimpLibrary.Instance.ApplyPostProcessing(ptr, postProcessFlags); - - return Scene.FromUnmanagedScene(ptr); - } - finally - { - CleanupImport(); - - if(ptr != IntPtr.Zero) - { - AssimpLibrary.Instance.ReleaseImport(ptr); - } - } - } - - #endregion - - #region ImportFile - - /// - /// Imports a model from the specified file without running any post-process steps. The importer sets configurations - /// and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - /// - /// Full path to the file - /// The imported scene - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public Scene ImportFile(String file) - { - return ImportFile(file, PostProcessSteps.None); - } - - /// - /// Imports a model from the specified file. The importer sets configurations - /// and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - /// - /// Full path to the file - /// Post processing flags, if any - /// The imported scene - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public Scene ImportFile(String file, PostProcessSteps postProcessFlags) - { - CheckDisposed(); - - IntPtr ptr = IntPtr.Zero; - IntPtr fileIO = IntPtr.Zero; - - //Only do file checks if not using a custom IOSystem - if(UsingCustomIOSystem) - { - fileIO = m_ioSystem.AiFileIO; - } - else if(String.IsNullOrEmpty(file) || !File.Exists(file)) - { - throw new FileNotFoundException("Filename was null or could not be found", file); - } - - PrepareImport(); - - try - { - ptr = AssimpLibrary.Instance.ImportFile(file, PostProcessSteps.None, fileIO, m_propStore); - - if(ptr == IntPtr.Zero) - throw new AssimpException("Error importing file: " + AssimpLibrary.Instance.GetErrorString()); - - TransformScene(ptr); - - if(postProcessFlags != PostProcessSteps.None) - ptr = AssimpLibrary.Instance.ApplyPostProcessing(ptr, postProcessFlags); - - return Scene.FromUnmanagedScene(ptr); - } - finally - { - CleanupImport(); - - if(ptr != IntPtr.Zero) - { - AssimpLibrary.Instance.ReleaseImport(ptr); - } - } - } - - #endregion - - #endregion - - #region Export - - #region ExportFile - - /// - /// Exports a scene to the specified format and writes it to a file. - /// - /// Scene containing the model to export. - /// Path to the file. - /// FormatID representing the format to export to. - /// True if the scene was exported successfully, false otherwise. - /// Thrown if the scene is null. - /// Thrown if the context has already been disposed of. - public bool ExportFile(Scene scene, String fileName, String exportFormatId) - { - return ExportFile(scene, fileName, exportFormatId, PostProcessSteps.None); - } - - /// - /// Exports a scene to the specified format and writes it to a file. - /// - /// Scene containing the model to export. - /// Path to the file. - /// FormatID representing the format to export to. - /// Preprocessing flags to apply to the model before it is exported. - /// True if the scene was exported successfully, false otherwise. - /// Thrown if the scene is null. - /// Thrown if the context has already been disposed of. - public bool ExportFile(Scene scene, String fileName, String exportFormatId, PostProcessSteps preProcessing) - { - CheckDisposed(); - - IntPtr fileIO = IntPtr.Zero; - IntPtr scenePtr = IntPtr.Zero; - - if(scene == null) - throw new ArgumentNullException("scene", "Scene must exist."); - - if (!TestIfExportIdIsValid(exportFormatId)) - return false; - - try - { - scenePtr = Scene.ToUnmanagedScene(scene); - - ReturnCode status = AssimpLibrary.Instance.ExportScene(scenePtr, exportFormatId, fileName, fileIO, preProcessing); - - return status == ReturnCode.Success; - } - finally - { - if(scenePtr != IntPtr.Zero) - Scene.FreeUnmanagedScene(scenePtr); - } - } - - #endregion - - #region ExportToBlob - - /// - /// Exports a scene to the specified format and writes it to a data blob. - /// - /// Scene containing the model to export. - /// FormatID representing the format to export to. - /// The resulting data blob, or null if the export failed. - /// Thrown if the scene is null. - /// Thrown if the context has already been disposed of. - public ExportDataBlob ExportToBlob(Scene scene, String exportFormatId) - { - return ExportToBlob(scene, exportFormatId, PostProcessSteps.None); - } - - /// - /// Exports a scene to the specified format and writes it to a data blob. - /// - /// Scene containing the model to export. - /// FormatID representing the format to export to. - /// Preprocessing flags to apply to the model before it is exported. - /// The resulting data blob, or null if the export failed. - /// Thrown if the scene is null. - /// Thrown if the context has already been disposed of. - public ExportDataBlob ExportToBlob(Scene scene, String exportFormatId, PostProcessSteps preProcessing) - { - CheckDisposed(); - - IntPtr fileIO = IntPtr.Zero; - IntPtr scenePtr = IntPtr.Zero; - - if(scene == null) - throw new ArgumentNullException("scene", "Scene must exist."); - - if (!TestIfExportIdIsValid(exportFormatId)) - return null; - - try - { - scenePtr = Scene.ToUnmanagedScene(scene); - - return AssimpLibrary.Instance.ExportSceneToBlob(scenePtr, exportFormatId, preProcessing); - } - finally - { - if(scenePtr != IntPtr.Zero) - Scene.FreeUnmanagedScene(scenePtr); - } - } - - #endregion - - #endregion - - #region ConvertFromFile - - #region File to File - - /// - /// Converts the model contained in the file to the specified format and save it to a file. - /// - /// Input file name to import - /// Output file name to export to - /// Format id that specifies what format to export to - /// True if the conversion was successful or not, false otherwise. - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public bool ConvertFromFileToFile(String inputFilename, String outputFilename, String exportFormatId) - { - return ConvertFromFileToFile(inputFilename, PostProcessSteps.None, outputFilename, exportFormatId, PostProcessSteps.None); - } - - /// - /// Converts the model contained in the file to the specified format and save it to a file. - /// - /// Input file name to import - /// Output file name to export to - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// True if the conversion was successful or not, false otherwise. - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public bool ConvertFromFileToFile(String inputFilename, String outputFilename, String exportFormatId, PostProcessSteps exportProcessSteps) - { - return ConvertFromFileToFile(inputFilename, PostProcessSteps.None, outputFilename, exportFormatId, exportProcessSteps); - } - - /// - /// Converts the model contained in the file to the specified format and save it to a file. - /// - /// Input file name to import - /// Post processing steps used for the import - /// Output file name to export to - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// True if the conversion was successful or not, false otherwise. - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public bool ConvertFromFileToFile(String inputFilename, PostProcessSteps importProcessSteps, String outputFilename, String exportFormatId, PostProcessSteps exportProcessSteps) - { - CheckDisposed(); - - if (!TestIfExportIdIsValid(exportFormatId)) - return false; - - IntPtr ptr = IntPtr.Zero; - IntPtr fileIO = IntPtr.Zero; - - //Only do file checks if not using a custom IOSystem - if(UsingCustomIOSystem) - { - fileIO = m_ioSystem.AiFileIO; - } - else if(String.IsNullOrEmpty(inputFilename) || !File.Exists(inputFilename)) - { - throw new FileNotFoundException("Filename was null or could not be found", inputFilename); - } - - PrepareImport(); - - try - { - ptr = AssimpLibrary.Instance.ImportFile(inputFilename, PostProcessSteps.None, fileIO, m_propStore); - - if(ptr == IntPtr.Zero) - throw new AssimpException("Error importing file: " + AssimpLibrary.Instance.GetErrorString()); - - TransformScene(ptr); - - if(importProcessSteps != PostProcessSteps.None) - ptr = AssimpLibrary.Instance.ApplyPostProcessing(ptr, importProcessSteps); - - ReturnCode status = AssimpLibrary.Instance.ExportScene(ptr, exportFormatId, outputFilename, fileIO, exportProcessSteps); - - return status == ReturnCode.Success; - } - finally - { - CleanupImport(); - - if(ptr != IntPtr.Zero) - AssimpLibrary.Instance.ReleaseImport(ptr); - } - } - - #endregion - - #region File to Blob - - /// - /// Converts the model contained in the file to the specified format and save it to a data blob. - /// - /// Input file name to import - /// Format id that specifies what format to export to - /// Data blob containing the exported scene in a binary form - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public ExportDataBlob ConvertFromFileToBlob(String inputFilename, String exportFormatId) - { - return ConvertFromFileToBlob(inputFilename, PostProcessSteps.None, exportFormatId, PostProcessSteps.None); - } - - /// - /// Converts the model contained in the file to the specified format and save it to a data blob. - /// - /// Input file name to import - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// Data blob containing the exported scene in a binary form - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public ExportDataBlob ConvertFromFileToBlob(String inputFilename, String exportFormatId, PostProcessSteps exportProcessSteps) - { - return ConvertFromFileToBlob(inputFilename, PostProcessSteps.None, exportFormatId, exportProcessSteps); - } - - /// - /// Converts the model contained in the file to the specified format and save it to a data blob. - /// - /// Input file name to import - /// Post processing steps used for the import - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// Data blob containing the exported scene in a binary form - /// Thrown if there was a general error in importing the model. - /// Thrown if the file could not be located. - /// Thrown if the context has already been disposed of. - public ExportDataBlob ConvertFromFileToBlob(String inputFilename, PostProcessSteps importProcessSteps, String exportFormatId, PostProcessSteps exportProcessSteps) - { - CheckDisposed(); - - if (!TestIfExportIdIsValid(exportFormatId)) - return null; - - IntPtr ptr = IntPtr.Zero; - IntPtr fileIO = IntPtr.Zero; - - //Only do file checks if not using a custom IOSystem - if(UsingCustomIOSystem) - { - fileIO = m_ioSystem.AiFileIO; - } - else if(String.IsNullOrEmpty(inputFilename) || !File.Exists(inputFilename)) - { - throw new FileNotFoundException("Filename was null or could not be found", inputFilename); - } - - PrepareImport(); - - try - { - ptr = AssimpLibrary.Instance.ImportFile(inputFilename, PostProcessSteps.None, fileIO, m_propStore); - - if(ptr == IntPtr.Zero) - throw new AssimpException("Error importing file: " + AssimpLibrary.Instance.GetErrorString()); - - TransformScene(ptr); - - if(importProcessSteps != PostProcessSteps.None) - ptr = AssimpLibrary.Instance.ApplyPostProcessing(ptr, importProcessSteps); - - return AssimpLibrary.Instance.ExportSceneToBlob(ptr, exportFormatId, exportProcessSteps); - } - finally - { - CleanupImport(); - - if(ptr != IntPtr.Zero) - AssimpLibrary.Instance.ReleaseImport(ptr); - } - } - - #endregion - - #endregion - - #region ConvertFromStream - - #region Stream to File - - /// - /// Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - /// If the format is distributed across multiple files/streams, set a custom - /// and use the "ConvertFromFileToFile" family of functions. - /// - /// Stream to read from - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful - /// Output file name to export to - /// Format id that specifies what format to export to - /// True if the conversion was successful or not, false otherwise. - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public bool ConvertFromStreamToFile(Stream inputStream, String importFormatHint, String outputFilename, String exportFormatId) - { - return ConvertFromStreamToFile(inputStream, importFormatHint, PostProcessSteps.None, outputFilename, exportFormatId, PostProcessSteps.None); - } - - /// - /// Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - /// If the format is distributed across multiple files/streams, set a custom - /// and use the "ConvertFromFileToFile" family of functions. - /// - /// Stream to read from - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful - /// Output file name to export to - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// True if the conversion was successful or not, false otherwise. - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public bool ConvertFromStreamToFile(Stream inputStream, String importFormatHint, String outputFilename, String exportFormatId, PostProcessSteps exportProcessSteps) - { - return ConvertFromStreamToFile(inputStream, importFormatHint, PostProcessSteps.None, outputFilename, exportFormatId, exportProcessSteps); - } - - /// - /// Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - /// If the format is distributed across multiple files/streams, set a custom - /// and use the "ConvertFromFileToFile" family of functions. - /// - /// Stream to read from - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful - /// Post processing steps used for import - /// Output file name to export to - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// True if the conversion was successful or not, false otherwise. - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public bool ConvertFromStreamToFile(Stream inputStream, String importFormatHint, PostProcessSteps importProcessSteps, String outputFilename, String exportFormatId, PostProcessSteps exportProcessSteps) - { - CheckDisposed(); - - if(inputStream == null || inputStream.CanRead != true) - throw new AssimpException("stream", "Can't read from the stream it's null or write-only"); - - if (!TestIfExportIdIsValid(exportFormatId)) - return false; - - IntPtr ptr = IntPtr.Zero; - PrepareImport(); - - try - { - ptr = AssimpLibrary.Instance.ImportFileFromStream(inputStream, importProcessSteps, importFormatHint, m_propStore); - - if(ptr == IntPtr.Zero) - throw new AssimpException("Error importing file: " + AssimpLibrary.Instance.GetErrorString()); - - TransformScene(ptr); - - if(importProcessSteps != PostProcessSteps.None) - ptr = AssimpLibrary.Instance.ApplyPostProcessing(ptr, importProcessSteps); - - ReturnCode status = AssimpLibrary.Instance.ExportScene(ptr, exportFormatId, outputFilename, exportProcessSteps); - - return status == ReturnCode.Success; - } - finally - { - CleanupImport(); - - if(ptr != IntPtr.Zero) - AssimpLibrary.Instance.ReleaseImport(ptr); - } - } - - #endregion - - #region Stream to Blob - - /// - /// Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - /// If the format is distributed across multiple files/streams, set a custom - /// and use the "ConvertFromFileToBlob" family of functions. - /// - /// Stream to read from - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful - /// Format id that specifies what format to export to - /// Data blob containing the exported scene in a binary form - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public ExportDataBlob ConvertFromStreamToBlob(Stream inputStream, String importFormatHint, String exportFormatId) - { - return ConvertFromStreamToBlob(inputStream, importFormatHint, PostProcessSteps.None, exportFormatId, PostProcessSteps.None); - } - - /// - /// Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - /// If the format is distributed across multiple files/streams, set a custom - /// and use the "ConvertFromFileToBlob" family of functions. - /// - /// Stream to read from - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// Data blob containing the exported scene in a binary form - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public ExportDataBlob ConvertFromStreamToBlob(Stream inputStream, String importFormatHint, String exportFormatId, PostProcessSteps exportProcessSteps) - { - return ConvertFromStreamToBlob(inputStream, importFormatHint, PostProcessSteps.None, exportFormatId, exportProcessSteps); - } - - /// - /// Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - /// If the format is distributed across multiple files/streams, set a custom - /// and use the "ConvertFromFileToBlob" family of functions. - /// - /// Stream to read from - /// Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - /// try to detect what importer to use from the data which may or may not be successful - /// Post processing steps used for import - /// Format id that specifies what format to export to - /// Pre processing steps used for the export - /// Data blob containing the exported scene in a binary form - /// Thrown if the stream is not valid (null or write-only). - /// Thrown if the context has already been disposed of. - public ExportDataBlob ConvertFromStreamToBlob(Stream inputStream, String importFormatHint, PostProcessSteps importProcessSteps, String exportFormatId, PostProcessSteps exportProcessSteps) - { - CheckDisposed(); - - if(inputStream == null || inputStream.CanRead != true) - throw new AssimpException("stream", "Can't read from the stream it's null or write-only"); - - if (!TestIfExportIdIsValid(exportFormatId)) - return null; - - IntPtr ptr = IntPtr.Zero; - PrepareImport(); - - try - { - ptr = AssimpLibrary.Instance.ImportFileFromStream(inputStream, importProcessSteps, importFormatHint, m_propStore); - - if(ptr == IntPtr.Zero) - throw new AssimpException("Error importing file: " + AssimpLibrary.Instance.GetErrorString()); - - TransformScene(ptr); - - if(importProcessSteps != PostProcessSteps.None) - ptr = AssimpLibrary.Instance.ApplyPostProcessing(ptr, importProcessSteps); - - return AssimpLibrary.Instance.ExportSceneToBlob(ptr, exportFormatId, exportProcessSteps); - } - finally - { - CleanupImport(); - - if(ptr != IntPtr.Zero) - AssimpLibrary.Instance.ReleaseImport(ptr); - } - } - - #endregion - - #endregion - - #region IOSystem - - /// - /// Sets a custom file system implementation that is used by this importer. If it is null, then the default assimp file system - /// is used instead. - /// - /// Custom file system implementation - public void SetIOSystem(IOSystem ioSystem) - { - if(ioSystem == null || ioSystem.IsDisposed) - ioSystem = null; - - m_ioSystem = ioSystem; - } - - /// - /// Removes the currently set custom file system implementation from the importer. - /// - public void RemoveIOSystem() - { - m_ioSystem = null; - } - - #endregion - - #region Format support - - /// - /// Gets the model formats that are supported for export by Assimp. - /// - /// Export formats supported - public ExportFormatDescription[] GetSupportedExportFormats() - { - QueryExportFormatsIfNecessary(); - - return (ExportFormatDescription[]) m_exportFormats.Clone(); - } - - /// - /// Gets the model formats that are supported for import by Assimp. - /// - /// Import formats supported - public String[] GetSupportedImportFormats() - { - QueryImportFormatsIfNecessary(); - - return (String[]) m_importFormats.Clone(); - } - - /// - /// Gets descriptions for each importer that assimp has registered. - /// - /// Descriptions of supported importers. - public ImporterDescription[] GetImporterDescriptions() - { - QueryImporterDescriptionsIfNecessary(); - - return (ImporterDescription[]) m_importerDescrs.Clone(); - } - - /// - /// Gets an importer description for the specified file extension. If no importers support it, null is returned. Multiple importers may support the file extension, - /// they are called in the order that they were registered. - /// - /// File extension to query importer support for. - /// Importer description or null if it does not exist. - public ImporterDescription GetImporterDescriptionFor(String fileExtension) - { - if(String.IsNullOrEmpty(fileExtension)) - return null; - - QueryImporterDescriptionsIfNecessary(); - - if(fileExtension.StartsWith(".") && fileExtension.Length >= 2) - fileExtension = fileExtension.Substring(1); - - foreach(ImporterDescription descr in m_importerDescrs) - { - foreach(String ext in descr.FileExtensions) - { - if(String.Equals(fileExtension, ext, StringComparison.Ordinal)) - return descr; - } - } - - return null; - } - - /// - /// Checks if the format extension (e.g. ".dae" or ".obj") is supported for import. - /// - /// Model format - /// True if the format is supported, false otherwise - public bool IsImportFormatSupported(String format) - { - return AssimpLibrary.Instance.IsExtensionSupported(format); - } - - /// - /// Checks if the format extension (e.g. ".dae" or ".obj") is supported for export. - /// - /// Model format - /// True if the format is supported, false otherwise - public bool IsExportFormatSupported(String format) - { - if(String.IsNullOrEmpty(format)) - return false; - - QueryExportFormatsIfNecessary(); - - if(format.StartsWith(".") && format.Length >= 2) - format = format.Substring(1); - - foreach(ExportFormatDescription desc in m_exportFormats) - { - if(String.Equals(desc.FileExtension, format, StringComparison.Ordinal)) - return true; - } - - return false; - } - - #endregion - - #region Configs - - /// - /// Sets a configuration property to the context. This is only used during import. - /// - /// Config to set - public void SetConfig(PropertyConfig config) - { - if(config == null) - return; - - String name = config.Name; - m_configs[config.Name] = config; - } - - /// - /// Removes a set configuration property by name. - /// - /// Name of the config property - public void RemoveConfig(String configName) - { - if(String.IsNullOrEmpty(configName)) - return; - - PropertyConfig oldConfig; - if(m_configs.TryGetValue(configName, out oldConfig)) - m_configs.Remove(configName); - } - - /// - /// Removes all configuration properties from the context. - /// - public void RemoveConfigs() - { - m_configs.Clear(); - } - - /// - /// Checks if the context has a config set by the specified name. - /// - /// Name of the config property - /// True if the config is present, false otherwise - public bool ContainsConfig(String configName) - { - if(String.IsNullOrEmpty(configName)) - return false; - - return m_configs.ContainsKey(configName); - } - - #endregion - - #region Dispose - - /// - /// Disposes of resources held by the context. These include IO systems still attached. - /// - public void Dispose() - { - Dispose(true); - GC.SuppressFinalize(this); - } - - /// - /// Releases unmanaged and - optionally - managed resources - /// - /// True to release both managed and unmanaged resources; False to release only unmanaged resources. - private void Dispose(bool disposing) - { - if(!m_isDisposed) - { - if(disposing) - { - if(UsingCustomIOSystem) - m_ioSystem.Dispose(); - } - - m_isDisposed = true; - } - } - - #endregion - - #region Private methods - - private void CheckDisposed() - { - if(m_isDisposed) - throw new ObjectDisposedException("Assimp Context has been disposed."); - } - - private void QueryExportFormatsIfNecessary() - { - if(m_exportFormats == null) - m_exportFormats = AssimpLibrary.Instance.GetExportFormatDescriptions(); - } - - private void QueryImportFormatsIfNecessary() - { - if(m_importFormats == null) - m_importFormats = AssimpLibrary.Instance.GetExtensionList(); - } - - private void QueryImporterDescriptionsIfNecessary() - { - if(m_importerDescrs == null) - m_importerDescrs = AssimpLibrary.Instance.GetImporterDescriptions(); - } - - //Build import transformation matrix - private void BuildMatrix() - { - - if(m_buildMatrix) - { - Matrix4x4 scale = Matrix4x4.FromScaling(new Vector3D(m_scale, m_scale, m_scale)); - Matrix4x4 xRot = Matrix4x4.FromRotationX(m_xAxisRotation * (float) (Math.PI / 180.0d)); - Matrix4x4 yRot = Matrix4x4.FromRotationY(m_yAxisRotation * (float) (Math.PI / 180.0d)); - Matrix4x4 zRot = Matrix4x4.FromRotationZ(m_zAxisRotation * (float) (Math.PI / 180.0d)); - m_scaleRot = scale * ((xRot * yRot) * zRot); - } - - m_buildMatrix = false; - } - - //Transforms the root node of the scene and writes it back to the native structure - private bool TransformScene(IntPtr scene) - { - BuildMatrix(); - - try - { - if(!m_scaleRot.IsIdentity) - { - AiScene aiScene = MemoryHelper.MarshalStructure(scene); - if(aiScene.RootNode == IntPtr.Zero) - return false; - - IntPtr matrixPtr = MemoryHelper.AddIntPtr(aiScene.RootNode, MemoryHelper.SizeOf()); //Skip over Node Name - - Matrix4x4 matrix = MemoryHelper.Read(matrixPtr); //Get the root transform - matrix = matrix * m_scaleRot; //Transform - - //Write back to unmanaged mem - MemoryHelper.Write(matrixPtr, matrix); - - return true; - } - } - catch(Exception) - { - - } - - return false; - } - - //Creates all property stores and sets their values - private void CreateConfigs() - { - m_propStore = AssimpLibrary.Instance.CreatePropertyStore(); - - foreach(KeyValuePair config in m_configs) - { - config.Value.ApplyValue(m_propStore); - } - } - - //Destroys all property stores - private void ReleaseConfigs() - { - if(m_propStore != IntPtr.Zero) - AssimpLibrary.Instance.ReleasePropertyStore(m_propStore); - } - - //Does all the necessary prep work before we import - private void PrepareImport() - { - CreateConfigs(); - } - - //Does all the necessary cleanup work after we import - private void CleanupImport() - { - ReleaseConfigs(); - - //Noticed that sometimes Assimp doesn't call Close() callbacks always, so ensure we clean up those up here - if(UsingCustomIOSystem) - { - m_ioSystem.CloseAllFiles(); - } - } - - //Tests if a export format ID matches any in the supported list, and if not logs a warning - private bool TestIfExportIdIsValid(String exportFormatId) - { - if (m_exportFormats == null) - m_exportFormats = AssimpLibrary.Instance.GetExportFormatDescriptions(); - - foreach(ExportFormatDescription descr in m_exportFormats) - { - if (descr.FormatId.Equals(exportFormatId, StringComparison.Ordinal)) - return true; - } - - //Assimp doesn't seem to emit a logstream message, so make sure we log that the format ID is not valid - IEnumerable loggers = LogStream.GetAttachedLogStreams(); - - foreach(LogStream logger in loggers) - { - logger.Log(String.Format("Info, Invalid export format: {0}", exportFormatId)); - } - - return false; - } - - #endregion - - } -} diff --git a/Dependencies/assimpnet/AssimpNet/AssimpException.cs b/Dependencies/assimpnet/AssimpNet/AssimpException.cs deleted file mode 100644 index 23d5b97a..00000000 --- a/Dependencies/assimpnet/AssimpNet/AssimpException.cs +++ /dev/null @@ -1,59 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; - -namespace Assimp -{ - /// - /// AssimpNet general exception. - /// - public class AssimpException : Exception - { - - /// - /// Initializes a new instance of the class. - /// - public AssimpException() : base() { } - - /// - /// Initializes a new instance of the class. - /// - /// The error message. - public AssimpException(String msg) : base(msg) { } - - /// - /// Initializes a new instance of the class. - /// - /// Name of the param. - /// The error message. - public AssimpException(String paramName, String msg) - : base("Parameter: " + paramName + " Error: " + msg) { } - - /// - /// Initializes a new instance of the class. - /// - /// The error message - /// The inner exception. - public AssimpException(String msg, Exception innerException) : base(msg, innerException) { } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/AssimpKey.snk b/Dependencies/assimpnet/AssimpNet/AssimpKey.snk deleted file mode 100644 index 0d8afbaf..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/AssimpKey.snk and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/AssimpNet.targets b/Dependencies/assimpnet/AssimpNet/AssimpNet.targets deleted file mode 100644 index c5b871c8..00000000 --- a/Dependencies/assimpnet/AssimpNet/AssimpNet.targets +++ /dev/null @@ -1,24 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - diff --git a/Dependencies/assimpnet/AssimpNet/Bone.cs b/Dependencies/assimpnet/AssimpNet/Bone.cs deleted file mode 100644 index 2bdd74c7..00000000 --- a/Dependencies/assimpnet/AssimpNet/Bone.cs +++ /dev/null @@ -1,189 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Represents a single bone of a mesh. A bone has a name which allows it to be found in the frame - /// hierarchy and by which it can be addressed by animations. In addition it has a number of - /// influences on vertices. - /// - public sealed class Bone : IMarshalable - { - private String m_name; - private List m_weights; - private Matrix4x4 m_offsetMatrix; - - /// - /// Gets or sets the name of the bone. - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets the number of vertex influences the bone contains. - /// - public int VertexWeightCount - { - get - { - return m_weights.Count; - } - } - - /// - /// Gets if the bone has vertex weights - this should always be true. - /// - public bool HasVertexWeights - { - get - { - return m_weights.Count > 0; - } - } - - /// - /// Gets the vertex weights owned by the bone. - /// - public List VertexWeights - { - get - { - return m_weights; - } - } - - /// - /// Gets or sets the matrix that transforms from mesh space to bone space in bind pose. - /// - public Matrix4x4 OffsetMatrix - { - get - { - return m_offsetMatrix; - } - set - { - m_offsetMatrix = value; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Bone() - { - m_name = null; - m_offsetMatrix = Matrix3x3.Identity; - m_weights = new List(); - } - - /// - /// Constructs a new instance of the class. - /// - /// Name of the bone - /// Bone's offset matrix - /// Vertex weights - public Bone(String name, Matrix3x3 offsetMatrix, VertexWeight[] weights) - { - m_name = name; - m_offsetMatrix = offsetMatrix; - m_weights = new List(); - - if(weights != null) - m_weights.AddRange(weights); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiBone nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.OffsetMatrix = m_offsetMatrix; - nativeValue.NumWeights = (uint) m_weights.Count; - nativeValue.Weights = IntPtr.Zero; - - if(nativeValue.NumWeights > 0) - nativeValue.Weights = MemoryHelper.ToNativeArray(m_weights.ToArray()); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiBone nativeValue) - { - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_offsetMatrix = nativeValue.OffsetMatrix; - m_weights.Clear(); - - if(nativeValue.NumWeights > 0 && nativeValue.Weights != IntPtr.Zero) - m_weights.AddRange(MemoryHelper.FromNativeArray(nativeValue.Weights, (int) nativeValue.NumWeights)); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiBone aiBone = MemoryHelper.Read(nativeValue); - int numWeights = MemoryHelper.Read(MemoryHelper.AddIntPtr(nativeValue, MemoryHelper.SizeOf())); - IntPtr weightsPtr = MemoryHelper.AddIntPtr(nativeValue, MemoryHelper.SizeOf() + sizeof(uint)); - - if(aiBone.NumWeights > 0 && aiBone.Weights != IntPtr.Zero) - MemoryHelper.FreeMemory(aiBone.Weights); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Camera.cs b/Dependencies/assimpnet/AssimpNet/Camera.cs deleted file mode 100644 index 2d944fb4..00000000 --- a/Dependencies/assimpnet/AssimpNet/Camera.cs +++ /dev/null @@ -1,282 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Describes a right-handed camera in the scene. An important aspect is that - /// the camera itself is also part of the scenegraph, meaning any values such - /// as the direction vector are not *absolute*, they can be relative to the coordinate - /// system defined by the node which corresponds to the camera. This allows for camera - /// animations. - /// - public sealed class Camera : IMarshalable - { - private String m_name; - private Vector3D m_position; - private Vector3D m_up; - private Vector3D m_direction; - private float m_fieldOfView; - private float m_clipPlaneNear; - private float m_clipPlaneFar; - private float m_aspectRatio; - - /// - /// Gets or sets the name of the camera. This corresponds to a node in the - /// scenegraph with the same name. This node specifies the position of the - /// camera in the scene hierarchy and can be animated. - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets or sets the position of the camera relative to the coordinate space defined by - /// the corresponding node. THe default value is 0|0|0. - /// - public Vector3D Position - { - get - { - return m_position; - } - set - { - m_position = value; - } - } - - /// - /// Gets or sets the 'up' vector of the camera, relative to the coordinate space defined by the - /// corresponding node. The 'right' vector of the camera is the cross product of the up - /// and direction vectors. The default value is 0|1|0. - /// - public Vector3D Up - { - get - { - return m_up; - } - set - { - m_up = value; - } - } - - /// - /// Gets or sets the viewing direction of the camera, relative to the coordinate space defined by the corresponding node. - /// The default value is 0|0|1. - /// - public Vector3D Direction - { - get - { - return m_direction; - } - set - { - m_direction = value; - } - } - - /// - /// Gets or sets the half horizontal field of view angle, in radians. The FoV angle is - /// the angle between the center line of the screen and the left or right border. The default - /// value is 1/4PI. - /// - public float FieldOfview - { - get - { - return m_fieldOfView; - } - set - { - m_fieldOfView = value; - } - } - - /// - /// Gets or sets the distance of the near clipping plane from the camera. The value may not - /// be 0.0f for arithmetic reasons to prevent a division through zero. The default value is 0.1f; - /// - public float ClipPlaneNear - { - get - { - return m_clipPlaneNear; - } - set - { - m_clipPlaneNear = value; - } - } - - /// - /// Gets or sets the distance of the far clipping plane from the camera. The far clippling plane must - /// be further than the near clippling plane. The default value is 1000.0f. The ratio between - /// the near and far plane should not be too large (between 1000 - 10000 should be ok) to avoid - /// floating-point inaccuracies which can lead to z-fighting. - /// - public float ClipPlaneFar - { - get - { - return m_clipPlaneFar; - } - set - { - m_clipPlaneFar = value; - } - } - - /// - /// Gets or sets the screen aspect ratio. This is the ratio between the width and height of the screen. Typical - /// values are 4/3, 1/2, or 1/1. This value is 0 if the aspect ratio is not defined in the source file. - /// The default value is zero. - /// - public float AspectRatio - { - get - { - return m_aspectRatio; - } - set - { - m_aspectRatio = value; - } - } - - /// - /// Gets a right-handed view matrix. - /// - public Matrix4x4 ViewMatrix - { - get - { - Vector3D zAxis = m_direction; - zAxis.Normalize(); - Vector3D yAxis = m_up; - yAxis.Normalize(); - Vector3D xAxis = Vector3D.Cross(m_up, m_direction); - zAxis.Normalize(); - - //Assimp docs *say* they deal with Row major matrices, - //but aiCamera.h has this calc done with translation in the 4th column - Matrix4x4 mat; - mat.A1 = xAxis.X; - mat.A2 = xAxis.Y; - mat.A3 = xAxis.Z; - mat.A4 = 0; - - mat.B1 = yAxis.X; - mat.B2 = yAxis.Y; - mat.B3 = yAxis.Z; - mat.B4 = 0; - - mat.C1 = zAxis.X; - mat.C2 = zAxis.Y; - mat.C3 = zAxis.Z; - mat.C4 = 0; - - mat.D1 = -(Vector3D.Dot(xAxis, m_position)); - mat.D2 = -(Vector3D.Dot(yAxis, m_position)); - mat.D3 = -(Vector3D.Dot(zAxis, m_position)); - mat.D4 = 1.0f; - - return mat; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Camera() - { - m_name = String.Empty; - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiCamera nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.Position = m_position; - nativeValue.LookAt = m_direction; - nativeValue.Up = m_up; - nativeValue.HorizontalFOV = m_fieldOfView; - nativeValue.ClipPlaneFar = m_clipPlaneFar; - nativeValue.ClipPlaneNear = m_clipPlaneNear; - nativeValue.Aspect = m_aspectRatio; - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiCamera nativeValue) - { - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_position = nativeValue.Position; - m_direction = nativeValue.LookAt; - m_up = nativeValue.Up; - m_fieldOfView = nativeValue.HorizontalFOV; - m_clipPlaneFar = nativeValue.ClipPlaneFar; - m_clipPlaneNear = nativeValue.ClipPlaneNear; - m_aspectRatio = nativeValue.Aspect; - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue != IntPtr.Zero && freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Color3D.cs b/Dependencies/assimpnet/AssimpNet/Color3D.cs deleted file mode 100644 index 80b7eb65..00000000 --- a/Dependencies/assimpnet/AssimpNet/Color3D.cs +++ /dev/null @@ -1,365 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a RGB color. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Color3D - { - - /// - /// Red component. - /// - public float R; - - /// - /// Green component. - /// - public float G; - - /// - /// Blue component. - /// - public float B; - - /// - /// Gets or sets the component value at the specified zero-based index - /// in the order of RGBA (index 0 access R, 1 access G, etc). If - /// the index is not in range, a value of zero is returned. - /// - /// Zero-based index. - /// The component value - public float this[int index] - { - get - { - switch(index) - { - case 0: - return R; - case 1: - return G; - case 2: - return B; - default: - return 0; - } - } - set - { - switch(index) - { - case 0: - R = value; - break; - case 1: - G = value; - break; - case 2: - B = value; - break; - } - } - } - - /// - /// Constructs a Color3D. - /// - /// Red component - /// Green component - /// Blue component - public Color3D(float r, float g, float b) - { - R = r; - G = g; - B = b; - } - - /// - /// Constructs a Color3D where each component is - /// set to the same value. - /// - /// Value to set R, G, B components - public Color3D(float value) - { - R = value; - G = value; - B = value; - } - - /// - /// Determines if the color is black, or close to being black. - /// - /// True if the color is black/nearly block, false otherwise. - public bool IsBlack() - { - float epsilon = 10e-3f; - return (float) Math.Abs(R) < epsilon - && (float) Math.Abs(G) < epsilon - && (float) Math.Abs(B) < epsilon; - } - - /// - /// Adds the two colors together. - /// - /// First color - /// Second color - /// Added color - public static Color3D operator +(Color3D a, Color3D b) - { - Color3D c; - c.R = a.R + b.R; - c.G = a.G + b.G; - c.B = a.B + b.B; - return c; - } - - /// - /// Adds the value to each of the components of the color. - /// - /// Source color - /// Value to add to each component - /// Added color - public static Color3D operator +(Color3D color, float value) - { - Color3D c; - c.R = color.R + value; - c.G = color.G + value; - c.B = color.B + value; - return c; - } - - /// - /// Adds the value to each of the components of the color. - /// - /// Value to add to each component - /// Source color - /// Added color - public static Color3D operator +(float value, Color3D color) - { - Color3D c; - c.R = color.R + value; - c.G = color.G + value; - c.B = color.B + value; - return c; - } - - /// - /// Subtracts the second color from the first color. - /// - /// First color - /// Second color - /// Resulting color - public static Color3D operator -(Color3D a, Color3D b) - { - Color3D c; - c.R = a.R - b.R; - c.G = a.G - b.G; - c.B = a.B - b.B; - return c; - } - - /// - /// Subtracts the value from each of the color's components. - /// - /// Source color - /// Value to subtract from each component - /// Resulting color - public static Color3D operator -(Color3D color, float value) - { - Color3D c; - c.R = color.R - value; - c.G = color.G - value; - c.B = color.B - value; - return c; - } - - /// - /// Subtracts the color's components from the value, returning - /// the result as a new color. Same as new Color4D(value) - color - /// - /// Value for each component of the first color - /// Second color - /// Resulting color - public static Color3D operator -(float value, Color3D color) - { - Color3D c; - c.R = value - color.R; - c.G = value - color.G; - c.B = value - color.B; - return c; - } - - /// - /// Multiplies the two colors. - /// - /// First color - /// Second color - /// Multiplied color. - public static Color3D operator *(Color3D a, Color3D b) - { - Color3D c; - c.R = a.R * b.R; - c.G = a.G * b.G; - c.B = a.B * b.B; - return c; - } - - /// - /// Multiplies the color by a scalar value, component wise. - /// - /// Source color - /// Scalar value - /// Resulting color - public static Color3D operator *(Color3D value, float scale) - { - Color3D c; - c.R = value.R * scale; - c.G = value.G * scale; - c.B = value.B * scale; - return c; - } - - /// - /// Multiplies the color by a scalar value, component wise. - /// - /// Scalar value - /// Source color - /// Resulting color - public static Color3D operator *(float scale, Color3D value) - { - Color3D c; - c.R = value.R * scale; - c.G = value.G * scale; - c.B = value.B * scale; - return c; - } - - /// - /// Divides the first color by the second color, component wise. - /// - /// First color - /// Second color - /// Resulting color - public static Color3D operator /(Color3D a, Color3D b) - { - Color3D c; - c.R = a.R / b.R; - c.G = a.G / b.G; - c.B = a.B / b.B; - return c; - } - - /// - /// Divides the color by a divisor value. - /// - /// Source color - /// Divisor - /// Resulting color - public static Color3D operator /(Color3D color, float divisor) - { - float invDivisor = 1.0f / divisor; - Color3D c; - c.R = color.R * invDivisor; - c.G = color.G * invDivisor; - c.B = color.B * invDivisor; - return c; - } - - /// - /// Tets equality between two colors. - /// - /// First color - /// Second color - /// True if the colors are equal, false otherwise - public static bool operator ==(Color3D a, Color3D b) - { - return (a.R == b.R) && (a.G == b.G) && (a.B == b.B); - } - - /// - /// Tets inequality between two colors. - /// - /// First color - /// Second color - /// True if the colors are not equal, false otherwise - public static bool operator !=(Color3D a, Color3D b) - { - return (a.R != b.R) || (a.G != b.G) || (a.B != b.B); - } - - /// - /// Tests equality between this color and another color - /// - /// Color to test against - /// True if components are equal - public bool Equals(Color3D other) - { - return (R == other.R) && (G == other.G) && (B == other.B); - } - - /// - /// Tests equality between this color and another object. - /// - /// Object to test against - /// True if the object is a color and the components are equal - public override bool Equals(object obj) - { - if(obj is Color3D) - { - return Equals((Color3D) obj); - } - return false; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return R.GetHashCode() + G.GetHashCode() + B.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{R:{0} G:{1} B:{2}}}", - new Object[] { R.ToString(info), G.ToString(info), B.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Color4D.cs b/Dependencies/assimpnet/AssimpNet/Color4D.cs deleted file mode 100644 index a7541313..00000000 --- a/Dependencies/assimpnet/AssimpNet/Color4D.cs +++ /dev/null @@ -1,430 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a Red-Green-Blue-Alpha (RGBA) color. - /// Color values range from 0 to 1. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Color4D : IEquatable - { - - /// - /// Red component. - /// - public float R; - - /// - /// Green component. - /// - public float G; - - /// - /// Blue component. - /// - public float B; - - /// - /// Alpha component. - /// - public float A; - - /// - /// Gets or sets the component value at the specified zero-based index - /// in the order of RGBA (index 0 access R, 1 access G, etc). If - /// the index is not in range, a value of zero is returned. - /// - /// Zero-based index. - /// The component value - public float this[int index] - { - get - { - switch(index) - { - case 0: - return R; - case 1: - return G; - case 2: - return B; - case 3: - return A; - default: - return 0; - } - } - set - { - switch(index) - { - case 0: - R = value; - break; - case 1: - G = value; - break; - case 2: - B = value; - break; - case 3: - A = value; - break; - } - } - } - - /// - /// Constructs a Color4D. - /// - /// Red component - /// Green component - /// Blue component - /// Alpha component - public Color4D(float r, float g, float b, float a) - { - R = r; - G = g; - B = b; - A = a; - } - - /// - /// Constructs a Color4D. Alpha is set to 1.0. - /// - /// Red component - /// Green component - /// Blue component - public Color4D(float r, float g, float b) - { - R = r; - G = g; - B = b; - A = 1.0f; - } - - /// - /// Constructs a Color4D where each component is - /// set to the same value. - /// - /// Value to set R, G, B, A components - public Color4D(float value) - { - R = value; - G = value; - B = value; - A = value; - } - - /// - /// Constructs a Color4D from a Color3D. Alpha is set to 1.0. - /// - /// RGB values - public Color4D(Color3D rgb) - { - R = rgb.R; - G = rgb.G; - B = rgb.B; - A = 1.0f; - } - - /// - /// Constructs a Color4D from a Color3D and alpha value. - /// - /// RGB values - /// Alpha value - public Color4D(Color3D rgb, float alpha) - { - R = rgb.R; - G = rgb.G; - B = rgb.B; - A = alpha; - } - - /// - /// Determines if the color is black, or close to being black. - /// - /// True if the color is black/nearly block, false otherwise. - public bool IsBlack() - { - //Don't care about alpha - float epsilon = 10e-3f; - return (float) Math.Abs(R) < epsilon - && (float) Math.Abs(G) < epsilon - && (float) Math.Abs(B) < epsilon; - } - - /// - /// Adds the two colors together. - /// - /// First color - /// Second color - /// Added color - public static Color4D operator +(Color4D a, Color4D b) - { - Color4D c; - c.R = a.R + b.R; - c.G = a.G + b.G; - c.B = a.B + b.B; - c.A = a.A + b.A; - return c; - } - - /// - /// Adds the value to each of the components of the color. - /// - /// Source color - /// Value to add to each component - /// Added color - public static Color4D operator +(Color4D color, float value) - { - Color4D c; - c.R = color.R + value; - c.G = color.G + value; - c.B = color.B + value; - c.A = color.A + value; - return c; - } - - /// - /// Adds the value to each of the components of the color. - /// - /// Value to add to each component - /// Source color - /// Added color - public static Color4D operator +(float value, Color4D color) - { - Color4D c; - c.R = color.R + value; - c.G = color.G + value; - c.B = color.B + value; - c.A = color.A + value; - return c; - } - - /// - /// Subtracts the second color from the first color. - /// - /// First color - /// Second color - /// Resulting color - public static Color4D operator -(Color4D a, Color4D b) - { - Color4D c; - c.R = a.R - b.R; - c.G = a.G - b.G; - c.B = a.B - b.B; - c.A = a.A - b.A; - return c; - } - - /// - /// Subtracts the value from each of the color's components. - /// - /// Source color - /// Value to subtract from each component - /// Resulting color - public static Color4D operator -(Color4D color, float value) - { - Color4D c; - c.R = color.R - value; - c.G = color.G - value; - c.B = color.B - value; - c.A = color.A - value; - return c; - } - - /// - /// Subtracts the color's components from the value, returning - /// the result as a new color. Same as new Color4D(value) - color - /// - /// Value for each component of the first color - /// Second color - /// Resulting color - public static Color4D operator -(float value, Color4D color) - { - Color4D c; - c.R = value - color.R; - c.G = value - color.G; - c.B = value - color.B; - c.A = value - color.A; - return c; - } - - /// - /// Multiplies the two colors. - /// - /// First color - /// Second color - /// Multiplied color. - public static Color4D operator *(Color4D a, Color4D b) - { - Color4D c; - c.R = a.R * b.R; - c.G = a.G * b.G; - c.B = a.B * b.B; - c.A = a.A * b.A; - return c; - } - - /// - /// Multiplies the color by a scalar value, component wise. - /// - /// Source color - /// Scalar value - /// Resulting color - public static Color4D operator *(Color4D value, float scale) - { - Color4D c; - c.R = value.R * scale; - c.G = value.G * scale; - c.B = value.B * scale; - c.A = value.A * scale; - return c; - } - - /// - /// Multiplies the color by a scalar value, component wise. - /// - /// Scalar value - /// Source color - /// Resulting color - public static Color4D operator *(float scale, Color4D value) - { - Color4D c; - c.R = value.R * scale; - c.G = value.G * scale; - c.B = value.B * scale; - c.A = value.A * scale; - return c; - } - - /// - /// Divides the first color by the second color, component wise. - /// - /// First color - /// Second color - /// Resulting color - public static Color4D operator /(Color4D a, Color4D b) - { - Color4D c; - c.R = a.R / b.R; - c.G = a.G / b.G; - c.B = a.B / b.B; - c.A = a.A / b.A; - return c; - } - - /// - /// Divides the color by a divisor value. - /// - /// Source color - /// Divisor - /// Resulting color - public static Color4D operator /(Color4D color, float divisor) - { - float invDivisor = 1.0f / divisor; - Color4D c; - c.R = color.R * invDivisor; - c.G = color.G * invDivisor; - c.B = color.B * invDivisor; - c.A = color.A * invDivisor; - return c; - } - - /// - /// Tets equality between two colors. - /// - /// First color - /// Second color - /// True if the colors are equal, false otherwise - public static bool operator ==(Color4D a, Color4D b) - { - return (a.R == b.R) && (a.G == b.G) && (a.B == b.B) && (a.A == b.A); - } - - /// - /// Tets inequality between two colors. - /// - /// First color - /// Second color - /// True if the colors are not equal, false otherwise - public static bool operator !=(Color4D a, Color4D b) - { - return (a.R != b.R) || (a.G != b.G) || (a.B != b.B) || (a.A != b.A); - } - - /// - /// Tests equality between this color and another color - /// - /// Color to test against - /// True if components are equal - public bool Equals(Color4D other) - { - return (R == other.R) && (G == other.G) && (B == other.B) && (A == other.A); - } - - /// - /// Tests equality between this color and another object. - /// - /// Object to test against - /// True if the object is a color and the components are equal - public override bool Equals(object obj) - { - if(obj is Color4D) - { - return Equals((Color4D) obj); - } - return false; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return R.GetHashCode() + G.GetHashCode() + B.GetHashCode() + A.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{R:{0} G:{1} B:{2} A:{3}}}", - new Object[] { R.ToString(info), G.ToString(info), B.ToString(info), A.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Configs/PropertyConfig.cs b/Dependencies/assimpnet/AssimpNet/Configs/PropertyConfig.cs deleted file mode 100644 index d23472fb..00000000 --- a/Dependencies/assimpnet/AssimpNet/Configs/PropertyConfig.cs +++ /dev/null @@ -1,2297 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Text; -using Assimp.Unmanaged; - -namespace Assimp.Configs -{ - /// - /// Base property config. - /// - public abstract class PropertyConfig - { - private String m_name; - - /// - /// Gets the property name. - /// - public String Name - { - get - { - return m_name; - } - } - - /// - /// Creates a new property config that has no active Assimp property store. - /// - /// Name of the property. - protected PropertyConfig(String name) - { - m_name = name; - } - - /// - /// Sets the current value to the default value. - /// - public abstract void SetDefaultValue(); - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - internal void ApplyValue(IntPtr propStore) - { - OnApplyValue(propStore); - } - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - protected abstract void OnApplyValue(IntPtr propStore); - } - - /// - /// Describes an integer configuration property. - /// - public class IntegerPropertyConfig : PropertyConfig - { - private int m_value; - private int m_defaultValue; - - /// - /// Gets the property value. - /// - public int Value - { - get - { - return m_value; - } - set - { - m_value = value; - } - } - - /// - /// Gets the default property value. - /// - public int DefaultValue - { - get - { - return m_defaultValue; - } - } - - /// - /// Constructs a new IntengerPropertyConfig. - /// - /// Name of the property - /// Property value - public IntegerPropertyConfig(String name, int value) - : this(name, value, 0) { } - - /// - /// constructs a new IntegerPropertyConfig with a default value. - /// - /// Name of the property - /// Property value - /// The default property value - public IntegerPropertyConfig(String name, int value, int defaultValue) - : base(name) - { - m_value = value; - m_defaultValue = defaultValue; - } - - /// - /// Sets the current value to the default value. - /// - public override void SetDefaultValue() - { - m_value = m_defaultValue; - } - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - protected override void OnApplyValue(IntPtr propStore) - { - if(propStore != IntPtr.Zero) - { - AssimpLibrary.Instance.SetImportPropertyInteger(propStore, Name, m_value); - } - } - } - - /// - /// Describes a float configuration property. - /// - public class FloatPropertyConfig : PropertyConfig - { - private float m_value; - private float m_defaultValue; - - /// - /// Gets the property value. - /// - public float Value - { - get - { - return m_value; - } - set - { - m_value = value; - } - } - - /// - /// Gets the default property value. - /// - public float DefaultValue - { - get - { - return m_defaultValue; - } - } - - /// - /// Constructs a new FloatPropertyConfig. - /// - /// Name of the property - /// Property value - public FloatPropertyConfig(String name, float value) - : this(name, value, 0.0f) { } - - /// - /// Constructs a new FloatPropertyConfig with a default value. - /// - /// Name of the property - /// Property value - /// The default property value - public FloatPropertyConfig(String name, float value, float defaultValue) - : base(name) - { - m_value = value; - m_defaultValue = defaultValue; - } - - /// - /// Sets the current value to the default value. - /// - public override void SetDefaultValue() - { - m_value = m_defaultValue; - } - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - protected override void OnApplyValue(IntPtr propStore) - { - if(propStore != IntPtr.Zero) - { - AssimpLibrary.Instance.SetImportPropertyFloat(propStore, Name, m_value); - } - } - } - - /// - /// Describes a configuration property. - /// - public class MatrixPropertyConfig : PropertyConfig - { - private Matrix4x4 m_value; - private Matrix4x4 m_defaultValue; - - /// - /// Gets the property value. - /// - public Matrix4x4 Value - { - get - { - return m_value; - } - set - { - m_value = value; - } - } - - /// - /// Gets the default property value. - /// - public Matrix4x4 DefaultValue - { - get - { - return m_defaultValue; - } - } - - /// - /// Constructs a new MatrixPropertyConfig. - /// - /// Name of the property - /// Property value - public MatrixPropertyConfig(String name, Matrix4x4 value) - : this(name, value, Matrix4x4.Identity) { } - - /// - /// Constructs a new MatrixPropertyConfig. - /// - /// Name of the property - /// Property value - /// The default property value - public MatrixPropertyConfig(String name, Matrix4x4 value, Matrix4x4 defaultValue) - : base(name) - { - m_value = value; - m_defaultValue = defaultValue; - } - - /// - /// Sets the current value to the default value. - /// - public override void SetDefaultValue() - { - m_value = m_defaultValue; - } - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - protected override void OnApplyValue(IntPtr propStore) - { - if(propStore != IntPtr.Zero) - { - AssimpLibrary.Instance.SetImportPropertyMatrix(propStore, Name, m_value); - } - } - } - - /// - /// Describes a boolean configuration property. - /// - public class BooleanPropertyConfig : PropertyConfig - { - private bool m_value; - private bool m_defaultValue; - - /// - /// Gets the property value. - /// - public bool Value - { - get - { - return m_value; - } - set - { - m_value = value; - } - } - - /// - /// Gets the default property value. - /// - public bool DefaultValue - { - get - { - return m_defaultValue; - } - } - - /// - /// Constructs a new BooleanPropertyConfig. - /// - /// Name of the property - /// Property value - public BooleanPropertyConfig(String name, bool value) - : this(name, value, false) { } - - /// - /// Constructs a new BooleanPropertyConfig with a default value. - /// - /// Name of the property - /// Property value - /// The default property value - public BooleanPropertyConfig(String name, bool value, bool defaultValue) - : base(name) - { - m_value = value; - m_defaultValue = defaultValue; - } - - /// - /// Sets the current value to the default value. - /// - public override void SetDefaultValue() - { - m_value = m_defaultValue; - } - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - protected override void OnApplyValue(IntPtr propStore) - { - if(propStore != IntPtr.Zero) - { - int aiBool = (m_value) ? 1 : 0; - AssimpLibrary.Instance.SetImportPropertyInteger(propStore, Name, aiBool); - } - } - } - - /// - /// Describes a string configuration property. - /// - public class StringPropertyConfig : PropertyConfig - { - private String m_value; - private String m_defaultValue; - - /// - /// Gets the property value. - /// - public String Value - { - get - { - return m_value; - } - set - { - m_value = value; - } - } - - /// - /// Gets the default property value. - /// - public String DefaultValue - { - get - { - return m_defaultValue; - } - } - - /// - /// Constructs a new StringPropertyConfig. - /// - /// Name of the property - /// Property value - public StringPropertyConfig(String name, String value) - : this(name, value, String.Empty) { } - - /// - /// Constructs a new StringPropertyConfig with a default value. - /// - /// Name of the property - /// Property value - /// The default property value - public StringPropertyConfig(String name, String value, String defaultValue) - : base(name) - { - m_value = value; - m_defaultValue = defaultValue; - } - - /// - /// Sets the current value to the default value. - /// - public override void SetDefaultValue() - { - m_value = m_defaultValue; - } - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - protected override void OnApplyValue(IntPtr propStore) - { - if(propStore != IntPtr.Zero) - { - AssimpLibrary.Instance.SetImportPropertyString(propStore, Name, m_value); - } - } - - /// - /// Convience method for constructing a whitespace delimited name list. - /// - /// Array of names - /// White-space delimited list as a string - protected static String ProcessNames(String[] names) - { - if(names == null || names.Length == 0) - { - return String.Empty; - } - - StringBuilder builder = new StringBuilder(); - foreach(String name in names) - { - if(!String.IsNullOrEmpty(name)) - { - builder.Append(name); - builder.Append(' '); - } - } - return builder.ToString(); - } - } - - #region Library settings - - /// - /// Configuration to enable time measurements. If enabled, each - /// part of the loading process is timed and logged. Default value is false. - /// - public sealed class MeasureTimeConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by MeasureTimeConfig. - /// - public static String MeasureTimeConfigName - { - get - { - return AiConfigs.AI_CONFIG_GLOB_MEASURE_TIME; - } - } - - /// - /// Constructs a new MeasureTimeConfig. - /// - /// True if the loading process should be timed or not. - public MeasureTimeConfig(bool measureTime) - : base(MeasureTimeConfigName, measureTime, false) { } - } - - /// - /// Configuration to set Assimp's multithreading policy. Possible - /// values are -1 to let Assimp decide, 0 to disable multithreading, or - /// any number larger than zero to force a specific number of threads. This - /// is only a hint and may be ignored by Assimp. Default value is -1. - /// - public sealed class MultithreadingConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by MultithreadingConfig. - /// - public static String MultithreadingConfigName - { - get - { - return AiConfigs.AI_CONFIG_GLOB_MULTITHREADING; - } - } - - /// - /// Constructs a new MultithreadingConfig. - /// - /// A value of -1 will let Assimp decide, - /// a value of zero to disable multithreading, and a value greater than zero - /// to force a specific number of threads. - public MultithreadingConfig(int value) - : base(MultithreadingConfigName, value, -1) { } - } - - /// - /// Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - /// in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - /// the bones. Default value is false. - /// - public sealed class NoSkeletonMeshesConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by NoSkeletonMeshConfig. - /// - public static String NoSkeletonMeshesConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_NO_SKELETON_MESHES; - } - } - - /// - /// Constructs a new NoSkeletonMeshConfig. - /// - /// True if dummy skeleton mesh generation should be disabled, false otherwise. - public NoSkeletonMeshesConfig(bool disableDummySkeletonMeshes) - : base(NoSkeletonMeshesConfigName, disableDummySkeletonMeshes, false) { } - } - - #endregion - - #region Post Processing Settings - - /// - /// Configuration to set the maximum angle that may be between two vertex tangents/bitangents - /// when they are smoothed during the step to calculate the tangent basis. The default - /// value is 45 degrees. - /// - public sealed class TangentSmoothingAngleConfig : FloatPropertyConfig - { - - /// - /// Gets the string name used by TangentSmoothingAngleConfig. - /// - public static String TangentSmoothingAngleConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE; - } - } - - /// - /// Constructs a new TangentSmoothingAngleConfig. - /// - /// Smoothing angle, in degrees. - public TangentSmoothingAngleConfig(float angle) - : base(TangentSmoothingAngleConfigName, Math.Min(angle, 175.0f), 45.0f) { } - } - - /// - /// Configuration to set the maximum angle between two face normals at a vertex when - /// they are smoothed during the step to calculate smooth normals. This is frequently - /// called the "crease angle". The maximum and default value is 175 degrees. - /// - public sealed class NormalSmoothingAngleConfig : FloatPropertyConfig - { - - /// - /// Gets the string name used by NormalSmoothingAngleConfig. - /// - public static String NormalSmoothingAngleConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE; - } - } - /// - /// Constructs a new NormalSmoothingAngleConfig. - /// - /// Smoothing angle, in degrees. - public NormalSmoothingAngleConfig(float angle) - : base(NormalSmoothingAngleConfigName, Math.Min(angle, 175.0f), 175.0f) { } - } - - /// - /// Configuration to set the colormap (palette) to be used to decode embedded textures in MDL (Quake or 3DG5) - /// files. This must be a valid path to a file. The file is 768 (256 * 3) bytes alrge and contains - /// RGB triplets for each of the 256 palette entries. If the file is not found, a - /// default palette (from Quake 1) is used. The default value is "colormap.lmp". - /// - public sealed class MDLColorMapConfig : StringPropertyConfig - { - - /// - /// Gets the string name used by MDLColorMapConfig. - /// - public static String MDLColorMapConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MDL_COLORMAP; - } - } - - /// - /// Constructs a new MDLColorMapConfig. - /// - /// Colormap filename - public MDLColorMapConfig(String fileName) - : base(MDLColorMapConfigName, (String.IsNullOrEmpty(fileName)) ? "colormap.lmp" : fileName, "colormap.lmp") { } - } - - /// - /// Configuration for the the step - /// to determine what materials to keep. If a material matches one of these names it will not - /// be modified or removed by the post processing step. Default is an empty string. - /// - public sealed class MaterialExcludeListConfig : StringPropertyConfig - { - - /// - /// Gets the string name used by MaterialExcludeListConfig. - /// - public static String MaterialExcludeListConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_RRM_EXCLUDE_LIST; - } - } - - /// - /// Constructs a new MaterialExcludeListConfig. Material names containing whitespace - /// must be enclosed in single quotation marks. - /// - /// List of material names that will not be modified or replaced by the remove redundant materials post process step. - public MaterialExcludeListConfig(String[] materialNames) - : base(MaterialExcludeListConfigName, ProcessNames(materialNames), String.Empty) { } - } - - /// - /// Configuration for the step - /// to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization is performed - /// where meshes with the same materials are not joined. This option can be useful - /// if you have a scene hierarchy that contains important additional information - /// which you intend to parse. The default value is false. - /// - public sealed class KeepSceneHierarchyConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by KeepSceneHierarchyConfig. - /// - public static String KeepSceneHierarchyConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_PTV_KEEP_HIERARCHY; - } - } - - /// - /// Constructs a new KeepHierarchyConfig. - /// - /// True to keep the hierarchy, false otherwise. - public KeepSceneHierarchyConfig(bool keepHierarchy) - : base(KeepSceneHierarchyConfigName, keepHierarchy, false) { } - } - - /// - /// Configuration for the step - /// to normalize all vertex components into the -1...1 range. The default value is - /// false. - /// - public sealed class NormalizeVertexComponentsConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by NormalizeVertexComponentsConfig. - /// - public static String NormalizeVertexComponentsConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_PTV_NORMALIZE; - } - } - - /// - /// Constructs a new NormalizeVertexComponentsConfig. - /// - /// True if the post process step should normalize vertex components, false otherwise. - public NormalizeVertexComponentsConfig(bool normalizeVertexComponents) - : base(NormalizeVertexComponentsConfigName, normalizeVertexComponents, false) { } - } - - /// - /// Configuration for the step to - /// remove degenerted primitives from the import immediately. The default value is false, - /// where degenerated triangles are converted to lines, and degenerated lines to points. - /// - public sealed class RemoveDegeneratePrimitivesConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by RemoveDegeneratePrimitivesConfig. - /// - public static String RemoveDegeneratePrimitivesConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_FD_REMOVE; - } - } - - /// - /// Constructs a new RemoveDegeneratePrimitivesConfig. - /// - /// True if the post process step should remove degenerate primitives, false otherwise. - public RemoveDegeneratePrimitivesConfig(bool removeDegenerates) - : base(RemoveDegeneratePrimitivesConfigName, removeDegenerates, false) { } - } - - /// - /// Configuration for the step. If true, the area of the triangles are checked - /// to see if they are greater than 1e-6. If so, the triangle is removed if is set to true. - /// - public sealed class RemoveDegeneratePrimitivesCheckAreaConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by RemoveDegeneratePrimitivesCheckAreaConfig. - /// - public static String RemoveDegeneratePrimitivesCheckAreaConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_FD_CHECKAREA; - } - } - - /// - /// Constructs a new RemoveDegeneratePrimitivesCheckAreaConfig. - /// - /// True if the post process step should check the area of triangles when finding degenerate primitives, false otherwise. - public RemoveDegeneratePrimitivesCheckAreaConfig(bool checkArea) - : base(RemoveDegeneratePrimitivesCheckAreaConfigName, checkArea, false) { } - } - - /// - /// Configuration for the step - /// to preserve nodes matching a name in the given list. Nodes that match the names in the list - /// will not be modified or removed. Identifiers containing whitespaces - /// must be enclosed in single quotation marks. The default value is an - /// empty string. - /// - public sealed class NodeExcludeListConfig : StringPropertyConfig - { - - /// - /// Gets the string name used by NodeExcludeListConfig. - /// - public static String NodeExcludeListConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_OG_EXCLUDE_LIST; - } - } - - /// - /// Constructs a new NodeExcludeListConfig. - /// - /// List of node names - public NodeExcludeListConfig(params String[] nodeNames) - : base(NodeExcludeListConfigName, ProcessNames(nodeNames), String.Empty) { } - } - - /// - /// Configuration for the step - /// that specifies the maximum number of triangles a mesh can contain. The - /// default value is MeshTriangleLimitConfigDefaultValue. - /// - public sealed class MeshTriangleLimitConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by MeshTriangleLimitConfig. - /// - public static String MeshTriangleLimitConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_SLM_TRIANGLE_LIMIT; - } - } - - /// - /// Gets the defined default limit value, this corresponds to the - /// constant. - /// - public static int MeshTriangleLimitConfigDefaultValue - { - get - { - return AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES; - } - } - - /// - /// Constructs a new MeshTriangleLimitConfig. - /// - /// Max number of triangles a mesh can contain. - public MeshTriangleLimitConfig(int maxTriangleLimit) - : base(MeshTriangleLimitConfigName, maxTriangleLimit, MeshTriangleLimitConfigDefaultValue) { } - } - - /// - /// Configuration for the step - /// that specifies the maximum number of vertices a mesh can contain. The - /// default value is MeshVertexLimitConfigDefaultValue. - /// - public sealed class MeshVertexLimitConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by MeshVertexLimitConfig. - /// - public static String MeshVertexLimitConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_SLM_VERTEX_LIMIT; - } - } - - /// - /// Gets the defined default limit value, this corresponds to the - /// constant. - /// - public static int MeshVertexLimitConfigDefaultValue - { - get - { - return AiDefines.AI_SLM_DEFAULT_MAX_VERTICES; - } - } - - /// - /// Constructs a new MeshVertexLimitConfig. - /// - /// Max number of vertices a mesh can contain. - public MeshVertexLimitConfig(int maxVertexLimit) - : base(MeshVertexLimitConfigName, maxVertexLimit, MeshVertexLimitConfigDefaultValue) { } - } - - /// - /// Configuration for the step - /// that specifies the maximum number of bone weights per vertex. The default - /// value is VertexBoneWeightLimitConfigDefaultValue. - /// - public sealed class VertexBoneWeightLimitConfig : IntegerPropertyConfig - { - - /// - /// gets the string name used by VertexBoneWeightLimitConfig. - /// - public static String VertexBoneWeightLimitConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_LBW_MAX_WEIGHTS; - } - } - - /// - /// Gets the defined default limit value, this corresponds to the - /// constant. - /// - public static int VertexBoneWeightLimitConfigDefaultValue - { - get - { - return AiDefines.AI_LBW_MAX_WEIGHTS; - } - } - - /// - /// Constructs a new VertexBoneWeightLimitConfig. - /// - /// Max number of bone weights per vertex. - public VertexBoneWeightLimitConfig(int maxBoneWeights) - : base(VertexBoneWeightLimitConfigName, maxBoneWeights, VertexBoneWeightLimitConfigDefaultValue) { } - } - - /// - /// Configuration for the step - /// that specifies the size of the post-transform vertex cache. The size is - /// given in number of vertices and the default value is VertexCacheSizeConfigDefaultValue. - /// - public sealed class VertexCacheSizeConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by VertexCacheConfig. - /// - public static String VertexCacheSizeConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_ICL_PTCACHE_SIZE; - } - } - - /// - /// Gets the defined default vertex cache size, this corresponds to - /// the . - /// - public static int VertexCacheSizeConfigDefaultValue - { - get - { - return AiDefines.PP_ICL_PTCACHE_SIZE; - } - } - - /// - /// Constructs a new VertexCacheSizeConfig. - /// - /// Size of the post-transform vertex cache, in number of vertices. - public VertexCacheSizeConfig(int vertexCacheSize) - : base(VertexCacheSizeConfigName, vertexCacheSize, VertexCacheSizeConfigDefaultValue) { } - } - - /// - /// Configuration for the step that - /// specifies which parts of the data structure is to be removed. If no valid mesh - /// remains after the step, the import fails. The default value i . - /// - public sealed class RemoveComponentConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by RemoveComponentConfig. - /// - public static String RemoveComponentConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_RVC_FLAGS; - } - } - - /// - /// Constructs a new RemoveComponentConfig. - /// - /// Bit-wise combination of components to exclude. - public RemoveComponentConfig(ExcludeComponent componentsToExclude) - : base(RemoveComponentConfigName, (int) componentsToExclude, (int) ExcludeComponent.None) { } - } - - /// - /// Configuration for the step that - /// specifies which primitive types are to be removed by the step. Specifying all - /// primitive types is illegal. The default value is zero specifying none. - /// - public sealed class SortByPrimitiveTypeConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by SortByPrimitiveTypeConfig. - /// - public static String SortByPrimitiveTypeConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_SBP_REMOVE; - } - } - - /// - /// Constructs a new SortByPrimitiveTypeConfig. - /// - /// Bit-wise combination of primitive types to remove - public SortByPrimitiveTypeConfig(PrimitiveType typesToRemove) - : base(SortByPrimitiveTypeConfigName, (int) typesToRemove, 0) { } - } - - /// - /// Configuration for the step that - /// specifies the floating point accuracy for animation values, specifically - /// the episilon during comparisons. The default value is 0.0f. - /// - public sealed class AnimationAccuracyConfig : FloatPropertyConfig - { - - /// - /// Gets the string name used by AnimationAccuracyConfig. - /// - public static String AnimationAccuracyConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_FID_ANIM_ACCURACY; - } - } - - /// - /// Constructs a new AnimationAccuracyConfig. - /// - /// Episilon for animation value comparisons. - public AnimationAccuracyConfig(float episilon) - : base(AnimationAccuracyConfigName, episilon, 0.0f) { } - } - - /// - /// Configuration for the step that - /// specifies which UV transformations are to be evaluated. The default value - /// is for all combinations (scaling, rotation, translation). - /// - public sealed class TransformUVConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by TransformUVConfig. - /// - public static String TransformUVConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_TUV_EVALUATE; - } - } - - /// - /// Constructs a new TransformUVConfig. - /// - /// Bit-wise combination specifying which UV transforms that should be evaluated. - public TransformUVConfig(UVTransformFlags transformFlags) - : base(TransformUVConfigName, (int) transformFlags, (int) AiDefines.AI_UVTRAFO_ALL) { } - } - - /// - /// Configuration that is a hint to Assimp to favor speed against import quality. Enabling this - /// option may result in faster loading, or it may not. It is just a hint to loaders - /// and post-process steps to use faster code paths if possible. The default value is false. - /// - public sealed class FavorSpeedConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by FavorSpeedConfig. - /// - public static String FavorSpeedConfigName - { - get - { - return AiConfigs.AI_CONFIG_FAVOUR_SPEED; - } - } - - /// - /// Constructs a new FavorSpeedConfig. - /// - /// True if Assimp should favor speed at the expense of quality, false otherwise. - public FavorSpeedConfig(bool favorSpeed) - : base(FavorSpeedConfigName, favorSpeed, false) { } - } - - /// - /// Configures the maximum bone count per mesh for the step. Meshes are - /// split until the maximum number of bones is reached. - /// - public sealed class MaxBoneCountConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by MaxBoneCountConfig. - /// - public static String MaxBoneCountConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_SBBC_MAX_BONES; - } - } - - /// - /// Constructs a new MaxBoneCountConfig. - /// - /// The maximum bone count. - public MaxBoneCountConfig(int maxBones) - : base(MaxBoneCountConfigName, maxBones, AiDefines.AI_SBBC_DEFAULT_MAX_BONES) { } - } - - /// - /// Configures which texture channel is used for tangent space computations. The channel must exist or an error will be raised. - /// - public sealed class TangentTextureChannelIndexConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by TangentTextureChannelIndexConfig. - /// - public static String TangentTextureChannelIndexConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX; - } - } - - /// - /// Constructs a new TangentTextureChannelIndexConfig. - /// - /// The zero-based texture channel index. - public TangentTextureChannelIndexConfig(int textureChannelIndex) - : base(TangentTextureChannelIndexConfigName, textureChannelIndex, 0) { } - } - - /// - /// Configures the threshold that is used to determine what bones are removed. - /// - public sealed class DeboneThresholdConfig : FloatPropertyConfig - { - - /// - /// Gets the string name used by DeboneThresholdConfig. - /// - public static String DeboneThresholdConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_DB_THRESHOLD; - } - } - - /// - /// Constructs a new DeboneThresholdConfig. - /// - /// The debone threshold. - public DeboneThresholdConfig(float threshold) - : base(DeboneThresholdConfigName, threshold, 1.0f) { } - } - - - /// - /// Configuration that requires all bones to qualify for deboning before any are removed. - /// - public sealed class DeboneAllOrNoneConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by DeboneAllOrNoneConfig. - /// - public static String DeboneAllOrNoneConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_DB_ALL_OR_NONE; - } - } - - /// - /// Constructs a new DeboneAllOrNoneConfig. - /// - /// True if all are required, false if none need to qualify. - public DeboneAllOrNoneConfig(bool allOrNone) - : base(DeboneAllOrNoneConfigName, allOrNone, false) { } - } - - /// - /// Configuration for that sets a user defined matrix as the scene root node transformation before - /// transforming vertices. Default value is the identity matrix. - /// - public sealed class RootTransformationConfig : MatrixPropertyConfig - { - /// - /// Gets the string name used by RootTransformationConfig. - /// - public static String RootTransformationConfigName - { - get - { - return AiConfigs.AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION; - } - } - - /// - /// Constructs a new RootTransformationConfig. - /// - /// Root transformation matrix to be set to the root scene node during the pretransform post process step. - public RootTransformationConfig(Matrix4x4 rootTransform) - : base(RootTransformationConfigName, rootTransform, Matrix4x4.Identity) { } - - /// - /// Applies the property value to the given Assimp property store. - /// - /// Assimp property store - protected override void OnApplyValue(IntPtr propStore) - { - if(propStore != IntPtr.Zero) - { - //Technically this is TWO configs, a boolean that we want to do it and a config with the actual matrix. Most likely if we're setting the actual matrix, then we really do want - //to apply the root transformation, so this config actually represents two configs. - AssimpLibrary.Instance.SetImportPropertyInteger(propStore, AiConfigs.AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION, 1); //TRUE = 1 - AssimpLibrary.Instance.SetImportPropertyMatrix(propStore, RootTransformationConfigName, Value); - } - } - } - - /// - /// Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - /// which this processing step can utilize. - /// - /// - public sealed class GlobalScaleConfig : FloatPropertyConfig - { - /// - /// Gets the string name used by GlobalScaleConfig. - /// - public static String GlobalScaleConfigName - { - get - { - return AiConfigs.AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY; - } - } - - /// - /// Constructs a new GlobalScaleConfig. - /// - /// Value to scale the entire scene by. - public GlobalScaleConfig(float globalScale) - : base(GlobalScaleConfigName, globalScale, 1.0f) { } - } - - #endregion - - #region Importer Settings - - /// - /// Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - /// bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - /// first frame. This config sets the "global" keyframe that will be imported. There are other configs - /// for specific importers that will override the global setting. - /// - public sealed class GlobalKeyFrameImportConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by GlobalKeyFrameImportConfig. - /// - public static String GlobalKeyFrameImportConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_GLOBAL_KEYFRAME; - } - } - - /// - /// Constructs a new GlobalKeyFrameImportConfig. - /// - /// Keyframe index - public GlobalKeyFrameImportConfig(int keyFrame) - : base(GlobalKeyFrameImportConfigName, keyFrame, 0) { } - } - - /// - /// Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - /// bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - /// first frame. This config sets the global override for the MD3 format. - /// - public sealed class MD3KeyFrameImportConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by MD3KeyFrameImportConfig. - /// - public static String MD3KeyFrameImportConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MD3_KEYFRAME; - } - } - - /// - /// Constructs a new MD3KeyFrameImportConfig. - /// - /// Keyframe index - public MD3KeyFrameImportConfig(int keyFrame) - : base(MD3KeyFrameImportConfigName, keyFrame, 0) { } - } - - /// - /// Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - /// bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - /// first frame. This config sets the global override for the MD2 format. - /// - public sealed class MD2KeyFrameImportConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by MD2KeyFrameImportConfig. - /// - public static String MD2KeyFrameImportConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MD2_KEYFRAME; - } - } - - /// - /// Constructs a new MD2KeyFrameImportConfig. - /// - /// Keyframe index - public MD2KeyFrameImportConfig(int keyFrame) - : base(MD2KeyFrameImportConfigName, keyFrame, 0) { } - } - - /// - /// Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - /// bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - /// first frame. This config sets the global override for the MDL format. - /// - public sealed class MDLKeyFrameImportConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by MDLKeyFrameImportConfig. - /// - public static String MDLKeyFrameImportConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MDL_KEYFRAME; - } - } - - /// - /// Constructs a new MDLKeyFrameImportConfig. - /// - /// Keyframe index - public MDLKeyFrameImportConfig(int keyFrame) - : base(MDLKeyFrameImportConfigName, keyFrame, 0) { } - } - - /// - /// Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - /// bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - /// first frame. This config sets the global override for the SMD format. - /// - public sealed class SMDKeyFrameImportConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by SMDKeyFrameImportConfig. - /// - public static String SMDKeyFrameImportConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_SMD_KEYFRAME; - } - } - - /// - /// Constructs a new SMDKeyFrameImportConfig. - /// - /// Keyframe index - public SMDKeyFrameImportConfig(int keyFrame) - : base(SMDKeyFrameImportConfigName, keyFrame, 0) { } - } - - /// - /// Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - /// bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - /// first frame. This config sets the global override for the Unreal format. - /// - public sealed class UnrealKeyFrameImportConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by UnrealKeyFrameImportConfig. - /// - public static String UnrealKeyFrameImportConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_UNREAL_KEYFRAME; - } - } - - /// - /// Constructs a new UnrealKeyFrameImportConfig. - /// - /// Keyframe index - public UnrealKeyFrameImportConfig(int keyFrame) - : base(UnrealKeyFrameImportConfigName, keyFrame, 0) { } - } - - /// - /// Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - /// meshes. The default value is true. - /// - public sealed class ACSeparateBackfaceCullConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by ACSeparateBackfaceCullConfig. - /// - public static String ACSeparateBackfaceCullConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL; - } - } - - /// - /// Constructs a new ACSeparateBackfaceCullConfig. - /// - /// True if all surfaces that have the "backface cull" flag set should be collected in separate meshes, false otherwise. - public ACSeparateBackfaceCullConfig(bool separateBackfaces) - : base(ACSeparateBackfaceCullConfigName, separateBackfaces, true) { } - } - - /// - /// Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - /// of the 'subdiv' attribute in the file). By default, Assimp performs - /// the subdivision using the standard Catmull-Clark algorithm. The default value is true. - /// - public sealed class ACEvaluateSubdivisionConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by ACEvaluateSubdivisionConfig. - /// - public static String ACEvaluateSubdivisionConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION; - } - } - - /// - /// Constructs a new ACEvaluateSubdivisionConfig. - /// - /// True if the AC loader should evaluate subdivisions, false otherwise. - public ACEvaluateSubdivisionConfig(bool evaluateSubdivision) - : base(ACEvaluateSubdivisionConfigName, evaluateSubdivision, true) { } - } - - /// - /// Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - /// The default value is true. - /// - public sealed class UnrealHandleFlagsConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by UnrealHandleFlagsConfig. - /// - public static String UnrealHandleFlagsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS; - } - } - - /// - /// Constructs a new UnrealHandleFlagsConfig. - /// - /// True if the unreal loader should separate faces with different surface flags, false otherwise. - public UnrealHandleFlagsConfig(bool handleFlags) - : base(UnrealHandleFlagsConfigName, handleFlags, true) { } - } - - /// - /// Configures the terragen import plugin to compute UV's for terrains, if - /// they are not given. Furthermore, a default texture is assigned. The default value is false. - /// UV coordinates for terrains are so simple to compute that you'll usually - /// want to compute them on your own, if you need them. This option is intended for model viewers which - /// want to offer an easy way to apply textures to terrains. - /// - public sealed class TerragenComputeTexCoordsConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by TerragenComputeTexCoordsConfig. - /// - public static String TerragenComputeTexCoordsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_TER_MAKE_UVS; - } - } - - /// - /// Constructs a new TerragenComputeTexCoordsConfig. - /// - /// True if terran UV coordinates should be computed, false otherwise. - public TerragenComputeTexCoordsConfig(bool computeTexCoords) - : base(TerragenComputeTexCoordsConfigName, computeTexCoords, false) { } - } - - /// - /// Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - /// loaded from the file. Some ASE files carry invalid normals, others don't. The default value is true. - /// - public sealed class ASEReconstructNormalsConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by ASEReconstructNormalsConfig. - /// - public static String ASEReconstructNormalsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS; - } - } - - /// - /// Constructs a new ASEReconstructNormalsConfig. - /// - /// True if normals should be re-computed, false otherwise. - public ASEReconstructNormalsConfig(bool reconstructNormals) - : base(ASEReconstructNormalsConfigName, reconstructNormals, true) { } - } - - /// - /// Configures the M3D loader to detect and process multi-part Quake player models. These models - /// usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - /// set to true, Assimp will try to load and combine all three files if one of them is loaded. The - /// default value is true. - /// - public sealed class MD3HandleMultiPartConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by MD3HandleMultiPartConfig. - /// - public static String MD3HandleMultiPartConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART; - } - } - - /// - /// Constructs a new MD3HandleMultiPartConfig. - /// - /// True if the split files should be loaded and combined, false otherwise. - public MD3HandleMultiPartConfig(bool handleMultiParts) - : base(MD3HandleMultiPartConfigName, handleMultiParts, true) { } - } - - /// - /// Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - /// whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - /// Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - /// are typical skin names. The default string value is "default". - /// - public sealed class MD3SkinNameConfig : StringPropertyConfig - { - - /// - /// Gets the string name used by MD3SkinNameConfig. - /// - public static String MD3SkinNameConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MD3_SKIN_NAME; - } - } - - /// - /// Constructs a new MD3SkinNameConfig. - /// - /// The skin name. - public MD3SkinNameConfig(String skinName) - : base(MD3SkinNameConfigName, skinName, "default") { } - } - - /// - /// Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - /// relative to where all MD3 shaders reside. the default string value is an empty string. - /// - public sealed class MD3ShaderSourceConfig : StringPropertyConfig - { - - /// - /// Gets the string name used by MD3ShaderSourceConfig. - /// - public static String MD3ShaderSourceConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MD3_SHADER_SRC; - } - } - - /// - /// Constructs a new MD3ShaderSourceConfig. - /// - /// The shader file. - public MD3ShaderSourceConfig(String shaderFile) - : base(MD3ShaderSourceConfigName, shaderFile, String.Empty) { } - } - - /// - /// Configures the LWO loader to load just one layer from the model. - /// LWO files consist of layers and in some cases it could be useful to load only one of them. - /// This property can be either a string - which specifies the name of the layer - or an integer - the index - /// of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - /// if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - /// The default value is false (all layers are loaded). - /// - public sealed class LWOImportOneLayerConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by LWOImportOneLayerConfig. - /// - public static String LWOImportOneLayerConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY; - } - } - - /// - /// Constructs a new LWOImportOneLayerConfig. - /// - /// True if only one layer should be imported, false if all layers should be imported. - public LWOImportOneLayerConfig(bool importOneLayerOnly) - : base(LWOImportOneLayerConfigName, importOneLayerOnly, false) { } - } - - /// - /// Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - /// The default value is false. - /// The default strategy is to look for a file with the same name but with the MD5ANIm extension - /// in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - /// option can be used to disable this behavior. - /// - public sealed class MD5NoAnimationAutoLoadConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by MD5NoAnimationAutoLoadConfig. - /// - public static String MD5NoAnimationAutoLoadConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD; - } - } - - /// - /// Constructs a new MD5NoAnimationAutoLoadConfig. - /// - /// True if animations should not be automatically loaded, false if they should be. - public MD5NoAnimationAutoLoadConfig(bool noAutoLoadAnim) - : base(MD5NoAnimationAutoLoadConfigName, noAutoLoadAnim, false) { } - } - - /// - /// Defines the beginning of the time range for which the LWS loader evaluates animations and computes - /// AiNodeAnim's. The default value is the one taken from the file. - /// Assimp provides full conversion of Lightwave's envelope system, including pre and post - /// conditions. The loader computes linearly subsampled animation channels with the frame rate - /// given in the LWS file. This property defines the start time. - /// Animation channels are only generated if a node has at least one envelope with more than one key - /// assigned. This property is given in frames where '0' is the first. By default, - /// if this property is not set, the importer takes the animation start from the input LWS - /// file ('FirstFrame' line) - /// - public sealed class LWSAnimationStartConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by LWSAnimationStartConfig. - /// - public static String LWSAnimationStartConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_LWS_ANIM_START; - } - } - - /// - /// Constructs a new LWSAnimationStartConfig. - /// - /// Beginning of the time range - public LWSAnimationStartConfig(int animStart) - : base(LWSAnimationStartConfigName, animStart, -1) { } //TODO: Verify the default value to tell the loader to use the value from the file - } - - /// - /// Defines the ending of the time range for which the LWS loader evaluates animations and computes - /// AiNodeAnim's. The default value is the one taken from the file - /// Assimp provides full conversion of Lightwave's envelope system, including pre and post - /// conditions. The loader computes linearly subsampled animation channels with the frame rate - /// given in the LWS file. This property defines the end time. - /// Animation channels are only generated if a node has at least one envelope with more than one key - /// assigned. This property is given in frames where '0' is the first. By default, - /// if this property is not set, the importer takes the animation end from the input LWS - /// file. - /// - public sealed class LWSAnimationEndConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by LWSAnimationEndConfig. - /// - public static String LWSAnimationEndConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_LWS_ANIM_END; - } - } - - /// - /// Constructs a new LWSAnimationEndConfig. - /// - /// Ending of the time range - public LWSAnimationEndConfig(int animEnd) - : base(LWSAnimationEndConfigName, animEnd, -1) { } //TODO: Verify the default value to tell the loader to use the value from the file. - } - - /// - /// Defines the output frame rate of the IRR loader. - /// IRR animations are difficult to convert for Assimp and there will always be - /// a loss of quality. This setting defines how many keys per second are returned by the converter. - /// The default value is 100 frames per second. - /// - public sealed class IRRAnimationFrameRateConfig : IntegerPropertyConfig - { - - /// - /// Gets the string name used by IRRAnimationFrameRateConfig. - /// - public static String IRRAnimationFrameRateConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_IRR_ANIM_FPS; - } - } - - /// - /// Constructs a new IRRAnimationFramerateConfig. - /// - /// Number of frames per second to output. - public IRRAnimationFrameRateConfig(int frameRate) - : base(IRRAnimationFrameRateConfigName, frameRate, 100) { } - } - - /// - /// The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - /// where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - /// and lastly the material name defined by this config property. The default value is "Scene.Material". - /// - public sealed class OgreMaterialFileConfig : StringPropertyConfig - { - - /// - /// Gets the string name used by OgreMaterialFileConfig. - /// - public static String OgreMaterialFileConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE; - } - } - - /// - /// Constructs a new OgreMaterialFileConfig. - /// - /// Material file name to load. - public OgreMaterialFileConfig(String materialFileName) - : base(OgreMaterialFileConfigName, materialFileName, "Scene.Material") { } - } - - /// - /// The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - /// in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - /// - /// Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - /// Specular Maps: _s, _spec, _specular, _specularmap - /// Light Maps: _l, _light, _lightmap, _occ, _occlusion - /// Displacement Maps: _dis, _displacement - /// - /// The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - /// texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - /// is used. The default value is false. - /// - public sealed class OgreTextureTypeFromFilenameConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by OgreTextureTypeFromFilenameConfig. - /// - public static String OgreTextureTypeFromFilenameConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME; - } - } - - /// - /// Constructs a new OgreTextureTypeFromFilenameConfig. - /// - /// True if the filename defines texture usage, false otherwise. - public OgreTextureTypeFromFilenameConfig(bool fileNameDefinesTextureUsage) - : base(OgreTextureTypeFromFilenameConfigName, fileNameDefinesTextureUsage, false) { } - } - - /// - /// Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - /// - public sealed class IFCSkipSpaceRepresentationsConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by IFCSkipSpaceRepresentationsConfig. - /// - public static String IFCSkipSpaceRepresentationsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS; - } - } - - /// - /// Constructs a new IFCSkipSpaceRepresentationsConfig. - /// - /// True if the IfcSpace elements are skipped, false if otherwise. - public IFCSkipSpaceRepresentationsConfig(bool skipSpaceRepresentations) - : base(IFCSkipSpaceRepresentationsConfigName, skipSpaceRepresentations, true) { } - } - - /// - /// Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - /// walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - /// with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - /// issues with these kind of polygons. - /// - public sealed class IFCUseCustomTriangulationConfig : BooleanPropertyConfig - { - - /// - /// Gets the string name used by IFCUseCustomTriangulationConfig. - /// - public static String IFCUseCustomTriangulationConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION; - } - } - - /// - /// Constructs a new IFCUseCustomTriangulationConfig. - /// - /// True if the loader should use its own triangulation routine for walls/floors, false otherwise. - public IFCUseCustomTriangulationConfig(bool useCustomTriangulation) - : base(IFCUseCustomTriangulationConfigName, useCustomTriangulation, true) { } - } - - /// - /// Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - /// - public sealed class IFCSmoothingAngleConfig : FloatPropertyConfig - { - /// - /// Gets the string name used by IFCSmoothingAngleConfig. - /// - public static String IFCSmoothingAngleConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE; - } - } - - /// - /// Constructs a new IFCSmoothingAngleConfig. - /// - /// Smoothing angle when tessellating curves. Needs to be in the range of [5, 120]. - public IFCSmoothingAngleConfig(float angle) - : base(IFCSmoothingAngleConfigName, angle, 10.0f) { } - } - - /// - /// Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - /// - public sealed class IFCCylindricalTessellationConfig : IntegerPropertyConfig - { - /// - /// Gets the string name used by IFCCylindricalTessellationConfig. - /// - public static String IFCCylindricalTessellationConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION; - } - } - - /// - /// Constructs a new IFCCylindricalTessellationConfig. - /// - /// Tessellation of cylindrical shapes (e.g. the number of segments used to approximate a circle). Needs to be in the range of [3, 180]. - public IFCCylindricalTessellationConfig(int tessellation) - : base(IFCCylindricalTessellationConfigName, tessellation, 32) { } - } - - /// - /// Specifies whether the collada loader will ignore the up direction. Default is false. - /// - public sealed class ColladaIgnoreUpDirectionConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by ColladaIgnoreUpDirectionConfig. - /// - public static String ColladaIgnoreUpDirectionConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION; - } - } - - /// - /// Constructs a new ColladaIgnoreUpDirectionConfig. - /// - /// True if the loader should ignore the up direction, false otherwise. - public ColladaIgnoreUpDirectionConfig(bool ignoreUpDirection) - : base(ColladaIgnoreUpDirectionConfigName, ignoreUpDirection, false) { } - } - - /// - /// Specifies whether the FBX importer will merge all geometry layers present in the source file or import only the first. Default is true. - /// - public sealed class FBXImportAllGeometryLayersConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportAllGeometryLayersConfig. - /// - public static String FBXImportAllGeometryLayersConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS; - } - } - - /// - /// Constructs a new FBXImportAllGeometryLayersConfig. - /// - /// True if all geometry layers should be merged, false otherwise to take only the first layer. - public FBXImportAllGeometryLayersConfig(bool importAllGeometryLayers) - : base(FBXImportAllGeometryLayersConfigName, importAllGeometryLayers, true) { } - } - - /// - /// Specifies whether the FBX importer will import all materials present in the source file or take only the referenced materials, - /// if the importer is configured to import materials at all. Otherwise this will have no effect. Default is false. - /// - public sealed class FBXImportAllMaterialsConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportAllMaterialsConfig. - /// - public static String FBXImportAllMaterialsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS; - } - } - - /// - /// Constructs a new FBXImportAllMaterialsConfig. - /// - /// True if the FBX importer should import ALL materials even if not referenced, false otherwise (take only the referenced materials). - public FBXImportAllMaterialsConfig(bool importAllMaterials) - : base(FBXImportAllMaterialsConfigName, importAllMaterials, false) { } - } - - /// - /// Specifies whether the FBX importer will import materials. Default is true. - /// - public sealed class FBXImportMaterialsConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportMaterialsConfig. - /// - public static String FBXImportMaterialsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_READ_MATERIALS; - } - } - - /// - /// Constructs a new FBXImportMaterialsConfig. - /// - /// True if the FBX importer should import materials, false otherwise. - public FBXImportMaterialsConfig(bool importMaterials) - : base(FBXImportMaterialsConfigName, importMaterials, true) { } - } - - /// - /// Specifies whether the FBX importer will import embedded textures. Default is true. - /// - /// - public sealed class FBXImportEmbeddedTexturesConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportEmbeddedTexturesConfig. - /// - public static String FBXImportEmbeddedTexturesConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_READ_TEXTURES; - } - } - - /// - /// Constructs a new FBXImportEmbeddedTexturesConfig. - /// - /// True if the FBX importer should import embedded textures, false otherwise. - public FBXImportEmbeddedTexturesConfig(bool importTextures) - : base(FBXImportEmbeddedTexturesConfigName, importTextures, true) { } - } - - /// - /// Specifies if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. Default is false. - /// - public sealed class FBXImportSearchEmbeddedTexturesConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportSearchEmbeddedTexturesConfig. - /// - public static String FBXImportSearchEmbeddedTexturesConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES; - } - } - - /// - /// Constructs a new FBXImportSearchEmbeddedTexturesConfig. - /// - /// True if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. - public FBXImportSearchEmbeddedTexturesConfig(bool searchEmbeddedTextures) - : base(FBXImportSearchEmbeddedTexturesConfigName, searchEmbeddedTextures, false) { } - } - - /// - /// Specifies whether the FBX importer will import cameras. Default is true. - /// - public sealed class FBXImportCamerasConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportCamerasConfig. - /// - public static String FBXImportCamerasConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_READ_CAMERAS; - } - } - - /// - /// Constructs a new FBXImportCamerasConfig. - /// - /// True if the FBX importer should import cameras, false otherwise. - public FBXImportCamerasConfig(bool importCameras) - : base(FBXImportCamerasConfigName, importCameras, true) { } - } - - /// - /// Specifies whether the FBX importer will import lights. Default is true. - /// - public sealed class FBXImportLightsConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportLightsConfig. - /// - public static String FBXImportLightsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_READ_LIGHTS; - } - } - - /// - /// Constructs a new FBXImportLightsConfig. - /// - /// True if the FBX importer should import lights, false otherwise. - public FBXImportLightsConfig(bool importLights) - : base(FBXImportLightsConfigName, importLights, true) { } - } - - /// - /// Specifies whether the FBX importer will import animations. Default is true. - /// - public sealed class FBXImportAnimationsConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXImportAnimationsConfig. - /// - public static String FBXImportAnimationsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS; - } - } - - /// - /// Constructs a new FBXImportAnimationsConfig. - /// - /// True if the FBX importer should import animations, false otherwise. - public FBXImportAnimationsConfig(bool importAnimations) - : base(FBXImportAnimationsConfigName, importAnimations, true) { } - } - - /// - /// Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - /// format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - /// format is best supported and well-tested. Default is false. - /// - public sealed class FBXStrictModeConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXStrictModeConfig. - /// - public static String FBXStrictModeConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_STRICT_MODE; - } - } - - /// - /// Constructs a new FBXStrictModeConfig. - /// - /// True if FBX strict mode should be used, false otherwise. - public FBXStrictModeConfig(bool useStrictMode) - : base(FBXStrictModeConfigName, useStrictMode, false) { } - } - - /// - /// Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - /// and offsets will be evaluated whenever possible. Default value is true. - /// - public sealed class FBXPreservePivotsConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXPreservePivotsConfig. - /// - public static String FBXPreservePivotsConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS; - } - } - - /// - /// Constructs a new FBXPreservePivotsConfig. - /// - /// True if pivots should be preserved, false otherwise. - public FBXPreservePivotsConfig(bool preservePivots) - : base(FBXPreservePivotsConfigName, preservePivots, true) { } - } - - /// - /// Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - /// transformation over their entire defined range. Default value is true. - /// - public sealed class FBXOptimizeEmptyAnimationCurvesConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by FBXOptimizeEmptyAnimationCurvesConfig. - /// - public static String FBXOptimizeEmptyAnimationCurvesConfigName - { - get - { - return AiConfigs.AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES; - } - } - - /// - /// Constructs a new FBXOptimizeEmptyAnimationCurvesConfig. - /// - /// True if empty animation curves should be dropped, false otherwise. - public FBXOptimizeEmptyAnimationCurvesConfig(bool optimizeEmptyAnimations) - : base(FBXOptimizeEmptyAnimationCurvesConfigName, optimizeEmptyAnimations, true) { } - } - - #endregion - - #region Exporter Settings - - /// - /// Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - /// - public sealed class XFileUseDoublesConfig : BooleanPropertyConfig - { - /// - /// Gets the string name used by XFileUseDoublesConfig. - /// - public static String XFileUseDoublesConfigName - { - get - { - return AiConfigs.AI_CONFIG_EXPORT_XFILE_64BIT; - } - } - - /// - /// Constructs a new XFileUseDoublesConfig. - /// - /// True if the x file uses 64-bit double values rather than 32-bit float values. - public XFileUseDoublesConfig(bool useDoubles) - : base(XFileUseDoublesConfigName, useDoubles, false) { } - } - - #endregion -} diff --git a/Dependencies/assimpnet/AssimpNet/EmbeddedTexture.cs b/Dependencies/assimpnet/AssimpNet/EmbeddedTexture.cs deleted file mode 100644 index 32222fd4..00000000 --- a/Dependencies/assimpnet/AssimpNet/EmbeddedTexture.cs +++ /dev/null @@ -1,304 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Represents an embedded texture. Some file formats directly embed texture assets. - /// Embedded textures may be uncompressed, where the data is given in an uncompressed format. - /// Or it may be compressed in a format like png or jpg. In the latter case, the raw - /// file bytes are given so the application must utilize an image decoder (e.g. DevIL) to - /// get access to the actual color data. This object represents both types, so some properties may or may not be valid depending - /// if it is compressed or not. - /// - public sealed class EmbeddedTexture : IMarshalable - { - private bool m_isCompressed; - - //Uncompressed textures only - private int m_width; - private int m_height; - private Texel[] m_nonCompressedData; - - //Compressed textures only - private byte[] m_compressedData; - private String m_compressedFormatHint; - - /// - /// Gets if the texture is compressed or not. - /// - public bool IsCompressed - { - get - { - return m_isCompressed; - } - } - - /// - /// Gets the width of the texture in pixels. Only valid for non-compressed textures. - /// - public int Width - { - get - { - return m_width; - } - } - - /// - /// Gets the height of the texture in pixels. Only valid for non-compressed textures. - /// - public int Height - { - get - { - return m_height; - } - } - - /// - /// Gets if the texture has non-compressed texel data. Only valid for non-compressed textures. - /// - public bool HasNonCompressedData - { - get - { - return m_nonCompressedData != null || m_nonCompressedData.Length != 0; - } - } - - /// - /// Gets the size of the non-compressed texel data. Only valid for non-compressed textures. - /// - public int NonCompressedDataSize - { - get - { - return (m_nonCompressedData == null) ? 0 : m_nonCompressedData.Length; - } - } - - /// - /// Gets the non-compressed texel data, the array is of size Width * Height. Only valid for non-compressed textures. - /// - public Texel[] NonCompressedData - { - get - { - return m_nonCompressedData; - } - } - - /// - /// Gets if the embedded texture has compressed data. Only valid for compressed textures. - /// - public bool HasCompressedData - { - get - { - return m_compressedData != null || m_compressedData.Length != 0; - } - } - - /// - /// Gets the size of the compressed data. Only valid for compressed textures. - /// - public int CompressedDataSize - { - get - { - return (m_compressedData == null) ? 0 : m_compressedData.Length; - } - } - - /// - /// Gets the raw byte data representing the compressed texture. Only valid for compressed textures. - /// - public byte[] CompressedData - { - get - { - return m_compressedData; - } - } - - /// - /// Gets the format hint to determine the type of compressed data. This hint - /// is a three-character lower-case hint like "dds", "jpg", "png". - /// - public String CompressedFormatHint - { - get - { - return m_compressedFormatHint; - } - } - - /// - /// Constructs a new instance of the class. Should use only if - /// reading from a native value. - /// - public EmbeddedTexture() - { - m_isCompressed = false; - } - - - /// - /// Constructs a new instance of the class. This creates a compressed - /// embedded texture. - /// - /// The 3 character format hint. - /// The compressed data. - public EmbeddedTexture(String compressedFormatHint, byte[] compressedData) - { - m_compressedFormatHint = compressedFormatHint; - m_compressedData = compressedData; - - m_isCompressed = true; - m_width = 0; - m_height = 0; - m_nonCompressedData = null; - } - - /// - /// Constructs a new instance of the class. This creates an uncompressed - /// embedded texture. - /// - /// Width of the texture - /// Height of the texture - /// Color data - /// Thrown if the data size does not match width * height. - public EmbeddedTexture(int width, int height, Texel[] uncompressedData) - { - m_width = width; - m_height = height; - m_nonCompressedData = uncompressedData; - - if((m_width * m_height) != NonCompressedDataSize) - throw new ArgumentException("Texel data size does not match width * height."); - - m_isCompressed = false; - m_compressedFormatHint = null; - m_compressedData = null; - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiTexture nativeValue) - { - if(IsCompressed) - { - nativeValue.Width = (uint) CompressedDataSize; - nativeValue.Height = 0; - nativeValue.Data = IntPtr.Zero; - - if(CompressedDataSize > 0) - nativeValue.Data = MemoryHelper.ToNativeArray(m_compressedData); - - nativeValue.SetFormatHint(m_compressedFormatHint); - } - else - { - nativeValue.Width = (uint) m_width; - nativeValue.Height = (uint) m_height; - nativeValue.Data = IntPtr.Zero; - - if(NonCompressedDataSize > 0) - nativeValue.Data = MemoryHelper.ToNativeArray(m_nonCompressedData); - - nativeValue.SetFormatHint(null); - } - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiTexture nativeValue) - { - m_isCompressed = nativeValue.Height == 0; - - if(IsCompressed) - { - m_width = 0; - m_height = 0; - m_nonCompressedData = null; - m_compressedData = null; - - if(nativeValue.Width > 0 && nativeValue.Data != IntPtr.Zero) - m_compressedData = MemoryHelper.FromNativeArray(nativeValue.Data, (int) nativeValue.Width); - - m_compressedFormatHint = AiTexture.GetFormatHint(nativeValue); //Avoid struct copy - } - else - { - m_compressedData = null; - m_compressedFormatHint = null; - m_nonCompressedData = null; - - m_width = (int) nativeValue.Width; - m_height = (int) nativeValue.Height; - - int size = m_width * m_height; - - if(size > 0 && nativeValue.Data != IntPtr.Zero) - m_nonCompressedData = MemoryHelper.FromNativeArray(nativeValue.Data, size); - } - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiTexture aiTexture = MemoryHelper.Read(nativeValue); - - if(aiTexture.Width > 0 && aiTexture.Data != IntPtr.Zero) - MemoryHelper.FreeMemory(aiTexture.Data); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Enums.cs b/Dependencies/assimpnet/AssimpNet/Enums.cs deleted file mode 100644 index 530908a7..00000000 --- a/Dependencies/assimpnet/AssimpNet/Enums.cs +++ /dev/null @@ -1,1281 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; - -namespace Assimp -{ - /// - /// Enumerates metadata data types. - /// - public enum MetaDataType - { - /// - /// Metadata is a boolean. - /// - Bool = 0, - - /// - /// Metadata is an integer. - /// - Int32 = 1, - - /// - /// Metadata is an unsigned 64-bit integer. - /// - UInt64 = 2, - - /// - /// Metadata is a float. - /// - Float = 3, - - /// - /// Metadata is a double. - /// - Double = 4, - - /// - /// Metadata is a string. - /// - String = 5, - - /// - /// Metadata is a . - /// - Vector3D = 6 - } - - /// - /// Post processing flag options, specifying a number of steps - /// that can be run on the data to either generate additional vertex - /// data or optimize the imported data. - /// - [Flags] - public enum PostProcessSteps - { - /// - /// No flags enabled. - /// - None = 0x0, - - /// - /// Calculates the tangents and binormals (bitangents) - /// for the imported meshes. - /// - /// This does nothing if a mesh does not have normals. You might - /// want this post processing step to be executed if you plan - /// to use tangent space calculations such as normal mapping. There is a - /// config setting AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE which - /// allows you to specify a maximimum smoothing angle for the algorithm. - /// However, usually you'll want to leave it at the default value. - /// - /// - CalculateTangentSpace = 0x1, - - /// - /// Identifies and joins identical vertex data sets within all - /// imported meshes. - /// - /// After this step is run each mesh does contain only unique vertices - /// anymore, so a vertex is possibly used by multiple faces. You usually - /// want to use this post processing step. If your application deals with - /// indexed geometry, this step is compulsory or you'll just waste rendering - /// time. - /// If this flag is not specified, no vertices are referenced by more than one - /// face and no index buffer is required for rendering. - /// - JoinIdenticalVertices = 0x2, - - /// - /// Converts all imported data to a left handed coordinate space. - /// - /// By default the data is returned in a right-handed coordinate space, - /// where +X points to the right, +Z towards the viewer, and +Y upwards. - /// - MakeLeftHanded = 0x4, - - /// - /// Triangulates all faces of all meshes. - /// - /// By default the imported mesh data might contain faces with more than - /// three indices. For rendering you'll usually want all faces to - /// be triangles. This post processing step splits up all - /// higher faces to triangles. Line and point primitives are *not* - /// modified. If you want 'triangles only' with no other kinds of primitives, - /// try the following: - /// - /// - /// - /// Specify both and . - /// - /// - /// Ignore all point and line meshes when you process Assimp's output - /// - /// - /// - Triangulate = 0x8, - - /// - /// Removes some parts of the data structure (animations, materials, - /// light sources, cameras, textures, vertex components). - /// - /// The components to be removed are specified in a separate configuration - /// option, AI_CONFIG_PP_RVC_FLAGS. This is quite useful if you don't - /// need all parts of the output structure. Especially vertex colors are rarely used today...calling this step to remove - /// unrequired stuff from the pipeline as early as possible results in an increased - /// performance and a better optimized output data structure. - /// - /// - /// This step is also useful if you want to force Assimp to recompute normals - /// or tangents. the corresponding steps don't recompute them if they're already - /// there (loaded from the source asset). By using this step you can make sure - /// they are NOT there. - /// - RemoveComponent = 0x10, - - /// - /// Generates normals for all faces of all meshes. It may not be - /// specified together with . - /// - /// This is ignored if normals are already there at the time where this - /// flag is evaluated. Model importers try to load them from the source file, - /// so they're usually already there. Face normals are shared between all - /// points of a single face, so a single point can have multiple normals, - /// which in other words, forces the library to duplicate vertices in - /// some cases. This makes senseless then. - /// - /// - GenerateNormals = 0x20, - - /// - /// Generates smooth normals for all vertices of all meshes. It - /// may not be specified together with . - /// - /// This is ignored if normals are already there at the time where - /// this flag is evaluated. Model importers try to load them from the - /// source file, so they're usually already there. - /// - /// The configuration option AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE - /// allows you to specify an angle maximum for the normal smoothing algorithm. - /// Normals exceeding this limit are not smoothed, resulting in a 'hard' seam - /// between two faces. using a decent angle here (e.g. 80 degrees) results in a very good visual - /// appearance. - /// - GenerateSmoothNormals = 0x40, - - /// - /// Splits large meshes into smaller submeshes. - /// - /// This is useful for realtime rendering where the number - /// of triangles which can be maximally processed in a single draw call is - /// usually limited by the video driver/hardware. The maximum vertex buffer - /// is usually limited, too. Both requirements can be met with this step: - /// you may specify both a triangle and a vertex limit for a single mesh. - /// - /// The split limits can be set through the AI_CONFIG_PP_SLM_VERTEX_LIMIT - /// and AI_CONFIG_PP_SLM_TRIANGLE_LIMIT config settings. The default - /// values are 1,000,000. - /// - /// Warning: This can be a time consuming task. - /// - SplitLargeMeshes = 0x80, - - /// - /// Removes the node graph and "bakes" (pre-transforms) all - /// vertices with the local transformation matrices of their nodes. - /// The output scene does still contain nodes, however, there is only - /// a root node with children, each one referencing only one mesh. - /// Each mesh referencing one material. For rendering, you can simply render - /// all meshes in order, you don't need to pay attention to local transformations - /// and the node hierarchy. - /// - /// Warning: Animations are removed during this step. - /// - PreTransformVertices = 0x100, - - /// - /// Limits the number of bones simultaneously affecting a single - /// vertex to a maximum value. - /// - /// If any vertex is affected by more than that number of bones, - /// the least important vertex weights are removed and the remaining vertex - /// weights are re-normalized so that the weights still sum up to 1. - /// - /// The default bone weight limit is 4 and uses the - /// AI_LMW_MAX_WEIGHTS config. If you intend to perform the skinning in hardware, this post processing - /// step might be of interest for you. - /// - LimitBoneWeights = 0x200, - - /// - /// Validates the imported scene data structure. - /// - /// This makes sure that all indices are valid, all animations - /// and bones are linked correctly, all material references are - /// correct, etc. - /// - /// It is recommended to capture Assimp's log output if you use this flag, - /// so you can easily find out what's actually wrong if a file fails the - /// validation. The validator is quite rude and will find *all* inconsistencies - /// in the data structure. There are two types of failures: - /// - /// - /// Error: There's something wrong with the imported data. Further - /// postprocessing is not possible and the data is not usable at all. The import - /// fails. - /// - /// - /// Warning: There are some minor issues (e.g. 1000000 animation keyframes - /// with the same time), but further postprocessing and use of the data structure is still - /// safe. Warning details are written to the log file. - /// - /// - /// - ValidateDataStructure = 0x400, - - ///
- /// Re-orders triangles for better vertex cache locality. - /// - /// This step tries to improve the ACMR (average post-transform vertex cache - /// miss ratio) for all meshes. The implementation runs in O(n) time - /// and is roughly based on the 'tipsify' algorithm. - /// - /// If you intend to render huge models in hardware, this step might be of interest for you. - /// The AI_CONFIG_PP_ICL_PTCACHE_SIZE config setting can be used to fine tune - /// the cache optimization. - /// - ImproveCacheLocality = 0x800, - - /// - /// Searches for redundant/unreferenced materials and removes them. - /// - /// This is especially useful in combination with the PreTransformVertices - /// and OptimizeMeshes flags. Both join small meshes with equal characteristics, but - /// they can't do their work if two meshes have different materials. Because several - /// material settings are always lost during Assimp's import filders and because many - /// exporters don't check for redundant materials, huge models often have materials which - /// are defined several times with exactly the same settings. - /// - /// Several material settings not contributing to the final appearance of a surface - /// are ignored in all comparisons ... the material name is one of them. So, if you're passing - /// additional information through the content pipeline (probably using *magic* material names), - /// don't specify this flag. Alternatively, take a look at the AI_CONFIG_PP_RRM_EXCLUDE_LIST - /// setting. - /// - RemoveRedundantMaterials = 0x1000, - - /// - /// This step tries to determine which meshes have normal vectors - /// that are facing inwards. - /// - /// The algorithm is simple but effective: - /// - /// The bounding box of all vertices and their normals are compared - /// against the volume of the bounding box of all vertices without their normals. - /// This works well for most objects, problems might occur with planar surfaces. However, - /// the step tries to filter such cases. The step inverts all in-facing normals. - /// Generally, it is recommended to enable this step, although the result is not - /// always correct. - /// - FixInFacingNormals = 0x2000, - - /// - /// This step splits meshes with more than one primitive type in homogeneous submeshes. - /// - /// This step is executed after triangulation and after it returns, just one - /// bit is set in aiMesh:mPrimitiveTypes. This is especially useful for real-time - /// rendering where point and line primitives are often ignored or rendered separately. - /// - /// - /// You can use AI_CONFIG_PP_SBP_REMOVE option to specify which primitive types you need. - /// This can be used to easily exclude lines and points, which are rarely used, - /// from the import. - /// - /// - SortByPrimitiveType = 0x8000, - - /// - /// This step searches all meshes for degenerated primitives and - /// converts them to proper lines or points. A face is 'degenerated' if one or more of its points are identical. - /// - /// To have degenerated primitives removed, specify the flag - /// try one of the following procedures: - /// - /// - /// - /// To support lines and points: Set the - /// AI_CONFIG_PP_FD_REMOVE option to one. This will cause the step to remove degenerated triangles as - /// soon as they are detected. They won't pass any further pipeline steps. - /// - /// - /// If you don't support lines and points: Specify flag, which - /// will move line and point primitives to separate meshes. Then set the AI_CONFIG_PP_SBP_REMOVE - /// option to and to cause step - /// to reject point and line meshes from the scene. - /// - /// - /// - /// Degenerated polygons are not necessarily evil and that's why they are not removed by default. There are several - /// file formats which do not support lines or points where exporters bypass the format specification and write - /// them as degenerated triangles instead. - /// - /// - FindDegenerates = 0x10000, - - /// - /// This step searches all meshes for invalid data, such as zeroed - /// normal vectors or invalid UV coordinates and removes or fixes them. - /// This is intended to get rid of some common exporter rrors. - /// - /// This is especially useful for normals. If they are invalid, - /// and the step recognizes this, they will be removed and can later - /// be recomputed, e.g. by the GenerateSmoothNormals flag. The step - /// will also remove meshes that are infinitely small and reduce animation - /// tracks consisting of hundreds of redundant keys to a single key. The - /// AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides the accuracy of the check - /// for duplicate animation tracks. - /// - FindInvalidData = 0x20000, - - /// - /// This step converts non-UV mappings (such as spherical or - /// cylindrical mapping) to proper texture coordinate channels. - /// - /// Most applications will support UV mapping only, so you will - /// probably want to specify this step in every case. Note that Assimp - /// is not always able to match the original mapping implementation of the 3D - /// app which produced a model perfectly. It's always better - /// to let the father app compute the UV channels, at least 3DS max, maya, blender, - /// lightwave, modo, .... are able to achieve this. - /// - /// If this step is not requested, you'll need to process the MATKEY_MAPPING - /// material property in order to display all assets properly. - /// - GenerateUVCoords = 0x40000, - - /// - /// Applies per-texture UV transformations and bakes them to stand-alone vtexture - /// coordinate channels. - /// - /// UV Transformations are specified per-texture - see the MATKEY_UVTRANSFORM material - /// key for more information. This step processes all textures with transformed input UV coordinates - /// and generates new (pretransformed) UV channel transformations, so you will probably - /// want to specify this step. - /// - /// UV transformations are usually implemented in realtime apps by - /// transforming texture coordinates in a vertex shader stage with a 3x3 (homogenous) - /// transformation matrix. - /// - TransformUVCoords = 0x80000, - - /// - /// Searches for duplicated meshes and replaces them with a reference - /// to the first mesh. - /// - /// This is time consuming, so don't use it if you have no time. Its - /// main purpose is to work around the limitation with some - /// file formats that don't support instanced meshes, so exporters - /// duplicate meshes. - /// - /// - FindInstances = 0x100000, - - /// - /// Attempts to reduce the number of meshes (and draw calls). - /// - /// This is recommended to be used together with - /// and is fully compatible with both and . - /// - /// - OptimizeMeshes = 0x200000, - - /// - /// Optimizes scene hierarchy. Nodes with no animations, bones, - /// lights, or cameras assigned are collapsed and joined. - /// - /// Node names can be lost during this step, you can specify - /// names of nodes that should'nt be touched or modified - /// with AI_CONFIG_PP_OG_EXCLUDE_LIST. - /// - /// Use this flag with caution. Most simple files will be collapsed to a - /// single node, complex hierarchies are usually completely lost. That's not - /// the right choice for editor environments, but probably a very effective - /// optimization if you just want to get the model data, convert it to your - /// own format and render it as fast as possible. - /// - /// This flag is designed to be used with for best - /// results. - /// - /// Scenes with thousands of extremely small meshes packed - /// in deeply nested nodes exist for almost all file formats. - /// Usage of this and usually fixes them all and - /// makes them renderable. - /// - OptimizeGraph = 0x400000, - - /// - /// Flips all UV coordinates along the y-axis - /// and adjusts material settings/bitangents accordingly. - /// - FlipUVs = 0x800000, - - /// - /// Flips face winding order from CCW (default) to CW. - /// - FlipWindingOrder = 0x1000000, - - /// - /// Splits meshes with many bones into submeshes so that each submesh has fewer or as many bones as a given limit. - /// - SplitByBoneCount = 0x2000000, - - /// - /// Removes bones losslessly or according to some threshold. In some cases (e.g. formats that require it) exporters - /// are faced to assign dummy bone weights to otherwise static meshes assigned to animated meshes. Full, weight-based skinning is expensive while - /// animating nodes is extremely cheap, so this step is offered to clean up the data in that regard. - /// - /// Usage of the configuration AI_CONFIG_PP_DB_THRESHOLD to control the threshold and AI_CONFIG_PP_DB_ALL_OR_NONE if you want bones - /// removed if and only if all bones within the scene qualify for removal. - /// - Debone = 0x4000000, - - /// - /// This step will perform a global scale of the model. Some importers provide a mechanism to define a scaling unit for the model, which this processing step can utilize. - /// Use AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY to control this. - /// - GlobalScale = 0x8000000 - } - - /// - /// Enumerates components of the scene or mesh data that - /// can be excluded from the import using the post process step - /// RemoveComponent. - /// - [Flags] - public enum ExcludeComponent - { - /// - /// No components to be excluded. - /// - None = 0x0, - - /// - /// Removes normal vectors - /// - Normals = 0x2, - - /// - /// Removes tangents/binormals - /// - TangentBasis = 0x4, - - /// - /// Removes all color sets. - /// - Colors = 0x8, - - /// - /// Removes all texture UV sets. - /// - TexCoords = 0x10, - - /// - /// Remove all boneweights from all meshes. Scenegraph - /// nodes corresponding to the bones are NOT removed. - /// Use OptimizeGraph step to remove them. - /// - Boneweights = 0x20, - - /// - /// Removes all node animations. Coressponding scenegraph - /// nodes are NOT removed. Use OptimizeGraph step to - /// remove them. - /// - Animations = 0x40, - - /// - /// Removes all embedded textures. - /// - Textures = 0x80, - - /// - /// Removes all light sources. The corresponding scenegraph nodes are - /// NOT removed. Use the OptimizeGraph step to do this. - /// - Lights = 0x100, - - /// - /// Removes all cameras. The corresponding scenegraph - /// nodes are NOT removed. Use the OptimizeGraph step - /// to do this. - /// - Cameras = 0x200, - - /// - /// Removes all meshes. - /// - Meshes = 0x400, - - /// - /// Removes all materials. One default material will be generated. - /// - Materials = 0x800 - } - - /// - /// Enumerates geometric primitive types. - /// - [Flags] - public enum PrimitiveType : int - { - /// - /// Point primitive. This is just a single vertex - /// in the virtual world. A face has one index for such a primitive. - /// - Point = 0x1, - - /// - /// Line primitive. This is a line defined through a start and an - /// end position. A face contains exactly two indices for such a primitive. - /// - Line = 0x2, - - /// - /// Triangle primitive, consisting of three indices. - /// - Triangle = 0x4, - - /// - /// A n-Gon that has more than three edges (thus is not a triangle). - /// - Polygon = 0x8 - } - - /// - /// Defines an animation channel behaves outside the defined - /// time range. This corresponds to the prestate and poststates - /// of the animation node. - /// - public enum AnimationBehaviour - { - /// - /// The value from the default node transformation is taken. - /// - Default = 0x0, - - /// - /// The nearest key value is used without interpolation. - /// - Constant = 0x1, - - /// - /// The value of the nearest two keys is linearly extrapolated for the current - /// time value. - /// - Linear = 0x2, - - /// - /// The animation is repeated. If the animation key goes from n to m - /// and the current time is t, use the value at (t - n ) % (|m-n|). - /// - Repeat = 0x3 - } - - /// - /// Defines the methods of mesh morphing supported. - /// - public enum MeshMorphingMethod - { - /// - /// No morphing. - /// - None = 0x0, - - /// - /// Interpolation between morph targets. - /// - VertexBlend = 0x1, - - /// - /// Normalized morphing between morph targets. - /// - MorphNormalized = 0x2, - - /// - /// Relative morphing between morph targets. - /// - MorphRelative = 0x3 - } - - /// - /// Enumerates all supported light sources. - /// - public enum LightSourceType - { - /// - /// Unknown light. - /// - Undefined = 0x0, - - /// - /// Directional light source that has a well-defined - /// direction but is infinitely far away, e.g. the sun. - /// - Directional = 0x1, - - /// - /// Point light source that has a well-defined position in - /// space but is omni-directional, e.g. a light bulb. - /// - Point = 0x2, - - /// - /// Spot light source emits light from a position in space, - /// in a certain direction that is limited by an angle, like - /// a cone. - /// - Spot = 0x3, - - /// - /// Generic light level of the world, including the bounces of all other light sources. Typically, there's at most one ambient light in a scene and - /// is usually just a constant color. This light does not have a valid position, direction, or other properties - just the color. - /// - Ambient = 0x4, - - /// - /// An area light is a rectangle with a predefined size that uniformly emits light from one of its sides. The position is center of the rectangle and the direction is its normal vector. - /// - Area = 0x5 - } - - /// - /// Defines alpha blending flags, how the final - /// color value of a pixel is computed, based on the following equation: - /// - /// sourceColor * sourceBlend + destColor * destBlend - /// - /// - /// Where the destColor is the previous color in the frame buffer - /// and sourceColor is the material color before the - /// transparency calculation. This corresponds to the AI_MATKEY_BLEND_FUNC property. - /// - public enum BlendMode - { - /// - /// Default blending: sourceColor * sourceAlpha + destColor * (1 - sourceAlpha) - /// - Default = 0x0, - - /// - /// Additive blending: sourcecolor * 1 + destColor * 1. - /// - Additive = 0x1, - } - - /// - /// Defines all shading models supported by the library. - /// - /// The list of shading modes has been taken from Blender. See Blender - /// documentation for more information. - /// - /// - public enum ShadingMode - { - /// - /// No shading mode defined. - /// - None = 0x0, - - /// - /// Flat shading. Shading is done on a per-face basis and is diffuse only. Also known - /// as 'faceted shading'. - /// - Flat = 0x1, - - /// - /// Simple Gouraud shading. - /// - Gouraud = 0x2, - - /// - /// Phong Shading. - /// - Phong = 0x3, - - /// - /// Phong-Blinn Shading. - /// - Blinn = 0x4, - - /// - /// Toon-shading, also known as a 'comic' shader. - /// - Toon = 0x5, - - /// - /// OrenNayer shading model. Extension to standard Lambertian shading, taking the roughness - /// of the material into account. - /// - OrenNayar = 0x6, - - /// - /// Minnaert shading model. Extension to standard Lambertian shading, taking the "darkness" of - /// the material into account. - /// - Minnaert = 0x7, - - /// - /// CookTorrance shading model. Special shader for metallic surfaces. - /// - CookTorrance = 0x8, - - /// - /// No shading at all. Constant light influence of 1.0. - /// - NoShading = 0x9, - - /// - /// Fresnel shading. - /// - Fresnel = 0xa - } - - /// - /// Defines some mixed flags for a particular texture. This corresponds - /// to the AI_MAT_KEY_TEXFLAGS property. - /// - [Flags] - public enum TextureFlags - { - /// - /// The texture's color values have to be inverted (componentwise 1-n). - /// - Invert = 0x1, - - /// - /// Explicit request to the application to process the alpha channel of the texture. This is mutually - /// exclusive with . These flags are - /// set if the library can say for sure that the alpha channel is used/is not used. - /// If the model format does not define this, iti s left to the application to decide - /// whether the texture alpha channel - if any - is evaluated or not. - /// - UseAlpha = 0x2, - - /// - /// Explicit request to the application to ignore the alpha channel of the texture. This is mutually - /// exclusive with . - /// - IgnoreAlpha = 0x4 - } - - /// - /// Defines how UV coordinates outside the [0..1] range are handled. Commonly - /// referred to as the 'wrapping mode' - /// - public enum TextureWrapMode - { - /// - /// A texture coordinate u|v is translated to u % 1| v % 1. - /// - Wrap = 0x0, - - /// - /// Texture coordinates outside [0...1] are clamped to the nearest valid value. - /// - Clamp = 0x1, - - /// - /// A texture coordinate u|v becomes u1|v1 if (u - (u % 1)) % 2 is zero - /// and 1 - (u % 1) | 1 - (v % 1) otherwise. - /// - Mirror = 0x2, - - /// - /// If the texture coordinates for a pixel are outside [0...1] the texture is not - /// applied to that pixel. - /// - Decal = 0x3, - } - - /// - /// Defines how texture coordinates are generated - /// - /// Real-time applications typically require full UV coordinates. So the use - /// of step is highly recommended. - /// It generates proper UV channels for non-UV mapped objects, as long as an accurate - /// description of how the mapping should look like is given. - /// - /// - public enum TextureMapping - { - /// - /// Coordinates are taken from the an existing UV channel. - /// - /// The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates - /// are to be taken from since meshes can have more than one UV channel. - /// - /// - FromUV = 0x0, - - /// - /// Spherical mapping - /// - Sphere = 0x1, - - /// - /// Cylinder mapping - /// - Cylinder = 0x2, - - /// - /// Cubic mapping - /// - Box = 0x3, - - /// - /// Planar mapping - /// - Plane = 0x4, - - /// - /// Unknown mapping that is not recognied. - /// - Unknown = 0x5 - } - - /// - /// Defines how the Nth texture of a specific type is combined - /// with the result of all previous layers. - /// - /// Example (left: key, right: value): - /// - /// DiffColor0 - gray - /// DiffTextureOp0 - TextureOperation.Multiply - /// DiffTexture0 - tex1.png - /// DiffTextureOp0 - TextureOperation.Add - /// DiffTexture1 - tex2.png - /// - /// - /// Written as an equation, the final diffuse term for a specific - /// pixel would be: - /// - /// - /// diffFinal = DiffColor0 * sampleTex(DiffTexture0, UV0) + sampleTex(DiffTexture1, UV0) * diffContrib; - /// - /// - /// - public enum TextureOperation - { - /// - /// T = T1 * T2 - /// - Multiply = 0x0, - - /// - /// T = T1 + T2 - /// - Add = 0x1, - - /// - /// T = T1 - T2 - /// - Subtract = 0x2, - - /// - /// T = T1 / T2 - /// - Divide = 0x3, - - /// - /// T = (T1 + T2) - (T1 * T2) - /// - SmoothAdd = 0x4, - - /// - /// T = T1 + (T2 - 0.5) - /// - SignedAdd = 0x5 - } - - /// - /// Defines the purpose of a texture. - /// - public enum TextureType : int - { - /// - /// No texture, but the value can be used as a 'texture semantic'. - /// - None = 0x0, - - /// - /// A diffuse texture that is combined with the result of the diffuse lighting equation. - /// - Diffuse = 0x1, - - /// - /// A specular texture that is combined with the result of the specular lighting equation. - /// - Specular = 0x2, - - /// - /// An ambient texture that is combined with the ambient lighting equation. - /// - Ambient = 0x3, - - /// - /// An emissive texture that is added to the result of the lighting calculation. It is not influenced - /// by incoming light, instead it represents the light that the object is naturally emitting. - /// - Emissive = 0x4, - - /// - /// A height map texture. by convention, higher gray-scale values stand for - /// higher elevations from some base height. - /// - Height = 0x5, - - /// - /// A tangent-space normal map. There are several conventions for normal maps - /// and Assimp does (intentionally) not distinguish here. - /// - Normals = 0x6, - - /// - /// A texture that defines the glossiness of the material. This is the exponent of the specular (phong) - /// lighting equation. Usually there is a conversion function defined to map the linear color values - /// in the texture to a suitable exponent. - /// - Shininess = 0x7, - - /// - /// The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite - /// the opposite. - /// - Opacity = 0x8, - - /// - /// A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. - /// - Displacement = 0x9, - - /// - /// A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The - /// texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light. - /// - Lightmap = 0xA, - - /// - /// A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications. - /// - Reflection = 0xB, - - /// - /// An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any - /// further postprocessing. - /// - Unknown = 0xC - } - - /// - /// Defines the state of the imported scene data structure. - /// - [Flags] - public enum SceneFlags : int - { - /// - /// Default state of the scene, it imported successfully. - /// - None = 0x0, - - /// - /// Specifies that the scene data structure that was imported is not complete. - /// This flag bypasses some internal validations and allows the import - /// of animation skeletons, material libaries, or camera animation paths - /// using Assimp. Most applications won't support such data. - /// - Incomplete = 0x1, - - /// - /// This flag is set by the - /// post process step if validation is successful. In a validated scene you can be sure that any - /// cross references in the data structure (e.g. vertex indices) are valid. - /// - Validated = 0x2, - - /// - /// This flag is set by the - /// post process step if validation is successful, but some issues have been found. This can for example - /// mean that a texture that does not exist is referenced by a material or that the bone weights for a vertex - /// do not sum to 1.0. In most cases you should still be able to use the import. This flag can be useful - /// for applications which do not capture Assimp's log output. - /// - ValidationWarning = 0x4, - - /// - /// This flag is set by the post process step. - /// It indicates that the vertices of the output mesh are not in the internal verbose format anymore. In the - /// verbose format, all vertices are unique where no vertex is ever referenced by more than one face. - /// - NonVerboseFormat = 0x8, - - /// - /// Denotes the scene is pure height-map terrain data. Pure terrains usually consist of quads, sometimes triangles, - /// in a regular grid. The x,y coordinates of all vertex positions refer to the x,y coordinates on the terrain height map, the - /// z-axis stores the elevation at a specific point. - /// - /// TER (Terragen) and HMP (3D Game Studio) are height map formats. - /// - /// - Terrain = 0x10, - - /// - /// Specifies that the scene data can be shared between structures. For example: one vertex in a few faces. This differs from as - /// that has internal meanings about postprocessing steps. - /// - AllowShared = 0x20 - } - - /// - /// Enumerates Assimp function result codes. - /// - public enum ReturnCode - { - /// - /// Function returned successfully. - /// - Success = 0x0, - - /// - /// There was an error. - /// - Failure = -0x1, - - /// - /// Assimp ran out of memory. - /// - OutOfMemory = -0x3, - } - - /// - /// Seek origins for Assimp's virtual file system API. - /// - public enum Origin - { - /// - /// Beginning of the file - /// - Set = 0x0, - - /// - /// Current position of the file pointer. - /// - Current = 0x1, - - /// - /// End of the file, offsets must be negative. - /// - End = 0x2 - } - - /// - /// Enumerates predefined log streaming destinations. - /// - [Flags] - public enum DefaultLogStream - { - /// - /// Stream log to a file - /// - File = 0x1, - - /// - /// Stream log to the standard output - /// - StdOut = 0x2, - - /// - /// Stream log to the standard error output. - /// - StdErr = 0x4, - - /// - /// MSVC only: Stream the log to the debugger (this relies - /// on OutputDebugString from the Win32 SDK). - /// - Debugger = 0x8 - } - - /// - /// Defines material property types. - /// - public enum PropertyType - { - /// - /// Array of single-precision (32 bit) floats. - /// - Float = 0x1, - - /// - /// Array of double-precision (64 bit) floats. - /// - Double = 0x2, - - /// - /// Property is a string. - /// - String = 0x3, - - /// - /// Array of 32 bit integers. - /// - Integer = 0x4, - - /// - /// Byte buffer where the content is undefined. - /// - Buffer = 0x5 - } - - /// - /// Enumerates how the native Assimp DLL was compiled - /// - public enum CompileFlags : int - { - /// - /// Assimp compiled as a shared object (Windows: DLL); - /// - Shared = 0x1, - - /// - /// Assimp was compiled against STLport - /// - STLport = 0x2, - - /// - /// Assimp was compiled as a debug build - /// - Debug = 0x4, - - /// - /// Assimp was compiled with the boost work around. - /// - NoBoost = 0x8, - - /// - /// Assimp was compiled built to run single threaded. - /// - SingleThreaded = 0x10 - } - - /// - /// Defines how UV coordinates should be transformed. - /// - [Flags] - public enum UVTransformFlags - { - /// - /// Scaling is evaluated. - /// - Scaling = 0x1, - - /// - /// Rotation is evaluated. - /// - Rotation = 0x2, - - /// - /// Translation is evaluated. - /// - Translation = 0x4 - } - - /// - /// Defines the desired file I/O mode is when opening a new file. - /// - public enum FileIOMode - { - /// - /// Open the file for writing. - /// - Write = 0, - - /// - /// Open the file for writing binary data to it. - /// - WriteBinary = 1, - - /// - /// Open the file for writing text data to it. - /// - WriteText = 2, - - /// - /// Open the file for reading. - /// - Read = 3, - - /// - /// Open the file for reading binary data from it. - /// - ReadBinary = 4, - - /// - /// Open the file for reading text data from it. - /// - ReadText = 5 - } - - /// - /// Defines flags that indicate level of support for common features for a given importer. - /// - [Flags] - public enum ImporterFeatureFlags - { - /// - /// Indicates there is a textual encoding of the file format and it is supported. - /// - SupportsText = 0x1, - - /// - /// Indicates there is a binary encoding of the file format and it is supported. - /// - SupportsBinary = 0x2, - - /// - /// Indicates there is a compressed encoding of the file format and it is supported. - /// - SupportsCompressed = 0x4, - - /// - /// Indicates that the importer reads only a very particular subset of the file format. This is common - /// for formats that cannot easily be mapped to the Scene data structure. - /// - LimitedSupport = 0x8, - - /// - /// Indicates that the importer is experimental and used with caution - this is only reserved for importers still in - /// development, and not typically yet in released production code. - /// - Experimental = 0x10 - } -} diff --git a/Dependencies/assimpnet/AssimpNet/ExportDataBlob.cs b/Dependencies/assimpnet/AssimpNet/ExportDataBlob.cs deleted file mode 100644 index 55bfc91c..00000000 --- a/Dependencies/assimpnet/AssimpNet/ExportDataBlob.cs +++ /dev/null @@ -1,213 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Text; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Describes a blob of exported scene data. Blobs can be nested - each blob may reference another blob, which in - /// turn can reference another and so on. This is used to allow exporters to write more than one output for a given - /// scene, such as material files. Existence of such files depends on the format. - /// - /// - /// The stream representation of an ExportDataBlob is as follows: - /// - /// String: Name of the Blob - /// int: Length of Binary Data - /// byte[]: Binary Data - /// bool: If has next data blob - /// String: Name of nested blob - /// int: Length of nested blob binary data - /// byte[]: Nested blob binary data - /// bool: If nested blob has next data blob - /// .... - /// - /// - public sealed class ExportDataBlob - { - private String m_name; - private byte[] m_data; - private ExportDataBlob m_next; - - /// - /// Gets the name of the blob. The first and primary blob always has an empty string for a name. Auxillary files - /// that are nested will have names. - /// - public String Name - { - get - { - return m_name; - } - } - - /// - /// Get the blob data. - /// - public byte[] Data - { - get - { - return m_data; - } - } - - /// - /// Gets the next data blob. - /// - public ExportDataBlob NextBlob - { - get - { - return m_next; - } - } - - /// - /// Gets if the blob data is valid. - /// - public bool HasData - { - get - { - return m_data != null; - } - } - - /// - /// Creates a new ExportDataBlob. - /// - /// Unmanaged structure. - internal ExportDataBlob(ref AiExportDataBlob dataBlob) - { - m_name = dataBlob.Name.GetString(); - - if(dataBlob.Size.ToUInt32() > 0 && dataBlob.Data != IntPtr.Zero) - m_data = MemoryHelper.FromNativeArray(dataBlob.Data, (int) dataBlob.Size.ToUInt32()); - - m_next = null; - - if(dataBlob.NextBlob != IntPtr.Zero) - { - AiExportDataBlob nextBlob = MemoryHelper.MarshalStructure(dataBlob.NextBlob); - m_next = new ExportDataBlob(ref nextBlob); - } - } - - /// - /// Creates a new ExportDataBlob. - /// - /// Name - /// Data - internal ExportDataBlob(String name, byte[] data) - { - m_name = name; - m_data = data; - m_next = null; - } - - /// - /// Writes the data blob to the specified stream. - /// - /// Output stream - public void ToStream(Stream stream) - { - MemoryStream memStream = new MemoryStream(); - - using(BinaryWriter writer = new BinaryWriter(memStream)) - { - WriteBlob(this, writer); - - memStream.Position = 0; - memStream.WriteTo(stream); - } - } - - /// - /// Reads a data blob from the specified stream. - /// - /// Input stream - /// Data blob - public static ExportDataBlob FromStream(Stream stream) - { - if(stream == null || !stream.CanRead) - return null; - - //Reader set to leave the stream open - using(BlobBinaryReader reader = new BlobBinaryReader(stream)) - return ReadBlob(reader); - - } - - private static void WriteBlob(ExportDataBlob blob, BinaryWriter writer) - { - if(blob == null || writer == null) - return; - - bool hasNext = blob.NextBlob != null; - - writer.Write(blob.Name); - writer.Write(blob.Data.Length); - writer.Write(blob.Data); - writer.Write(hasNext); - - if(hasNext) - WriteBlob(blob.NextBlob, writer); - } - - private static ExportDataBlob ReadBlob(BinaryReader reader) - { - if(reader == null) - return null; - - String name = reader.ReadString(); - int count = reader.ReadInt32(); - byte[] data = reader.ReadBytes(count); - bool hasNext = reader.ReadBoolean(); - - ExportDataBlob blob = new ExportDataBlob(name, data); - - if(hasNext) - blob.m_next = ReadBlob(reader); - - return blob; - } - - //Special binary reader, which will -not- dispose of underlying stream. Compatible with all the different .net versions - private class BlobBinaryReader : BinaryReader - { - public BlobBinaryReader(Stream stream) - : base(stream, Encoding.UTF8) { } - - protected override void Dispose(bool disposing) - { - //.Net <4.5 does not have "leave open" flag, so workaround we can dispose with false. Stream is not closed and everything - //is set to null - base.Dispose(false); - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/ExportFormatDescription.cs b/Dependencies/assimpnet/AssimpNet/ExportFormatDescription.cs deleted file mode 100644 index 1b3948f4..00000000 --- a/Dependencies/assimpnet/AssimpNet/ExportFormatDescription.cs +++ /dev/null @@ -1,88 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Diagnostics; -using System.Runtime.InteropServices; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Describes a file format which Assimp can export to. - /// - [DebuggerDisplay("{Description}")] - public sealed class ExportFormatDescription - { - private String m_formatId; - private String m_description; - private String m_fileExtension; - - /// - /// Gets a short string ID to uniquely identify the export format. E.g. "collada" or "obj". - /// - public String FormatId - { - get - { - return m_formatId; - } - } - - /// - /// Gets a short description of the file format to present to users. - /// - public String Description - { - get - { - return m_description; - } - } - - /// - /// Gets the recommended file extension for the exported file in lower case. - /// - public String FileExtension - { - get - { - return m_fileExtension; - } - } - - /// - /// Constructs a new ExportFormatDescription. - /// - /// Unmanaged structure - internal ExportFormatDescription(in AiExportFormatDesc formatDesc) - { - m_formatId = Marshal.PtrToStringAnsi(formatDesc.FormatId); - m_description = Marshal.PtrToStringAnsi(formatDesc.Description); - m_fileExtension = Marshal.PtrToStringAnsi(formatDesc.FileExtension); - - //Stupid hack, for some reason the formatID for COLLADA format is always messed up - if (m_fileExtension == "dae") - m_formatId = "collada"; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Face.cs b/Dependencies/assimpnet/AssimpNet/Face.cs deleted file mode 100644 index f672ccd2..00000000 --- a/Dependencies/assimpnet/AssimpNet/Face.cs +++ /dev/null @@ -1,149 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// A single face in a mesh, referring to multiple vertices. This can be a triangle - /// if the index count is equal to three, or a polygon if the count is greater than three. - /// - /// Since multiple primitive types can be contained in a single mesh, this approach - /// allows you to better examine how the mesh is constructed. If you use the - /// post process step flag during import, then each mesh will be homogenous where primitive type is concerned. - /// - public sealed class Face : IMarshalable - { - private List m_indices; - - /// - /// Gets the number of indices defined in the face. - /// - public int IndexCount - { - get - { - return m_indices.Count; - } - } - - /// - /// Gets if the face has faces (should always be true). - /// - public bool HasIndices - { - get - { - return m_indices.Count > 0; - } - } - - /// - /// Gets or sets the indices that refer to positions of vertex data in the mesh's vertex - /// arrays. - /// - public List Indices - { - get - { - return m_indices; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Face() - { - m_indices = new List(); - } - - /// - /// Constructs a new instance of the class. - /// - /// Face indices - public Face(int[] indices) - { - m_indices = new List(); - - if(indices != null) - m_indices.AddRange(indices); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiFace nativeValue) - { - nativeValue.NumIndices = (uint) IndexCount; - nativeValue.Indices = IntPtr.Zero; - - if(nativeValue.NumIndices > 0) - nativeValue.Indices = MemoryHelper.ToNativeArray(m_indices.ToArray()); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiFace nativeValue) - { - m_indices.Clear(); - - if(nativeValue.NumIndices > 0 && nativeValue.Indices != IntPtr.Zero) - m_indices.AddRange(MemoryHelper.FromNativeArray(nativeValue.Indices, (int) nativeValue.NumIndices)); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiFace aiFace = MemoryHelper.Read(nativeValue); - - if(aiFace.NumIndices > 0 && aiFace.Indices != IntPtr.Zero) - MemoryHelper.FreeMemory(aiFace.Indices); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/FileIOSystem.cs b/Dependencies/assimpnet/AssimpNet/FileIOSystem.cs deleted file mode 100644 index b7317990..00000000 --- a/Dependencies/assimpnet/AssimpNet/FileIOSystem.cs +++ /dev/null @@ -1,280 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using System.IO; - -namespace Assimp -{ - /// - /// Simple implementation of an IOSystem that searches for files on the disk. This implementation - /// can be given a number of search directories that it will attempt to locate the file in first, before - /// using the file path given by Assimp. That way, you can load models that have files distributed in a number of other - /// directories besides the root model's. - /// - public class FileIOSystem : IOSystem - { - private List m_searchDirectories; - - /// - /// Constructs a new FileIOSystem that does not have any search directories. - /// - public FileIOSystem() : this(null) { } - - /// - /// Constructs a new FileIOSystem that uses the specified search directories. - /// - /// Search directories to search for files in - public FileIOSystem(params String[] searchPaths) - { - m_searchDirectories = new List(); - - SetSearchDirectories(searchPaths); - } - - /// - /// Sets the search directories the FileIOSystem will use when searching for files. - /// - /// Directory paths - public void SetSearchDirectories(params String[] searchPaths) - { - m_searchDirectories.Clear(); - - if(searchPaths != null && searchPaths.Length != 0) - { - foreach(String path in searchPaths) - { - if(!String.IsNullOrEmpty(path) && Directory.Exists(path)) - m_searchDirectories.Add(new DirectoryInfo(path)); - } - } - } - - /// - /// Gets the search directories the FileIOSystem is using. - /// - /// Directory paths - public String[] GetSearchDirectories() - { - List searchPaths = new List(); - - foreach(DirectoryInfo dir in m_searchDirectories) - { - searchPaths.Add(dir.FullName); - } - - return searchPaths.ToArray(); - } - - /// - /// Opens a stream to a file. - /// - /// Path to the file - /// Desired file access mode - /// The IO stream - public override IOStream OpenFile(String pathToFile, FileIOMode fileMode) - { - return new FileIOStream(this, pathToFile, fileMode); - } - - /// - /// Finds the first file that matches the file name (name + extension) in the search paths. - /// - /// File name (+ extension) to search for - /// Found file path - /// True if the file was found, false otherwise - public bool FindFile(String fileName, out String pathToFile) - { - pathToFile = null; - - if(String.IsNullOrEmpty(fileName) || m_searchDirectories.Count == 0) - return false; - - foreach(DirectoryInfo dir in m_searchDirectories) - { - String fullPath = Path.Combine(dir.FullName, fileName); - if(File.Exists(fullPath)) - { - pathToFile = fullPath; - return true; - } - } - - return false; - } - } - - /// - /// Wraps a FileStream. - /// - internal class FileIOStream : IOStream - { - private FileIOSystem m_parent; - private FileStream m_fileStream; - - public override bool IsValid - { - get - { - return m_fileStream != null; - } - } - - public FileIOStream(FileIOSystem parent, String pathToFile, FileIOMode fileMode) - : base(pathToFile, fileMode) - { - m_parent = parent; - - switch(fileMode) - { - case FileIOMode.Read: - case FileIOMode.ReadBinary: - case FileIOMode.ReadText: - OpenRead(pathToFile, fileMode); - break; - case FileIOMode.Write: - case FileIOMode.WriteBinary: - case FileIOMode.WriteText: - OpenWrite(pathToFile, fileMode); - break; - } - } - - public override long Write(byte[] dataToWrite, long count) - { - if(dataToWrite == null) - throw new ArgumentOutOfRangeException("dataToWrite", "Data to write cannot be null."); - - if(count < 0 || dataToWrite.Length < count) - throw new ArgumentOutOfRangeException("count", "Number of bytes to write is greater than data size."); - - if(m_fileStream == null || !m_fileStream.CanWrite) - throw new IOException("Stream is not writable."); - - if(m_fileStream.Position >= m_fileStream.Length) - return 0; - - m_fileStream.Write(dataToWrite, (int) m_fileStream.Position, (int) count); - - return count; - } - - public override long Read(byte[] dataRead, long count) - { - if(dataRead == null) - throw new ArgumentOutOfRangeException("dataRead", "Array to store data in cannot be null."); - - if(count < 0 || dataRead.Length < count) - throw new ArgumentOutOfRangeException("count", "Number of bytes to read is greater than data store size."); - - if(m_fileStream == null || !m_fileStream.CanRead) - throw new IOException("Stream is not readable."); - - if(m_fileStream.Position >= m_fileStream.Length) - return 0; - - m_fileStream.Read(dataRead, (int) m_fileStream.Position, (int) count); - - return count; - } - - public override ReturnCode Seek(long offset, Origin seekOrigin) - { - if(m_fileStream == null || !m_fileStream.CanSeek) - throw new IOException("Stream does not support seeking."); - - SeekOrigin orig = SeekOrigin.Begin; - switch(seekOrigin) - { - case Origin.Set: - orig = SeekOrigin.Begin; - break; - case Origin.Current: - orig = SeekOrigin.Current; - break; - case Origin.End: - orig = SeekOrigin.End; - break; - } - - m_fileStream.Seek(offset, orig); - - return ReturnCode.Success; - - } - - public override long GetPosition() - { - if(m_fileStream == null) - return -1; - - return m_fileStream.Position; - } - - public override long GetFileSize() - { - if(m_fileStream == null) - return 0; - - return m_fileStream.Length; - } - - public override void Flush() - { - if(m_fileStream == null) - return; - - m_fileStream.Flush(); - } - - protected override void Dispose(bool disposing) - { - if(!IsDisposed && disposing) - { - if(m_fileStream != null) - m_fileStream.Dispose(); - - m_fileStream = null; - - base.Dispose(disposing); - } - } - - private void OpenRead(String pathToFile, FileIOMode fileMode) - { - String fileName = Path.GetFileName(pathToFile); - - String foundPath; - if(m_parent.FindFile(fileName, out foundPath)) - pathToFile = foundPath; - - if(File.Exists(pathToFile)) - m_fileStream = File.OpenRead(pathToFile); - } - - private void OpenWrite(String pathToFile, FileIOMode fileMode) - { - m_fileStream = File.OpenWrite(pathToFile); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/IOStream.cs b/Dependencies/assimpnet/AssimpNet/IOStream.cs deleted file mode 100644 index c18cb3ac..00000000 --- a/Dependencies/assimpnet/AssimpNet/IOStream.cs +++ /dev/null @@ -1,342 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Runtime.InteropServices; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Defines a stream to some file input or output source. This object is responsible for reading/writing data - /// that is used by Assimp. - /// - public abstract class IOStream : IDisposable - { - private AiFileWriteProc m_writeProc; - private AiFileReadProc m_readProc; - private AiFileTellProc m_tellProc; - private AiFileTellProc m_fileSizeProc; - private AiFileSeek m_seekProc; - private AiFileFlushProc m_flushProc; - private IntPtr m_filePtr; - private bool m_isDiposed; - private String m_pathToFile; - private FileIOMode m_fileMode; - private byte[] m_byteBuffer; - - /// - /// Gets whether or not this IOStream has been disposed. - /// - public bool IsDisposed - { - get - { - return m_isDiposed; - } - } - - /// - /// Gets the original path to file given by Assimp. - /// - public String PathToFile - { - get - { - return m_pathToFile; - } - } - - /// - /// Gets the original desired file access mode. - /// - public FileIOMode FileMode - { - get - { - return m_fileMode; - } - } - - /// - /// Gets whether the stream is in fact valid - that is, the input/output has been - /// properly located and can be read/written. - /// - public abstract bool IsValid - { - get; - } - - internal IntPtr AiFile - { - get - { - return m_filePtr; - } - } - - /// - /// Constructs a new IOStream. - /// - /// Path to file given by Assimp - /// Desired file access mode - public IOStream(String pathToFile, FileIOMode fileMode) - { - m_pathToFile = pathToFile; - m_fileMode = fileMode; - - m_writeProc = OnAiFileWriteProc; - m_readProc = OnAiFileReadProc; - m_tellProc = OnAiFileTellProc; - m_fileSizeProc = OnAiFileSizeProc; - m_seekProc = OnAiFileSeekProc; - m_flushProc = OnAiFileFlushProc; - - AiFile file; - file.WriteProc = Marshal.GetFunctionPointerForDelegate(m_writeProc); - file.ReadProc = Marshal.GetFunctionPointerForDelegate(m_readProc); - file.TellProc = Marshal.GetFunctionPointerForDelegate(m_tellProc); - file.FileSizeProc = Marshal.GetFunctionPointerForDelegate(m_fileSizeProc); - file.SeekProc = Marshal.GetFunctionPointerForDelegate(m_seekProc); - file.FlushProc = Marshal.GetFunctionPointerForDelegate(m_flushProc); - file.UserData = IntPtr.Zero; - - m_filePtr = MemoryHelper.AllocateMemory(MemoryHelper.SizeOf()); - Marshal.StructureToPtr(file, m_filePtr, false); - } - - /// - /// Finalizes an instance of the class. - /// - ~IOStream() - { - Dispose(false); - } - - /// - /// Disposes of resources held by the IOStream. - /// - public void Dispose() - { - Dispose(true); - GC.SuppressFinalize(this); - } - - /// - /// Releases unmanaged and - optionally - managed resources. - /// - /// True to release both managed and unmanaged resources; False to release only unmanaged resources. - protected virtual void Dispose(bool disposing) - { - if(!m_isDiposed) - { - if(m_filePtr != IntPtr.Zero) - { - MemoryHelper.FreeMemory(m_filePtr); - m_filePtr = IntPtr.Zero; - } - - if(disposing) - { - m_writeProc = null; - m_readProc = null; - m_tellProc = null; - m_fileSizeProc = null; - m_seekProc = null; - m_flushProc = null; - } - - m_isDiposed = true; - } - } - - /// - /// Writes data to the stream. - /// - /// Data to write - /// Number of bytes to write - /// Number of bytes actually written. Should be equal to the specified count, unless if EoF was hit or an error occured. - public abstract long Write(byte[] dataToWrite, long count); - - /// - /// Reads data from the stream. - /// - /// Byte buffer to store the read data in - /// Number of bytes to read - /// Number of bytes actually read. Should be equal to the specified count, unless if EoF was hit or an error occured. - public abstract long Read(byte[] dataRead, long count); - - /// - /// Sets the current file position pointer. - /// - /// Offset in bytes from the origin - /// Origin reference - /// ReturnCode indicating success or failure. - public abstract ReturnCode Seek(long offset, Origin seekOrigin); - - /// - /// Gets the current file position pointer (in bytes). - /// - /// Current file position pointer (in bytes) - public abstract long GetPosition(); - - /// - /// Gets the total file size (in bytes). - /// - /// File size in bytes - public abstract long GetFileSize(); - - /// - /// Flushes all data currently in the stream buffers. - /// - public abstract void Flush(); - - /// - /// Closes the stream - flushing any data not yet read/written and disposes of resources. - /// - public virtual void Close() - { - Flush(); - Dispose(); - } - - private UIntPtr OnAiFileWriteProc(IntPtr file, IntPtr dataToWrite, UIntPtr sizeOfElemInBytes, UIntPtr numElements) - { - if(m_filePtr != file) - return UIntPtr.Zero; - - long longSize = (long) sizeOfElemInBytes.ToUInt64(); - long longNum = (long) numElements.ToUInt64(); - long count = longSize * longNum; - - if(count == 0) - return UIntPtr.Zero; - - byte[] byteBuffer = GetByteBuffer(longSize, longNum); - MemoryHelper.Read(dataToWrite, byteBuffer, 0, (int) count); - - long actualCount = 0; - - try - { - actualCount = Write(byteBuffer, count); - } - catch(Exception) { /*Assimp will report an IO error*/ } - - return new UIntPtr((ulong) actualCount / (ulong) longSize); - } - - private UIntPtr OnAiFileReadProc(IntPtr file, IntPtr dataRead, UIntPtr sizeOfElemInBytes, UIntPtr numElements) - { - if(m_filePtr != file) - return UIntPtr.Zero; - - long longSize = (long) sizeOfElemInBytes.ToUInt64(); - long longNum = (long) numElements.ToUInt64(); - long count = longSize * longNum; - - byte[] byteBuffer = GetByteBuffer(longSize, longNum); - - long actualCount = 0; - - try - { - actualCount = Read(byteBuffer, count); - - if(actualCount > 0) - MemoryHelper.Write(dataRead, byteBuffer, 0, (int) actualCount); - } - catch(Exception) { /*Assimp will report an IO error*/ } - - return new UIntPtr((ulong) actualCount / (ulong) longSize); - } - - private UIntPtr OnAiFileTellProc(IntPtr file) - { - if(m_filePtr != file) - return UIntPtr.Zero; - - long pos = 0; - - try - { - pos = GetPosition(); - } - catch(Exception) { /*Assimp will report an IO error*/ } - - return new UIntPtr((ulong) pos); - } - - private UIntPtr OnAiFileSizeProc(IntPtr file) - { - if(m_filePtr != file) - return UIntPtr.Zero; - - long fileSize = 0; - - try - { - fileSize = GetFileSize(); - } - catch(Exception) { /*Assimp will report an IO error*/ } - - return new UIntPtr((ulong) fileSize); - } - - private ReturnCode OnAiFileSeekProc(IntPtr file, UIntPtr offset, Origin seekOrigin) - { - if(m_filePtr != file) - return ReturnCode.Failure; - - ReturnCode code = ReturnCode.Failure; - - try - { - code = Seek((long) offset.ToUInt64(), seekOrigin); - } - catch(Exception) { /*Assimp will report an IO error*/ } - - return code; - } - - private void OnAiFileFlushProc(IntPtr file) - { - if(m_filePtr != file) - return; - - try - { - Flush(); - } - catch(Exception) { } - } - - private byte[] GetByteBuffer(long sizeOfElemInBytes, long numElements) - { - //Only create a new buffer if we need it to grow or first time, otherwise re-use it - if(m_byteBuffer == null || (m_byteBuffer.Length < sizeOfElemInBytes * numElements)) - m_byteBuffer = new byte[sizeOfElemInBytes * numElements]; - - return m_byteBuffer; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/IOSystem.cs b/Dependencies/assimpnet/AssimpNet/IOSystem.cs deleted file mode 100644 index 42315f05..00000000 --- a/Dependencies/assimpnet/AssimpNet/IOSystem.cs +++ /dev/null @@ -1,237 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using System.Runtime.InteropServices; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Defines a custom IO handler that can be registered to an importer that will handle I/O for assimp. This includes searching/opening - /// files to read during import, and creating/writing to files during export. - /// - public abstract class IOSystem : IDisposable - { - private AiFileOpenProc m_openProc; - private AiFileCloseProc m_closeProc; - private IntPtr m_fileIOPtr; - private bool m_isDisposed; - private Dictionary m_openedFiles; - - /// - /// Gets whether or not this IOSystem has been disposed. - /// - public bool IsDisposed - { - get - { - return m_isDisposed; - } - } - - /// - /// Gets the number of currently opened streams. - /// - public int OpenFileCount - { - get - { - return m_openedFiles.Count; - } - } - - internal IntPtr AiFileIO - { - get - { - return m_fileIOPtr; - } - } - - /// - /// Constructs a new IOSystem. - /// - public IOSystem() - { - m_openProc = OnAiFileOpenProc; - m_closeProc = OnAiFileCloseProc; - - AiFileIO fileIO; - fileIO.OpenProc = Marshal.GetFunctionPointerForDelegate(m_openProc); - fileIO.CloseProc = Marshal.GetFunctionPointerForDelegate(m_closeProc); - fileIO.UserData = IntPtr.Zero; - - m_fileIOPtr = MemoryHelper.AllocateMemory(MemoryHelper.SizeOf()); - Marshal.StructureToPtr(fileIO, m_fileIOPtr, false); - - m_openedFiles = new Dictionary(); - } - - /// - /// Finalizes an instance of the class. - /// - ~IOSystem() - { - Dispose(false); - } - - /// - /// Opens a stream to a file. - /// - /// Path to the file - /// Desired file access mode - /// The IO stream - public abstract IOStream OpenFile(String pathToFile, FileIOMode fileMode); - - /// - /// Closes a stream that is owned by this IOSystem. - /// - /// Stream to close - public virtual void CloseFile(IOStream stream) - { - if(stream == null) - return; - - if(m_openedFiles.ContainsKey(stream.AiFile)) - { - m_openedFiles.Remove(stream.AiFile); - - if(!stream.IsDisposed) - stream.Close(); - } - } - - /// - /// Closes all outstanding streams owned by this IOSystem. - /// - public virtual void CloseAllFiles() - { - foreach(KeyValuePair kv in m_openedFiles) - { - if(!kv.Value.IsDisposed) - kv.Value.Close(); - } - m_openedFiles.Clear(); - } - - /// - /// Disposes of all resources held by this object. - /// - public void Dispose() - { - Dispose(true); - GC.SuppressFinalize(this); - } - - /// - /// Releases unmanaged and - optionally - managed resources. - /// - /// True to release both managed and unmanaged resources; False to release only unmanaged resources. - protected virtual void Dispose(bool disposing) - { - if(!m_isDisposed) - { - if(m_fileIOPtr != IntPtr.Zero) - { - MemoryHelper.FreeMemory(m_fileIOPtr); - m_fileIOPtr = IntPtr.Zero; - } - - if(disposing) - { - m_openProc = null; - m_closeProc = null; - CloseAllFiles(); - } - m_isDisposed = true; - } - } - - private IntPtr OnAiFileOpenProc(IntPtr fileIO, String pathToFile, String mode) - { - if(m_fileIOPtr != fileIO) - return IntPtr.Zero; - - FileIOMode fileMode = ConvertFileMode(mode); - IOStream iostream = OpenFile(pathToFile, fileMode); - IntPtr aiFilePtr = IntPtr.Zero; - - if(iostream != null) - { - if(iostream.IsValid) - { - aiFilePtr = iostream.AiFile; - m_openedFiles.Add(aiFilePtr, iostream); - } - else - { - iostream.Dispose(); - } - } - - return aiFilePtr; - } - - private void OnAiFileCloseProc(IntPtr fileIO, IntPtr file) - { - if(m_fileIOPtr != fileIO) - return; - - IOStream iostream; - if(m_openedFiles.TryGetValue(file, out iostream)) - { - CloseFile(iostream); - } - } - - private FileIOMode ConvertFileMode(String mode) - { - FileIOMode fileMode = FileIOMode.Read; - - switch(mode) - { - case "w": - fileMode = FileIOMode.Write; - break; - case "wb": - fileMode = FileIOMode.WriteBinary; - break; - case "wt": - fileMode = FileIOMode.WriteText; - break; - case "r": - fileMode = FileIOMode.Read; - break; - case "rb": - fileMode = FileIOMode.ReadBinary; - break; - case "rt": - fileMode = FileIOMode.ReadText; - break; - } - - return fileMode; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/ImporterDescription.cs b/Dependencies/assimpnet/AssimpNet/ImporterDescription.cs deleted file mode 100644 index a0901ac1..00000000 --- a/Dependencies/assimpnet/AssimpNet/ImporterDescription.cs +++ /dev/null @@ -1,154 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Diagnostics; -using System.Runtime.InteropServices; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Metadata and feature support information for a given importer. - /// - [DebuggerDisplay("{Name}")] - public sealed class ImporterDescription - { - private String m_name; - private String m_author; - private String m_maintainer; - private String m_comments; - private ImporterFeatureFlags m_featureFlags; - private Version m_minVersion; - private Version m_maxVersion; - private String[] m_fileExtensions; - - /// - /// Gets the name of the importer (e.g. Blender3D Importer) - /// - public String Name - { - get - { - return m_name; - } - } - - /// - /// Gets the original author (blank if unknown or assimp team). - /// - public String Author - { - get - { - return m_author; - } - } - - /// - /// Gets the name of the current maintainer, if empty then the author maintains. - /// - public String Maintainer - { - get - { - return m_maintainer; - } - } - - /// - /// Gets any implementation comments. - /// - public String Comments - { - get - { - return m_comments; - } - } - - /// - /// Gets the features supported by the importer. - /// - public ImporterFeatureFlags FeatureFlags - { - get - { - return m_featureFlags; - } - } - - /// - /// Gets the minimum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - /// - public Version MinVersion - { - get - { - return m_minVersion; - } - } - - /// - /// Gets the maximum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - /// - public Version MaxVersion - { - get - { - return m_maxVersion; - } - } - - /// - /// Gets the list of file extensions the importer can handle. All entries are lower case and do NOT have a leading dot. - /// - public String[] FileExtensions - { - get - { - return m_fileExtensions; - } - } - - internal ImporterDescription(in AiImporterDesc descr) - { - m_name = Marshal.PtrToStringAnsi(descr.Name); - m_author = Marshal.PtrToStringAnsi(descr.Author); - m_maintainer = Marshal.PtrToStringAnsi(descr.Maintainer); - m_comments = Marshal.PtrToStringAnsi(descr.Comments); - m_featureFlags = descr.Flags; - m_minVersion = new Version((int) descr.MinMajor, (int) descr.MinMinor); - m_maxVersion = new Version((int) descr.MaxMajor, (int) descr.MaxMajor); - - String fileExts = Marshal.PtrToStringAnsi(descr.FileExtensions); - if(String.IsNullOrEmpty(fileExts)) - { - m_fileExtensions = new String[0]; - } - else - { - m_fileExtensions = fileExts.Split(' '); - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Interfaces.cs b/Dependencies/assimpnet/AssimpNet/Interfaces.cs deleted file mode 100644 index 140537ee..00000000 --- a/Dependencies/assimpnet/AssimpNet/Interfaces.cs +++ /dev/null @@ -1,81 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; - -namespace Assimp -{ - /// - /// Represents an object that can be marshaled to and from a native representation. - /// - /// Managed object type - /// Native value type - public interface IMarshalable - where Managed : class, new() - where Native : struct - { - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IsNativeBlittable { get; } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void ToNative(IntPtr thisPtr, out Native nativeValue); - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void FromNative(in Native nativeValue); - } - - /// - /// Custom marshaler for usage with the for performing marshaling - /// to-and-from unmanaged memory for non-blittable types. A type must be attributed with - /// to automatically have an instance of its marshaler be utilized. - /// - public interface INativeCustomMarshaler - { - /// - /// Gets the native data size in bytes. - /// - int NativeDataSize { get; } - - /// - /// Marshals the managed object to the unmanaged chunk of memory. - /// - /// Managed object to marshal. - /// Unmanaged chunk of memory to write to. - void MarshalManagedToNative(Object managedObj, IntPtr nativeData); - - /// - /// Marshals the managed object from the unmanaged chunk of memory. - /// - /// Unmanaged chunk of memory to read from. - /// Managed object marshaled. - Object MarshalNativeToManaged(IntPtr nativeData); - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Light.cs b/Dependencies/assimpnet/AssimpNet/Light.cs deleted file mode 100644 index 3620d1b7..00000000 --- a/Dependencies/assimpnet/AssimpNet/Light.cs +++ /dev/null @@ -1,360 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Describes a light source in the scene. Assimp supports multiple light sources - /// including spot, point, and directional lights. All are defined by a single structure - /// and distinguished by their parameters. Lights have corresponding nodes in the scenegraph. - /// Some file formats such as 3DS and ASE export a "target point", e.g. the point - /// a spot light is looking at (it can even be animated). Assimp writes the target point as a subnode - /// of a spotlight's main node called "spotName.Target". However, this is just additional information - /// then, the transform tracks of the main node make the spot light already point in the right direction. - /// - public sealed class Light : IMarshalable - { - private String m_name; - private LightSourceType m_lightType; - private float m_angleInnerCone; - private float m_angleOuterCone; - private float m_attConstant; - private float m_attLinear; - private float m_attQuadratic; - private Vector3D m_position; - private Vector3D m_direction; - private Vector3D m_up; - private Color3D m_diffuse; - private Color3D m_specular; - private Color3D m_ambient; - private Vector2D m_areaSize; - - /// - /// Gets or sets the name of the light source. This corresponds to a node present in the scenegraph. - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets or sets the type of light source. This should never be undefined. - /// - public LightSourceType LightType - { - get - { - return m_lightType; - } - set - { - m_lightType = value; - } - } - - /// - /// Gets or sets the inner angle of a spot light's light cone. The spot light has - /// maximum influence on objects inside this angle. The angle is given in radians, it - /// is 2PI for point lights and defined for directional lights. - /// - public float AngleInnerCone - { - get - { - return m_angleInnerCone; - } - set - { - m_angleInnerCone = value; - } - } - - /// - /// Gets or sets the outer angle of a spot light's light cone. The spot light does not affect objects outside - /// this angle. The angle is given in radians. It is 2PI for point lights and undefined for - /// directional lights. The outer angle must be greater than or equal to the inner angle. - /// - public float AngleOuterCone - { - get - { - return m_angleOuterCone; - } - set - { - m_angleOuterCone = value; - } - } - - /// - /// Gets or sets the constant light attenuation factor. The intensity of the light source - /// at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - /// This member corresponds to the att0 variable in the equation and is undefined for directional lights. - /// - public float AttenuationConstant - { - get - { - return m_attConstant; - } - set - { - m_attConstant = value; - } - } - - /// - /// Gets or sets the linear light attenuation factor. The intensity of the light source - /// at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d) - /// This member corresponds to the att1 variable in the equation and is undefined for directional lights. - /// - public float AttenuationLinear - { - get - { - return m_attLinear; - } - set - { - m_attLinear = value; - } - } - - /// - /// Gets or sets the quadratic light attenuation factor. The intensity of the light source - /// at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - /// This member corresponds to the att2 variable in the equation and is undefined for directional lights. - /// - public float AttenuationQuadratic - { - get - { - return m_attQuadratic; - } - set - { - m_attQuadratic = value; - } - } - - /// - /// Gets or sets the position of the light source in space, relative to the - /// transformation of the node corresponding to the light. This is undefined for - /// directional lights. - /// - public Vector3D Position - { - get - { - return m_position; - } - set - { - m_position = value; - } - } - - /// - /// Gets or sets the direction of the light source in space, relative to the transformation - /// of the node corresponding to the light. This is undefined for point lights. - /// - public Vector3D Direction - { - get - { - return m_direction; - } - set - { - m_direction = value; - } - } - - /// - /// Gets or sets the up vector of the light source in space, relative to the transformation of the node corresponding to the light. - /// This is undefined for point lights. - /// - public Vector3D Up - { - get - { - return m_up; - } - set - { - m_up = value; - } - } - - /// - /// Gets or sets the diffuse color of the light source. The diffuse light color is multiplied with - /// the diffuse material color to obtain the final color that contributes to the diffuse shading term. - /// - public Color3D ColorDiffuse - { - get - { - return m_diffuse; - } - set - { - m_diffuse = value; - } - } - - /// - /// Gets or sets the specular color of the light source. The specular light color is multiplied with the - /// specular material color to obtain the final color that contributes to the specular shading term. - /// - public Color3D ColorSpecular - { - get - { - return m_specular; - } - set - { - m_specular = value; - } - } - - /// - /// Gets or sets the ambient color of the light source. The ambient light color is multiplied with the ambient - /// material color to obtain the final color that contributes to the ambient shading term. - /// - public Color3D ColorAmbient - { - get - { - return m_ambient; - } - set - { - m_ambient = value; - } - } - - /// - /// Gets or sets the Width (X) and Height (Y) of the area that represents an light. - /// - public Vector2D AreaSize - { - get - { - return m_areaSize; - } - set - { - m_areaSize = value; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Light() - { - m_lightType = LightSourceType.Undefined; - m_attConstant = 0.0f; - m_attLinear = 1.0f; - m_attQuadratic = 0.0f; - m_angleInnerCone = (float) Math.PI * 2.0f; - m_angleOuterCone = (float) Math.PI * 2.0f; - m_areaSize = new Vector2D(0.0f, 0.0f); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiLight nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.Type = m_lightType; - nativeValue.AngleInnerCone = m_angleInnerCone; - nativeValue.AngleOuterCone = m_angleOuterCone; - nativeValue.AttenuationConstant = m_attConstant; - nativeValue.AttenuationLinear = m_attLinear; - nativeValue.AttenuationQuadratic = m_attQuadratic; - nativeValue.ColorAmbient = m_ambient; - nativeValue.ColorDiffuse = m_diffuse; - nativeValue.ColorSpecular = m_specular; - nativeValue.Direction = m_direction; - nativeValue.Up = m_up; - nativeValue.Position = m_position; - nativeValue.AreaSize = m_areaSize; - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiLight nativeValue) - { - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_lightType = nativeValue.Type; - m_angleInnerCone = nativeValue.AngleInnerCone; - m_angleOuterCone = nativeValue.AngleOuterCone; - m_attConstant = nativeValue.AttenuationConstant; - m_attLinear = nativeValue.AttenuationLinear; - m_attQuadratic = nativeValue.AttenuationQuadratic; - m_position = nativeValue.Position; - m_direction = nativeValue.Direction; - m_up = nativeValue.Up; - m_diffuse = nativeValue.ColorDiffuse; - m_specular = nativeValue.ColorSpecular; - m_ambient = nativeValue.ColorAmbient; - m_areaSize = nativeValue.AreaSize; - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue != IntPtr.Zero && freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/LogStream.cs b/Dependencies/assimpnet/AssimpNet/LogStream.cs deleted file mode 100644 index fa7a1374..00000000 --- a/Dependencies/assimpnet/AssimpNet/LogStream.cs +++ /dev/null @@ -1,351 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using System.Diagnostics; -using System.Runtime.InteropServices; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Callback delegate for Assimp's LogStream. - /// - /// Log message - /// Supplied user data - public delegate void LoggingCallback(String msg, String userData); - - /// - /// Represents a log stream, which receives all log messages and streams them somewhere. - /// - [DebuggerDisplay("IsAttached = {IsAttached}")] - public class LogStream : IDisposable - { - private static Object s_sync = new Object(); - private static List s_activeLogstreams = new List(); - - private LoggingCallback m_logCallback; - private AiLogStreamCallback m_assimpCallback; - private IntPtr m_logstreamPtr; - private String m_userData; - private bool m_isDisposed; - private bool m_isAttached; - - /// - /// Gets or sets, if verbose logging is enabled globally. - /// - public static bool IsVerboseLoggingEnabled - { - get - { - return AssimpLibrary.Instance.GetVerboseLoggingEnabled(); - } - set - { - AssimpLibrary.Instance.EnableVerboseLogging(value); - } - } - - /// - /// Gets or sets the user data to be passed to the callback. - /// - public String UserData - { - get - { - return m_userData; - } - set - { - m_userData = value; - } - } - - /// - /// Gets whether the logstream has been disposed or not. - /// - public bool IsDisposed - { - get - { - return m_isDisposed; - } - } - - /// - /// Gets whether or not the logstream is currently attached to the library. - /// - public bool IsAttached - { - get - { - return m_isAttached; - } - } - - /// - /// Static constructor. - /// - static LogStream() - { - AssimpLibrary.Instance.LibraryFreed += AssimpLibraryFreed; - } - - /// - /// Constructs a new LogStream. - /// - protected LogStream() : this("") { } - - /// - /// Constructs a new LogStream. - /// - /// User-supplied data - protected LogStream(String userData) - { - Initialize(null, userData); - } - - /// - /// Constructs a new LogStream. - /// - /// Logging callback that is called when messages are received by the log stream. - public LogStream(LoggingCallback callback) - { - Initialize(callback, String.Empty); - } - - /// - /// Constructs a new LogStream. - /// - /// Logging callback that is called when messages are received by the log stream. - /// User-supplied data - public LogStream(LoggingCallback callback, String userData) - { - Initialize(callback, userData); - } - - /// - /// Finalizes an instance of the class. - /// - ~LogStream() - { - Dispose(false); - } - - /// - /// Detaches all active logstreams from the library. - /// - public static void DetachAllLogstreams() - { - lock(s_sync) - { - foreach(LogStream logstream in s_activeLogstreams) - { - logstream.m_isAttached = false; - AssimpLibrary.Instance.DetachLogStream(logstream.m_logstreamPtr); - logstream.OnDetach(); - } - - s_activeLogstreams.Clear(); - } - } - - /// - /// Gets all active logstreams that are currently attached to the library. - /// - /// Collection of active logstreams attached to the library. - public static IEnumerable GetAttachedLogStreams() - { - lock(s_sync) - { - return s_activeLogstreams.ToArray(); - } - } - - //Ensure we cleanup our logstreams if any are around when the unmanaged library is freed. - private static void AssimpLibraryFreed(object sender, EventArgs e) - { - DetachAllLogstreams(); - } - - /// - /// Attaches the logstream to the library. - /// - public void Attach() - { - if(m_isAttached) - return; - - lock(s_sync) - { - s_activeLogstreams.Add(this); - m_isAttached = true; - AssimpLibrary.Instance.AttachLogStream(m_logstreamPtr); - OnAttach(); - } - } - - /// - /// Detaches the logstream from the library. - /// - public void Detach() - { - if(!m_isAttached) - return; - - lock(s_sync) - { - s_activeLogstreams.Remove(this); - m_isAttached = false; - AssimpLibrary.Instance.DetachLogStream(m_logstreamPtr); - OnDetach(); - } - } - - /// - /// Logs a message. - /// - /// Message contents - public void Log(String msg) - { - if (!m_isAttached || String.IsNullOrEmpty(msg)) - return; - - OnAiLogStreamCallback(msg, IntPtr.Zero); - } - - /// - /// Releases unmanaged resources held by the LogStream. This should not be called by the user if the logstream is currently attached to an assimp importer. - /// - public void Dispose() - { - Dispose(true); - GC.SuppressFinalize(this); - } - - /// - /// Releases unmanaged and - optionally - managed resources. - /// - /// True to release both managed and unmanaged resources; False to release only unmanaged resources. - protected virtual void Dispose(bool disposing) - { - if(!m_isDisposed) - { - if(m_logstreamPtr != IntPtr.Zero) - { - MemoryHelper.FreeMemory(m_logstreamPtr); - m_logstreamPtr = IntPtr.Zero; - } - - if(disposing) - { - m_assimpCallback = null; - } - - m_isDisposed = true; - } - } - - /// - /// Override this method to log a message for a subclass of Logstream, if no callback - /// was set. - /// - /// Message - /// User data - protected virtual void LogMessage(String msg, String userData) { } - - /// - /// Called when the log stream has been attached to the assimp importer. At this point it may start receiving messages. - /// - protected virtual void OnAttach() { } - - /// - /// Called when the log stream has been detatched from the assimp importer. After this point it will stop receiving - /// messages until it is re-attached. - /// - protected virtual void OnDetach() { } - - private void OnAiLogStreamCallback(String msg, IntPtr userData) - { - if(m_logCallback != null) - { - m_logCallback(msg, m_userData); - } - else - { - LogMessage(msg, m_userData); - } - } - - private void Initialize(LoggingCallback callback, String userData) - { - if(userData == null) - userData = String.Empty; - - m_assimpCallback = OnAiLogStreamCallback; - m_logCallback = callback; - m_userData = userData; - - AiLogStream logStream; - logStream.Callback = Marshal.GetFunctionPointerForDelegate(m_assimpCallback); - logStream.UserData = IntPtr.Zero; - - m_logstreamPtr = MemoryHelper.AllocateMemory(MemoryHelper.SizeOf()); - Marshal.StructureToPtr(logStream, m_logstreamPtr, false); - } - } - - /// - /// Log stream that writes messages to the Console. - /// - public sealed class ConsoleLogStream : LogStream - { - /// - /// Constructs a new console logstream. - /// - public ConsoleLogStream() : base() { } - - /// - /// Constructs a new console logstream. - /// - /// User supplied data - public ConsoleLogStream(String userData) : base(userData) { } - - /// - /// Log a message to the console. - /// - /// Message - /// Userdata - protected override void LogMessage(String msg, String userData) - { - if(String.IsNullOrEmpty(userData)) - { - Console.WriteLine(msg); - } - else - { - Console.WriteLine(String.Format("{0}: {1}", userData, msg)); - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Material.cs b/Dependencies/assimpnet/AssimpNet/Material.cs deleted file mode 100644 index 1601a959..00000000 --- a/Dependencies/assimpnet/AssimpNet/Material.cs +++ /dev/null @@ -1,1482 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// A material contains all the information that describes how to render a mesh. E.g. textures, colors, and render states. Internally - /// all this information is stored as key-value pair properties. The class contains many convienence methods and properties for - /// accessing non-texture/texture properties without having to know the Assimp material key names. Not all properties may be present, - /// and if they aren't a default value will be returned. - /// - public sealed class Material : IMarshalable - { - private Dictionary m_properties; - - /// - /// Gets the number of properties contained in the material. - /// - public int PropertyCount - { - get - { - return m_properties.Count; - } - } - - #region Convienent non-texture properties - - /// - /// Checks if the material has a name property. - /// - public bool HasName - { - get - { - return HasProperty(AiMatKeys.NAME); - } - } - - /// - /// Gets the material name value, if any. Default value is an empty string. - /// - public String Name - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.NAME); - if(prop != null) - return prop.GetStringValue(); - - return String.Empty; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.NAME); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.NAME_BASE, value); - AddProperty(prop); - } - - prop.SetStringValue(value); - } - } - - /// - /// Checks if the material has a two-sided property. - /// - public bool HasTwoSided - { - get - { - return HasProperty(AiMatKeys.TWOSIDED); - } - } - - /// - /// Gets if the material should be rendered as two-sided. Default value is false. - /// - public bool IsTwoSided - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.TWOSIDED); - if(prop != null) - return prop.GetBooleanValue(); - - return false; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.TWOSIDED); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.TWOSIDED_BASE, value); - AddProperty(prop); - } - - prop.SetBooleanValue(value); - } - } - - /// - /// Checks if the material has a shading-mode property. - /// - public bool HasShadingMode - { - get - { - return HasProperty(AiMatKeys.SHADING_MODEL); - } - } - - /// - /// Gets the shading mode. Default value is , meaning it is not defined. - /// - public ShadingMode ShadingMode - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.SHADING_MODEL); - if(prop != null) - return (ShadingMode) prop.GetIntegerValue(); - - return ShadingMode.None; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.SHADING_MODEL); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.SHADING_MODEL_BASE, (int) value); - AddProperty(prop); - } - - prop.SetIntegerValue((int) value); - } - } - - /// - /// Checks if the material has a wireframe property. - /// - public bool HasWireFrame - { - get - { - return HasProperty(AiMatKeys.ENABLE_WIREFRAME); - } - } - - /// - /// Gets if wireframe should be enabled. Default value is false. - /// - public bool IsWireFrameEnabled - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.ENABLE_WIREFRAME); - if(prop != null) - return prop.GetBooleanValue(); - - return false; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.ENABLE_WIREFRAME); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.ENABLE_WIREFRAME_BASE, value); - AddProperty(prop); - } - - prop.SetBooleanValue(value); - } - } - - /// - /// Checks if the material has a blend mode property. - /// - public bool HasBlendMode - { - get - { - return HasProperty(AiMatKeys.BLEND_FUNC); - } - } - - /// - /// Gets the blending mode. Default value is . - /// - public BlendMode BlendMode - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.BLEND_FUNC); - if(prop != null) - return (BlendMode) prop.GetIntegerValue(); - - return BlendMode.Default; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.BLEND_FUNC); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.BLEND_FUNC_BASE, (int) value); - AddProperty(prop); - } - - prop.SetIntegerValue((int) value); - } - } - - /// - /// Checks if the material has an opacity property. - /// - public bool HasOpacity - { - get - { - return HasProperty(AiMatKeys.OPACITY); - } - } - - /// - /// Gets the opacity. Default value is 1.0f. - /// - public float Opacity - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.OPACITY); - if(prop != null) - return prop.GetFloatValue(); - - return 1.0f; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.OPACITY); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.OPACITY_BASE, value); - AddProperty(prop); - } - - prop.SetFloatValue(value); - } - } - - /// - /// Checks if the material has a bump scaling property. - /// - public bool HasBumpScaling - { - get - { - return HasProperty(AiMatKeys.BUMPSCALING); - } - } - - /// - /// Gets the bump scaling. Default value is 0.0f; - /// - public float BumpScaling - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.BUMPSCALING); - if(prop != null) - return prop.GetFloatValue(); - - return 0.0f; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.BUMPSCALING); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.BUMPSCALING_BASE, value); - AddProperty(prop); - } - - prop.SetFloatValue(value); - } - } - - /// - /// Checks if the material has a shininess property. - /// - public bool HasShininess - { - get - { - return HasProperty(AiMatKeys.SHININESS); - } - } - - /// - /// Gets the shininess. Default value is 0.0f; - /// - public float Shininess - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.SHININESS); - if(prop != null) - return prop.GetFloatValue(); - - return 0.0f; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.SHININESS); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.SHININESS_BASE, value); - AddProperty(prop); - } - - prop.SetFloatValue(value); - } - } - - /// - /// Checks if the material has a shininess strength property. - /// - public bool HasShininessStrength - { - get - { - return HasProperty(AiMatKeys.SHININESS_STRENGTH); - } - } - - /// - /// Gets the shininess strength. Default vaulue is 1.0f. - /// - public float ShininessStrength - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.SHININESS_STRENGTH); - if(prop != null) - return prop.GetFloatValue(); - - return 1.0f; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.SHININESS_STRENGTH); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.SHININESS_STRENGTH_BASE, value); - AddProperty(prop); - } - - prop.SetFloatValue(value); - } - } - - /// - /// Checks if the material has a reflectivty property. - /// - public bool HasReflectivity - { - get - { - return HasProperty(AiMatKeys.REFLECTIVITY); - } - } - - - /// - /// Gets the reflectivity. Default value is 0.0f; - /// - public float Reflectivity - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.REFLECTIVITY); - if(prop != null) - return prop.GetFloatValue(); - - return 0.0f; - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.REFLECTIVITY); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.REFLECTIVITY_BASE, value); - AddProperty(prop); - } - - prop.SetFloatValue(value); - } - } - - /// - /// Checks if the material has a color diffuse property. - /// - public bool HasColorDiffuse - { - get - { - return HasProperty(AiMatKeys.COLOR_DIFFUSE); - } - } - - /// - /// Gets the color diffuse. Default value is white. - /// - public Color4D ColorDiffuse - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_DIFFUSE); - if(prop != null) - return prop.GetColor4DValue(); - - return new Color4D(1.0f, 1.0f, 1.0f, 1.0f); - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_DIFFUSE); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.COLOR_DIFFUSE_BASE, value); - AddProperty(prop); - } - - prop.SetColor4DValue(value); - } - } - - /// - /// Checks if the material has a color ambient property. - /// - public bool HasColorAmbient - { - get - { - return HasProperty(AiMatKeys.COLOR_AMBIENT); - } - } - - /// - /// Gets the color ambient. Default value is (.2f, .2f, .2f, 1.0f). - /// - public Color4D ColorAmbient - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_AMBIENT); - if(prop != null) - return prop.GetColor4DValue(); - - return new Color4D(.2f, .2f, .2f, 1.0f); - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_AMBIENT); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.COLOR_AMBIENT_BASE, value); - AddProperty(prop); - } - - prop.SetColor4DValue(value); - } - } - - /// - /// Checks if the material has a color specular property. - /// - public bool HasColorSpecular - { - get - { - return HasProperty(AiMatKeys.COLOR_SPECULAR); - } - } - - /// - /// Gets the color specular. Default value is black. - /// - public Color4D ColorSpecular - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_SPECULAR); - if(prop != null) - return prop.GetColor4DValue(); - - return new Color4D(0, 0, 0, 1.0f); - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_SPECULAR); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.COLOR_SPECULAR_BASE, value); - AddProperty(prop); - } - - prop.SetColor4DValue(value); - } - } - - /// - /// Checks if the material has a color emissive property. - /// - public bool HasColorEmissive - { - get - { - return HasProperty(AiMatKeys.COLOR_EMISSIVE); - } - } - - /// - /// Gets the color emissive. Default value is black. - /// - public Color4D ColorEmissive - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_EMISSIVE); - if(prop != null) - return prop.GetColor4DValue(); - - return new Color4D(0, 0, 0, 1.0f); - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_EMISSIVE); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.COLOR_EMISSIVE_BASE, value); - AddProperty(prop); - } - - prop.SetColor4DValue(value); - } - } - - /// - /// Checks if the material has a color transparent property. - /// - public bool HasColorTransparent - { - get - { - return HasProperty(AiMatKeys.COLOR_TRANSPARENT); - } - } - - /// - /// Gets the color transparent. Default value is black. - /// - public Color4D ColorTransparent - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_TRANSPARENT); - if(prop != null) - return prop.GetColor4DValue(); - - return new Color4D(0, 0, 0, 1.0f); - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_TRANSPARENT); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.COLOR_TRANSPARENT_BASE, value); - AddProperty(prop); - } - - prop.SetColor4DValue(value); - } - } - - /// - /// Checks if the material has a color reflective property. - /// - public bool HasColorReflective - { - get - { - return HasProperty(AiMatKeys.COLOR_REFLECTIVE); - } - } - - /// - /// Gets the color reflective. Default value is black. - /// - public Color4D ColorReflective - { - get - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_REFLECTIVE); - if(prop != null) - return prop.GetColor4DValue(); - - return new Color4D(0, 0, 0, 1.0f); - } - set - { - MaterialProperty prop = GetProperty(AiMatKeys.COLOR_REFLECTIVE); - - if(prop == null) - { - prop = new MaterialProperty(AiMatKeys.COLOR_REFLECTIVE_BASE, value); - AddProperty(prop); - } - - prop.SetColor4DValue(value); - } - } - - #endregion - - #region Convienent texture properties - - /// - /// Gets if the material has a diffuse texture in the first texture index. - /// - public bool HasTextureDiffuse - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Diffuse, 0); - } - } - - /// - /// Gets or sets diffuse texture properties in the first texture index. - /// - public TextureSlot TextureDiffuse - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Diffuse, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Diffuse) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a specular texture in the first texture index. - /// - public bool HasTextureSpecular - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Specular, 0); - } - } - - /// - /// Gets or sets specular texture properties in the first texture index. - /// - public TextureSlot TextureSpecular - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Specular, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Specular) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a ambient texture in the first texture index. - /// - public bool HasTextureAmbient - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Ambient, 0); - } - } - - /// - /// Gets or sets ambient texture properties in the first texture index. - /// - public TextureSlot TextureAmbient - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Ambient, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Ambient) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a emissive texture in the first texture index. - /// - public bool HasTextureEmissive - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Emissive, 0); - } - } - - /// - /// Gets or sets emissive texture properties in the first texture index. - /// - public TextureSlot TextureEmissive - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Emissive, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Emissive) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a height texture in the first texture index. - /// - public bool HasTextureHeight - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Height, 0); - } - } - - /// - /// Gets or sets height texture properties in the first texture index. - /// - public TextureSlot TextureHeight - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Height, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Height) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a normal texture in the first texture index. - /// - public bool HasTextureNormal - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Normals, 0); - } - } - - /// - /// Gets or sets normal texture properties in the first texture index. - /// - public TextureSlot TextureNormal - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Normals, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Normals) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has an opacity texture in the first texture index. - /// - public bool HasTextureOpacity - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Opacity, 0); - } - } - - /// - /// Gets or sets opacity texture properties in the first texture index. - /// - public TextureSlot TextureOpacity - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Opacity, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Opacity) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a displacement texture in the first texture index. - /// - public bool HasTextureDisplacement - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Displacement, 0); - } - } - - /// - /// Gets or sets displacement texture properties in the first texture index. - /// - public TextureSlot TextureDisplacement - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Displacement, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Displacement) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a light map texture in the first texture index. - /// - public bool HasTextureLightMap - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Lightmap, 0); - } - } - - /// - /// Gets or sets light map texture properties in the first texture index. - /// - public TextureSlot TextureLightMap - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Lightmap, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Lightmap) - AddMaterialTexture(ref value); - } - } - - /// - /// Gets if the material has a reflection texture in the first texture index. - /// - public bool HasTextureReflection - { - get - { - return HasProperty(AiMatKeys.TEXTURE_BASE, TextureType.Reflection, 0); - } - } - - /// - /// Gets or sets reflection texture properties in the first texture index. - /// - public TextureSlot TextureReflection - { - get - { - TextureSlot tex; - GetMaterialTexture(TextureType.Reflection, 0, out tex); - - return tex; - } - set - { - if(value.TextureIndex == 0 && value.TextureType == TextureType.Reflection) - AddMaterialTexture(ref value); - } - } - - #endregion - - /// - /// Constructs a new instance of the class. - /// - public Material() - { - m_properties = new Dictionary(); - } - - /// - /// Helper method to construct a fully qualified name from the input parameters. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - /// "$clr.diffuse,0,0" or "$tex.file,1,0". This is the name that is used as the material dictionary key. - /// - /// Key basename, this must not be null or empty - /// Texture type; non-texture properties should leave this - /// Texture index; non-texture properties should leave this zero. - /// The fully qualified name - public static String CreateFullyQualifiedName(String baseName, TextureType texType, int texIndex) - { - if(String.IsNullOrEmpty(baseName)) - return String.Empty; - - return String.Format("{0},{1},{2}", baseName, (int) texType, texIndex); - } - - /// - /// Gets the non-texture properties contained in this Material. The name should be - /// the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - /// data will be filled in automatically. - /// - /// Key basename - /// The material property, if it exists - public MaterialProperty GetNonTextureProperty(String baseName) - { - if(String.IsNullOrEmpty(baseName)) - { - return null; - } - String fullyQualifiedName = CreateFullyQualifiedName(baseName, TextureType.None, 0); - return GetProperty(fullyQualifiedName); - } - - /// - /// Gets the material property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - /// "$clr.diffuse,0,0" or "$tex.file,1,0". - /// - /// Key basename - /// Texture type; non-texture properties should leave this - /// Texture index; non-texture properties should leave this zero. - /// The material property, if it exists - public MaterialProperty GetProperty(String baseName, TextureType texType, int texIndex) - { - if(String.IsNullOrEmpty(baseName)) - { - return null; - } - String fullyQualifiedName = CreateFullyQualifiedName(baseName, texType, texIndex); - return GetProperty(fullyQualifiedName); - } - - /// - /// Gets the material property by its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - /// "$clr.diffuse,0,0" or "$tex.file,1,0". - /// - /// Fully qualified name of the property - /// The material property, if it exists - public MaterialProperty GetProperty(String fullyQualifiedName) - { - if(String.IsNullOrEmpty(fullyQualifiedName)) - { - return null; - } - MaterialProperty prop; - if(!m_properties.TryGetValue(fullyQualifiedName, out prop)) - { - return null; - } - return prop; - } - - /// - /// Checks if the material has the specified non-texture property. The name should be - /// the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - /// data will be filled in automatically. - /// - /// Key basename - /// True if the property exists, false otherwise. - public bool HasNonTextureProperty(String baseName) - { - if(String.IsNullOrEmpty(baseName)) - { - return false; - } - String fullyQualifiedName = CreateFullyQualifiedName(baseName, TextureType.None, 0); - return HasProperty(fullyQualifiedName); - } - - /// - /// Checks if the material has the specified property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - /// "$clr.diffuse,0,0" or "$tex.file,1,0". - /// - /// Key basename - /// Texture type; non-texture properties should leave this - /// Texture index; non-texture properties should leave this zero. - /// True if the property exists, false otherwise. - public bool HasProperty(String baseName, TextureType texType, int texIndex) - { - if(String.IsNullOrEmpty(baseName)) - { - return false; - } - - String fullyQualifiedName = CreateFullyQualifiedName(baseName, texType, texIndex); - return HasProperty(fullyQualifiedName); - } - - /// - /// Checks if the material has the specified property by looking up its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - /// "$clr.diffuse,0,0" or "$tex.file,1,0". - /// - /// Fully qualified name of the property - /// True if the property exists, false otherwise. - public bool HasProperty(String fullyQualifiedName) - { - if(String.IsNullOrEmpty(fullyQualifiedName)) - { - return false; - } - return m_properties.ContainsKey(fullyQualifiedName); - } - - /// - /// Adds a property to this material. - /// - /// Material property - /// True if the property was successfully added, false otherwise (e.g. null or key already present). - public bool AddProperty(MaterialProperty matProp) - { - if(matProp == null || String.IsNullOrEmpty(matProp.FullyQualifiedName)) - return false; - - if(m_properties.ContainsKey(matProp.FullyQualifiedName)) - return false; - - m_properties.Add(matProp.FullyQualifiedName, matProp); - - return true; - } - - /// - /// Removes a non-texture property from the material. - /// - /// Property name - /// True if the property was removed, false otherwise - public bool RemoveNonTextureProperty(String baseName) - { - if(String.IsNullOrEmpty(baseName)) - return false; - - return RemoveProperty(CreateFullyQualifiedName(baseName, TextureType.None, 0)); - } - - /// - /// Removes a property from the material. - /// - /// Name of the property - /// Property texture type - /// Property texture index - /// True if the property was removed, false otherwise - public bool RemoveProperty(String baseName, TextureType texType, int texIndex) - { - if(String.IsNullOrEmpty(baseName)) - return false; - - return RemoveProperty(CreateFullyQualifiedName(baseName, texType, texIndex)); - } - - /// - /// Removes a property from the material. - /// - /// Fully qualified name of the property ({basename},{texType},{texIndex}) - /// True if the property was removed, false otherwise - public bool RemoveProperty(String fullyQualifiedName) - { - if(String.IsNullOrEmpty(fullyQualifiedName)) - return false; - - return m_properties.Remove(fullyQualifiedName); - } - - /// - /// Removes all properties from the material; - /// - public void Clear() - { - m_properties.Clear(); - } - - /// - /// Gets -all- properties contained in the Material. - /// - /// All properties in the material property map. - public MaterialProperty[] GetAllProperties() - { - MaterialProperty[] matProps = new MaterialProperty[m_properties.Values.Count]; - m_properties.Values.CopyTo(matProps, 0); - - return matProps; - } - - /// - /// Gets all the number of textures that are of the specified texture type. - /// - /// Texture type - /// Texture count - public int GetMaterialTextureCount(TextureType texType) - { - int count = 0; - foreach(KeyValuePair kv in m_properties) - { - MaterialProperty matProp = kv.Value; - - if(matProp.Name.StartsWith(AiMatKeys.TEXTURE_BASE) && matProp.TextureType == texType) - { - count++; - } - } - - return count; - } - - /// - /// Adds a texture to the material - this bulk creates a property for each field. This will - /// either create properties or overwrite existing properties. If the texture has no - /// file path, nothing is added. - /// - /// Texture to add - /// True if the texture properties were added or modified - public bool AddMaterialTexture(ref TextureSlot texture) - { - return AddMaterialTexture(ref texture, false); - } - - /// - /// Adds a texture to the material - this bulk creates a property for each field. This will - /// either create properties or overwrite existing properties. If the texture has no - /// file path, nothing is added. - /// - /// Texture to add - /// True to only set the texture's file path, false otherwise - /// True if the texture properties were added or modified - public bool AddMaterialTexture(ref TextureSlot texture, bool onlySetFilePath) - { - if(String.IsNullOrEmpty(texture.FilePath)) - return false; - - TextureType texType = texture.TextureType; - int texIndex = texture.TextureIndex; - - String texName = CreateFullyQualifiedName(AiMatKeys.TEXTURE_BASE, texType, texIndex); - - MaterialProperty texNameProp = GetProperty(texName); - - if(texNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.TEXTURE_BASE, texture.FilePath, texType, texIndex)); - else - texNameProp.SetStringValue(texture.FilePath); - - if(onlySetFilePath) - return true; - - String mappingName = CreateFullyQualifiedName(AiMatKeys.MAPPING_BASE, texType, texIndex); - String uvIndexName = CreateFullyQualifiedName(AiMatKeys.UVWSRC_BASE, texType, texIndex); - String blendFactorName = CreateFullyQualifiedName(AiMatKeys.TEXBLEND_BASE, texType, texIndex); - String texOpName = CreateFullyQualifiedName(AiMatKeys.TEXOP_BASE, texType, texIndex); - String uMapModeName = CreateFullyQualifiedName(AiMatKeys.MAPPINGMODE_U_BASE, texType, texIndex); - String vMapModeName = CreateFullyQualifiedName(AiMatKeys.MAPPINGMODE_V_BASE, texType, texIndex); - String texFlagsName = CreateFullyQualifiedName(AiMatKeys.TEXFLAGS_BASE, texType, texIndex); - - MaterialProperty mappingNameProp = GetProperty(mappingName); - MaterialProperty uvIndexNameProp = GetProperty(uvIndexName); - MaterialProperty blendFactorNameProp = GetProperty(blendFactorName); - MaterialProperty texOpNameProp = GetProperty(texOpName); - MaterialProperty uMapModeNameProp = GetProperty(uMapModeName); - MaterialProperty vMapModeNameProp = GetProperty(vMapModeName); - MaterialProperty texFlagsNameProp = GetProperty(texFlagsName); - - if(mappingNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.MAPPING_BASE, (int) texture.Mapping)); - else - mappingNameProp.SetIntegerValue((int) texture.Mapping); - - if(uvIndexNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.MAPPING_BASE, (int) texture.Mapping)); - else - uvIndexNameProp.SetIntegerValue(texture.UVIndex); - - if(blendFactorNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.TEXBLEND_BASE, texture.BlendFactor)); - else - blendFactorNameProp.SetFloatValue(texture.BlendFactor); - - if(texOpNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.TEXOP_BASE, (int) texture.Operation)); - else - texOpNameProp.SetIntegerValue((int) texture.Operation); - - if(uMapModeNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.MAPPINGMODE_U_BASE, (int) texture.WrapModeU)); - else - uMapModeNameProp.SetIntegerValue((int) texture.WrapModeU); - - if(vMapModeNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.MAPPINGMODE_V_BASE, (int) texture.WrapModeV)); - else - vMapModeNameProp.SetIntegerValue((int) texture.WrapModeV); - - if(texFlagsNameProp == null) - AddProperty(new MaterialProperty(AiMatKeys.TEXFLAGS_BASE, texture.Flags)); - else - texFlagsNameProp.SetIntegerValue(texture.Flags); - - return true; - } - - /// - /// Removes a texture from the material - this bulk removes a property for each field. - /// If the texture has no file path, nothing is removed - /// - /// Texture to remove - /// True if the texture was removed, false otherwise. - public bool RemoveMaterialTexture(ref TextureSlot texture) - { - if(String.IsNullOrEmpty(texture.FilePath)) - return false; - - TextureType texType = texture.TextureType; - int texIndex = texture.TextureIndex; - - String texName = CreateFullyQualifiedName(AiMatKeys.TEXTURE_BASE, texType, texIndex); - String mappingName = CreateFullyQualifiedName(AiMatKeys.MAPPING_BASE, texType, texIndex); - String uvIndexName = CreateFullyQualifiedName(AiMatKeys.UVWSRC_BASE, texType, texIndex); - String blendFactorName = CreateFullyQualifiedName(AiMatKeys.TEXBLEND_BASE, texType, texIndex); - String texOpName = CreateFullyQualifiedName(AiMatKeys.TEXOP_BASE, texType, texIndex); - String uMapModeName = CreateFullyQualifiedName(AiMatKeys.MAPPINGMODE_U_BASE, texType, texIndex); - String vMapModeName = CreateFullyQualifiedName(AiMatKeys.MAPPINGMODE_V_BASE, texType, texIndex); - String texFlagsName = CreateFullyQualifiedName(AiMatKeys.TEXFLAGS_BASE, texType, texIndex); - - RemoveProperty(texName); - RemoveProperty(mappingName); - RemoveProperty(uvIndexName); - RemoveProperty(blendFactorName); - RemoveProperty(texOpName); - RemoveProperty(uMapModeName); - RemoveProperty(vMapModeName); - RemoveProperty(texFlagsName); - - return true; - } - - /// - /// Gets a texture that corresponds to the type/index. - /// - /// Texture type - /// Texture index - /// Texture description - /// True if the texture was found in the material - public bool GetMaterialTexture(TextureType texType, int texIndex, out TextureSlot texture) - { - texture = new TextureSlot(); - - String texName = CreateFullyQualifiedName(AiMatKeys.TEXTURE_BASE, texType, texIndex); - - MaterialProperty texNameProp = GetProperty(texName); - - //This one is necessary, the rest are optional - if(texNameProp == null) - return false; - - String mappingName = CreateFullyQualifiedName(AiMatKeys.MAPPING_BASE, texType, texIndex); - String uvIndexName = CreateFullyQualifiedName(AiMatKeys.UVWSRC_BASE, texType, texIndex); - String blendFactorName = CreateFullyQualifiedName(AiMatKeys.TEXBLEND_BASE, texType, texIndex); - String texOpName = CreateFullyQualifiedName(AiMatKeys.TEXOP_BASE, texType, texIndex); - String uMapModeName = CreateFullyQualifiedName(AiMatKeys.MAPPINGMODE_U_BASE, texType, texIndex); - String vMapModeName = CreateFullyQualifiedName(AiMatKeys.MAPPINGMODE_V_BASE, texType, texIndex); - String texFlagsName = CreateFullyQualifiedName(AiMatKeys.TEXFLAGS_BASE, texType, texIndex); - - MaterialProperty mappingNameProp = GetProperty(mappingName); - MaterialProperty uvIndexNameProp = GetProperty(uvIndexName); - MaterialProperty blendFactorNameProp = GetProperty(blendFactorName); - MaterialProperty texOpNameProp = GetProperty(texOpName); - MaterialProperty uMapModeNameProp = GetProperty(uMapModeName); - MaterialProperty vMapModeNameProp = GetProperty(vMapModeName); - MaterialProperty texFlagsNameProp = GetProperty(texFlagsName); - - texture.FilePath = texNameProp.GetStringValue(); - texture.TextureType = texType; - texture.TextureIndex = texIndex; - texture.Mapping = (mappingNameProp != null) ? (TextureMapping) mappingNameProp.GetIntegerValue() : TextureMapping.FromUV; - texture.UVIndex = (uvIndexNameProp != null) ? uvIndexNameProp.GetIntegerValue() : 0; - texture.BlendFactor = (blendFactorNameProp != null) ? blendFactorNameProp.GetFloatValue() : 0.0f; - texture.Operation = (texOpNameProp != null) ? (TextureOperation) texOpNameProp.GetIntegerValue() : 0; - texture.WrapModeU = (uMapModeNameProp != null) ? (TextureWrapMode) uMapModeNameProp.GetIntegerValue() : TextureWrapMode.Wrap; - texture.WrapModeV = (vMapModeNameProp != null) ? (TextureWrapMode) vMapModeNameProp.GetIntegerValue() : TextureWrapMode.Wrap; - texture.Flags = (texFlagsNameProp != null) ? texFlagsNameProp.GetIntegerValue() : 0; - - return true; - } - - /// - /// Gets all textures that correspond to the type. - /// - /// Texture type - /// The array of textures - public TextureSlot[] GetMaterialTextures(TextureType type) - { - int count = GetMaterialTextureCount(type); - - if(count == 0) - return new TextureSlot[0]; - - TextureSlot[] textures = new TextureSlot[count]; - - for(int i = 0; i < count; i++) - { - TextureSlot tex; - GetMaterialTexture(type, i, out tex); - textures[i] = tex; - } - - return textures; - } - - /// - /// Gets all textures in the material. - /// - /// The array of textures - public TextureSlot[] GetAllMaterialTextures() - { - List textures = new List(); - TextureType[] types = Enum.GetValues(typeof(TextureType)) as TextureType[]; - - foreach(TextureType texType in types) - { - textures.AddRange(GetMaterialTextures(texType)); - } - - return textures.ToArray(); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiMaterial nativeValue) - { - nativeValue.NumAllocated = nativeValue.NumProperties = (uint) m_properties.Count; - nativeValue.Properties = IntPtr.Zero; - - if(m_properties.Count > 0) - { - MaterialProperty[] matProps = new MaterialProperty[m_properties.Values.Count]; - m_properties.Values.CopyTo(matProps, 0); - - nativeValue.Properties = MemoryHelper.ToNativeArray(matProps, true); - } - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiMaterial nativeValue) - { - Clear(); - - if(nativeValue.NumProperties > 0 && nativeValue.Properties != IntPtr.Zero) - { - MaterialProperty[] matProps = MemoryHelper.FromNativeArray(nativeValue.Properties, (int) nativeValue.NumProperties, true); - - foreach(MaterialProperty matProp in matProps) - { - AddProperty(matProp); - } - } - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiMaterial aiMaterial = MemoryHelper.Read(nativeValue); - - if(aiMaterial.NumAllocated > 0 && aiMaterial.Properties != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiMaterial.Properties, (int) aiMaterial.NumProperties, MaterialProperty.FreeNative, true); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/MaterialProperty.cs b/Dependencies/assimpnet/AssimpNet/MaterialProperty.cs deleted file mode 100644 index b087b115..00000000 --- a/Dependencies/assimpnet/AssimpNet/MaterialProperty.cs +++ /dev/null @@ -1,824 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Diagnostics; -using System.Text; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// A key-value pairing that represents some material property. - /// - public sealed class MaterialProperty : IMarshalable - { - private String m_name; - private PropertyType m_type; - private byte[] m_rawValue; - private TextureType m_texType; - private int m_texIndex; - private String m_fullyQualifiedName; - private bool m_fullQualifiedNameNeedsUpdate = true; - - /// - /// Gets or sets the property key name. E.g. $tex.file. This corresponds to the - /// "AiMatKeys" base name constants. - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - m_fullQualifiedNameNeedsUpdate = true; - - AssertIsBaseName(); - } - } - - /// - /// Gets or sets the type of property. - /// - public PropertyType PropertyType - { - get - { - return m_type; - } - set - { - m_type = value; - } - } - - /// - /// Gets the raw byte data count. - /// - public int ByteCount - { - get - { - return (m_rawValue == null) ? 0 : m_rawValue.Length; - } - } - - /// - /// Checks if the property has data. - /// - public bool HasRawData - { - get - { - return m_rawValue != null; - } - } - - /// - /// Gets the raw byte data. To modify/read this data, see the Get/SetXXXValue methods. - /// - public byte[] RawData - { - get - { - return m_rawValue; - } - } - - /// - /// Gets or sets the texture type semantic, for non-texture properties this is always . - /// - public TextureType TextureType - { - get - { - return m_texType; - } - set - { - m_texType = value; - m_fullQualifiedNameNeedsUpdate = true; - } - } - - /// - /// Gets or sets the texture index, for non-texture properties this is always zero. - /// - public int TextureIndex - { - get - { - return m_texIndex; - } - set - { - m_texIndex = value; - m_fullQualifiedNameNeedsUpdate = true; - } - } - - /// - /// Gets the property's fully qualified name. Format: "{base name},{texture type semantic},{texture index}". E.g. "$clr.diffuse,0,0". This - /// is the key that is used to index the property in the material property map. - /// - public String FullyQualifiedName - { - get - { - if(m_fullQualifiedNameNeedsUpdate) - { - m_fullyQualifiedName = Material.CreateFullyQualifiedName(m_name, m_texType, m_texIndex); - m_fullQualifiedNameNeedsUpdate = false; - } - - return m_fullyQualifiedName; - } - } - - /// - /// Constructs a new instance of the class. - /// - public MaterialProperty() - { - m_name = String.Empty; - m_type = PropertyType.Buffer; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - } - - /// - /// Constructs a new instance of the class. Constructs a buffer property. - /// - /// Base name of the property - /// Property value - public MaterialProperty(String baseName, byte[] buffer) - { - m_name = baseName; - m_type = PropertyType.Buffer; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = buffer; - - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Constructs a float property. - /// - /// Base name of the property - /// Property value - public MaterialProperty(String baseName, float value) - { - m_name = baseName; - m_type = PropertyType.Float; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetFloatValue(value); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Constructs an integer property. - /// - /// Base name of the property - /// Property value - public MaterialProperty(String baseName, int value) - { - m_name = baseName; - m_type = PropertyType.Integer; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetIntegerValue(value); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Constructs a boolean property. - /// - /// Name of the property - /// Property value - public MaterialProperty(String baseName, bool value) - { - m_name = baseName; - m_type = PropertyType.Integer; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetBooleanValue(value); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Creates a string property. - /// - /// Base name of the property - /// Property value - public MaterialProperty(String baseName, String value) - { - m_name = baseName; - m_type = PropertyType.String; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetStringValue(value); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Creates a texture property. - /// - /// Base name of the property - /// Property value - /// Texture type - /// Texture index - public MaterialProperty(String baseName, String value, TextureType texType, int textureIndex) - { - m_name = baseName; - m_type = PropertyType.String; - m_texIndex = textureIndex; - m_texType = texType; - m_rawValue = null; - - SetStringValue(value); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Creates a float array property. - /// - /// Base name of the property - /// Property values - public MaterialProperty(String baseName, float[] values) - { - m_name = baseName; - m_type = PropertyType.Float; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetFloatArrayValue(values); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Creates a int array property. - /// - /// Base name of the property - /// Property values - public MaterialProperty(String baseName, int[] values) - { - m_name = baseName; - m_type = PropertyType.Integer; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetIntegerArrayValue(values); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Creates a Color3D property. - /// - /// Base name of the property - /// Property value - public MaterialProperty(String baseName, Color3D value) - { - m_name = baseName; - m_type = PropertyType.Float; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetColor3DValue(value); - AssertIsBaseName(); - } - - /// - /// Constructs a new instance of the class. Creates a Color4D property. - /// - /// Base name of the property - /// Property value - public MaterialProperty(String baseName, Color4D value) - { - m_name = baseName; - m_type = PropertyType.Float; - m_texIndex = 0; - m_texType = TextureType.None; - m_rawValue = null; - - SetColor4DValue(value); - AssertIsBaseName(); - } - - /// - /// Gets the property raw data as a float. - /// - /// Float - public float GetFloatValue() - { - if(m_type == PropertyType.Float || m_type == PropertyType.Integer) - return GetValueAs(); - - return 0; - } - - /// - /// Sets the property raw data with a float. - /// - /// Float. - /// True if successful, false otherwise - public bool SetFloatValue(float value) - { - if(m_type != PropertyType.Float && m_type != PropertyType.Integer) - return false; - - return SetValueAs(value); - } - - /// - /// Gets the property raw data as a double. - /// - /// Double - public double GetDoubleValue() - { - if(m_type == PropertyType.Double) - return GetValueAs(); - - return 0; - } - - /// - /// Sets the property raw data with a double. - /// - /// Double. - /// True if successful, false otherwise. - public bool SetDoubleValue(double value) - { - if(m_type != PropertyType.Double) - return false; - - return SetValueAs(value); - } - - /// - /// Gets the property raw data as an integer. - /// - /// Integer - public int GetIntegerValue() - { - if(m_type == PropertyType.Float || m_type == PropertyType.Integer) - return GetValueAs(); - - return 0; - } - - /// - /// Sets the property raw data as an integer. - /// - /// Integer - /// True if successful, false otherwise - public bool SetIntegerValue(int value) - { - if(m_type != PropertyType.Float && m_type != PropertyType.Integer) - return false; - - return SetValueAs(value); - } - - /// - /// Gets the property raw data as a string. - /// - /// String - public String GetStringValue() - { - if(m_type != PropertyType.String) - return null; - - return GetMaterialString(m_rawValue); - } - - /// - /// Sets the property raw data as string. - /// - /// String - /// True if successful, false otherwise - public bool SetStringValue(String value) - { - if(m_type != PropertyType.String) - return false; - - m_rawValue = SetMaterialString(value, m_rawValue); - return true; - } - - /// - /// Gets the property raw data as a float array. - /// - /// Number of elements to get - /// Float array - public float[] GetFloatArrayValue(int count) - { - if(m_type == PropertyType.Float || m_type == PropertyType.Integer) - return GetValueArrayAs(count); - - return null; - } - - /// - /// Gets the property raw data as a float array. - /// - /// Float array - public float[] GetFloatArrayValue() - { - if(m_type == PropertyType.Float || m_type == PropertyType.Integer) - { - int count = ByteCount / sizeof(float); - return GetValueArrayAs(count); - } - - return null; - } - - /// - /// Sets the property raw data as a float array. - /// - /// Values to set - /// True if successful, otherwise false - public bool SetFloatArrayValue(float[] values) - { - if(m_type != PropertyType.Float && m_type != PropertyType.Integer) - return false; - - return SetValueArrayAs(values); - } - - /// - /// Gets the property raw data as a double array. - /// - /// Double array - public double[] GetDoubleArrayValue() - { - if(m_type == PropertyType.Double) - { - int count = ByteCount / sizeof(double); - return GetValueArrayAs(count); - } - - return null; - } - - /// - /// Sets the property raw data as a double array. - /// - /// Values to set - /// True if successful, otherwise false - public bool SetDoubleArrayValue(double[] values) - { - if(m_type != PropertyType.Double) - return false; - - return SetValueArrayAs(values); - } - - /// - /// Gets the property raw data as an integer array. - /// - /// Number of elements to get - /// Integer array - public int[] GetIntegerArrayValue(int count) - { - if(m_type == PropertyType.Float || m_type == PropertyType.Integer) - return GetValueArrayAs(count); - - return null; - } - - /// - /// Gets the property raw data as an integer array. - /// - /// Integer array - public int[] GetIntegerArrayValue() - { - if(m_type == PropertyType.Float || m_type == PropertyType.Integer) - { - int count = ByteCount / sizeof(int); - return GetValueArrayAs(count); - } - - return null; - } - - /// - /// Sets the property raw data as an integer array. - /// - /// Values to set - /// True if successful, otherwise false - public bool SetIntegerArrayValue(int[] values) - { - if(m_type != PropertyType.Float && m_type != PropertyType.Integer) - return false; - - return SetValueArrayAs(values); - } - - /// - /// Gets the property raw data as a boolean. - /// - /// Boolean - public bool GetBooleanValue() - { - return (GetIntegerValue() == 0) ? false : true; - } - - /// - /// Sets the property raw data as a boolean. - /// - /// Boolean value - /// True if successful, false otherwise - public bool SetBooleanValue(bool value) - { - return SetIntegerValue((value == false) ? 0 : 1); - } - - /// - /// Gets the property raw data as a Color3D. - /// - /// Color3D - public Color3D GetColor3DValue() - { - if(m_type != PropertyType.Float) - return new Color3D(); - - return GetValueAs(); - } - - /// - /// Sets the property raw data as a Color3D. - /// - /// Color3D - /// True if successful, false otherwise - public bool SetColor3DValue(Color3D value) - { - if(m_type != PropertyType.Float) - return false; - - return SetValueAs(value); - } - - /// - /// Gets the property raw data as a Color4D. - /// - /// Color4D - public Color4D GetColor4DValue() - { - if(m_type != PropertyType.Float || m_rawValue == null) - return new Color4D(); - - //We may have a Color that's RGB, so still read it and set alpha to 1.0 - unsafe - { - fixed(byte* ptr = m_rawValue) - { - - if(m_rawValue.Length >= MemoryHelper.SizeOf()) - { - return MemoryHelper.Read(new IntPtr(ptr)); - } - else if(m_rawValue.Length >= MemoryHelper.SizeOf()) - { - return new Color4D(MemoryHelper.Read(new IntPtr(ptr)), 1.0f); - } - - } - } - - return new Color4D(); - } - - /// - /// Sets the property raw data as a Color4D. - /// - /// Color4D - /// True if successful, false otherwise - public bool SetColor4DValue(Color4D value) - { - if(m_type != PropertyType.Float) - return false; - - return SetValueAs(value); - } - - private unsafe T[] GetValueArrayAs(int count) where T : struct - { - int size = MemoryHelper.SizeOf(); - - if(m_rawValue != null && (m_rawValue.Length >= (size * count))) - { - T[] array = new T[count]; - fixed(byte* ptr = m_rawValue) - { - MemoryHelper.Read(new IntPtr(ptr), array, 0, count); - } - - return array; - } - - return null; - } - - private unsafe T GetValueAs() where T : struct - { - int size = MemoryHelper.SizeOf(); - - if(m_rawValue != null && m_rawValue.Length >= size) - { - fixed(byte* ptr = m_rawValue) - { - return MemoryHelper.Read(new IntPtr(ptr)); - } - } - - return default(T); - } - - private unsafe bool SetValueArrayAs(T[] data) where T : struct - { - if(data == null || data.Length == 0) - return false; - - int size = MemoryHelper.SizeOf(data); - - //Resize byte array if necessary - if(m_rawValue == null || m_rawValue.Length != size) - m_rawValue = new byte[size]; - - fixed(byte* ptr = m_rawValue) - MemoryHelper.Write(new IntPtr(ptr), data, 0, data.Length); - - return true; - } - - private unsafe bool SetValueAs(T value) where T : struct - { - int size = MemoryHelper.SizeOf(); - - //Resize byte array if necessary - if(m_rawValue == null || m_rawValue.Length != size) - m_rawValue = new byte[size]; - - fixed(byte* ptr = m_rawValue) - MemoryHelper.Write(new IntPtr(ptr), value); - - return true; - } - - private static unsafe String GetMaterialString(byte[] matPropData) - { - if(matPropData == null) - return String.Empty; - - fixed(byte* ptr = &matPropData[0]) - { - //String is stored as 32 bit length prefix THEN followed by zero-terminated UTF8 data (basically need to reconstruct an AiString) - AiString aiString; - aiString.Length = new UIntPtr((uint) MemoryHelper.Read(new IntPtr(ptr))); - - //Memcpy starting at dataPtr + sizeof(int) for length + 1 (to account for null terminator) - MemoryHelper.CopyMemory(new IntPtr(aiString.Data), MemoryHelper.AddIntPtr(new IntPtr(ptr), sizeof(int)), (int) aiString.Length.ToUInt32() + 1); - - return aiString.GetString(); - } - } - - private static unsafe byte[] SetMaterialString(String value, byte[] existing) - { - if(String.IsNullOrEmpty(value)) - return null; - - int stringSize = Encoding.UTF8.GetByteCount(value); - - if(stringSize < 0) - return null; - - int size = stringSize + 1 + sizeof(int); - byte[] data = existing; - - if(existing == null || existing.Length != size) - data = new byte[size]; - - fixed(byte* bytePtr = &data[0]) - { - MemoryHelper.Write(new IntPtr(bytePtr), stringSize); - byte[] utfBytes = Encoding.UTF8.GetBytes(value); - MemoryHelper.Write(new IntPtr(bytePtr + sizeof(int)), utfBytes, 0, utfBytes.Length); - //Last byte should be zero - } - - return data; - } - - [Conditional("DEBUG")] - private void AssertIsBaseName() - { - if (m_name == null) - return; - - Debug.Assert(!m_name.Contains(",")); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiMaterialProperty nativeValue) - { - nativeValue.Key = new AiString(m_name); - nativeValue.Type = m_type; - nativeValue.Index = (uint) m_texIndex; - nativeValue.Semantic = m_texType; - nativeValue.Data = IntPtr.Zero; - nativeValue.DataLength = 0; - - if(m_rawValue != null) - { - nativeValue.DataLength = (uint) m_rawValue.Length; - nativeValue.Data = MemoryHelper.ToNativeArray(m_rawValue); - } - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiMaterialProperty nativeValue) - { - m_name = AiString.GetString(nativeValue.Key); //Avoid struct copy - m_type = nativeValue.Type; - m_texIndex = (int) nativeValue.Index; - m_texType = nativeValue.Semantic; - m_rawValue = null; - - if(nativeValue.DataLength > 0 && nativeValue.Data != IntPtr.Zero) - m_rawValue = MemoryHelper.FromNativeArray(nativeValue.Data, (int) nativeValue.DataLength); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiMaterialProperty aiMatProp = MemoryHelper.Read(nativeValue); - - if(aiMatProp.DataLength > 0 && aiMatProp.Data != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMatProp.Data); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Matrix3x3.cs b/Dependencies/assimpnet/AssimpNet/Matrix3x3.cs deleted file mode 100644 index 8b0d0a3f..00000000 --- a/Dependencies/assimpnet/AssimpNet/Matrix3x3.cs +++ /dev/null @@ -1,732 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a 3x3 matrix. Assimp docs say their matrices are always row-major, - /// and it looks like they're only describing the memory layout. Matrices are treated - /// as column vectors however (X base in the first column, Y base the second, and Z base the third) - /// - [StructLayout(LayoutKind.Sequential)] - public struct Matrix3x3 : IEquatable - { - /// - /// Value at row 1, column 1 of the matrix - /// - public float A1; - - /// - /// Value at row 1, column 2 of the matrix - /// - public float A2; - - /// - /// Value at row 1, column 3 of the matrix - /// - public float A3; - - /// - /// Value at row 2, column 1 of the matrix - /// - public float B1; - - /// - /// Value at row 2, column 2 of the matrix - /// - public float B2; - - /// - /// Value at row 2, column 3 of the matrix - /// - public float B3; - - /// - /// Value at row 3, column 1 of the matrix - /// - public float C1; - - /// - /// Value at row 3, column 2 of the matrix - /// - public float C2; - - /// - /// Value at row 3, column 3 of the matrix - /// - public float C3; - - private static Matrix3x3 _identity = new Matrix3x3(1.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f); - - /// - /// Gets the identity matrix. - /// - public static Matrix3x3 Identity - { - get - { - return _identity; - } - } - - /// - /// Gets if this matrix is an identity matrix. - /// - public bool IsIdentity - { - get - { - float epsilon = 10e-3f; - - return (A2 <= epsilon && A2 >= -epsilon && - A3 <= epsilon && A3 >= -epsilon && - B1 <= epsilon && B1 >= -epsilon && - B3 <= epsilon && B3 >= -epsilon && - C1 <= epsilon && C1 >= -epsilon && - C2 <= epsilon && C2 >= -epsilon && - A1 <= 1.0f + epsilon && A1 >= 1.0f - epsilon && - B2 <= 1.0f + epsilon && B2 >= 1.0f - epsilon && - C3 <= 1.0f + epsilon && C3 >= 1.0f - epsilon); - } - } - - /// - /// Gets or sets the value at the specific one-based row, column - /// index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - /// out of range return a value of zero. - /// - /// - /// One-based Row index - /// One-based Column index - /// Matrix value - public float this[int i, int j] - { - get - { - switch(i) - { - case 1: - switch(j) - { - case 1: - return A1; - case 2: - return A2; - case 3: - return A3; - default: - return 0; - } - case 2: - switch(j) - { - case 1: - return B1; - case 2: - return B2; - case 3: - return B3; - default: - return 0; - } - case 3: - switch(j) - { - case 1: - return C1; - case 2: - return C2; - case 3: - return C3; - default: - return 0; - } - default: - return 0; - } - } - set - { - switch(i) - { - case 1: - switch(j) - { - case 1: - A1 = value; - break; - case 2: - A2 = value; - break; - case 3: - A3 = value; - break; - } - break; - case 2: - switch(j) - { - case 1: - B1 = value; - break; - case 2: - B2 = value; - break; - case 3: - B3 = value; - break; - } - break; - case 3: - switch(j) - { - case 1: - C1 = value; - break; - case 2: - C2 = value; - break; - case 3: - C3 = value; - break; - } - break; - } - } - } - - /// - /// Constructs a new Matrix3x3. - /// - /// Element at row 1, column 1 - /// Element at row 1, column 2 - /// Element at row 1, column 3 - /// Element at row 2, column 1 - /// Element at row 2, column 2 - /// Element at row 2, column 3 - /// Element at row 3, column 1 - /// Element at row 3, column 2 - /// Element at row 3, column 3 - public Matrix3x3(float a1, float a2, float a3, float b1, float b2, float b3, float c1, float c2, float c3) - { - this.A1 = a1; - this.A2 = a2; - this.A3 = a3; - this.B1 = b1; - this.B2 = b2; - this.B3 = b3; - this.C1 = c1; - this.C2 = c2; - this.C3 = c3; - } - - /// - /// Constructs a new Matrix3x3. - /// - /// A 4x4 matrix to construct from, only taking the rotation/scaling part. - public Matrix3x3(Matrix4x4 rotMatrix) - { - this.A1 = rotMatrix.A1; - this.A2 = rotMatrix.A2; - this.A3 = rotMatrix.A3; - - this.B1 = rotMatrix.B1; - this.B2 = rotMatrix.B2; - this.B3 = rotMatrix.B3; - - this.C1 = rotMatrix.C1; - this.C2 = rotMatrix.C2; - this.C3 = rotMatrix.C3; - } - - /// - /// Transposes this matrix (rows become columns, vice versa). - /// - public void Transpose() - { - Matrix3x3 m = new Matrix3x3(this); - - A2 = m.B1; - A3 = m.C1; - - B1 = m.A2; - B3 = m.C2; - - C1 = m.A3; - C2 = m.B3; - } - - /// - /// Inverts the matrix. If the matrix is *not* invertible all elements are set to . - /// - public void Inverse() - { - float det = Determinant(); - if(det == 0.0f) - { - // Matrix not invertible. Setting all elements to NaN is not really - // correct in a mathematical sense but it is easy to debug for the - // programmer. - A1 = float.NaN; - A2 = float.NaN; - A3 = float.NaN; - - B1 = float.NaN; - B2 = float.NaN; - B3 = float.NaN; - - C1 = float.NaN; - C2 = float.NaN; - C3 = float.NaN; - } - - float invDet = 1.0f / det; - - float a1 = invDet * (B2 * C3 - B3 * C2); - float a2 = -invDet * (A2 * C3 - A3 * C2); - float a3 = invDet * (A2 * B3 - A3 * B2); - - float b1 = -invDet * (B1 * C3 - B3 * C1); - float b2 = invDet * (A1 * C3 - A3 * C1); - float b3 = -invDet * (A1 * B3 - A3 * B1); - - float c1 = invDet * (B1 * C2 - B2 * C1); - float c2 = -invDet * (A1 * C2 - A2 * C1); - float c3 = invDet * (A1 * B2 - A2 * B1); - - A1 = a1; - A2 = a2; - A3 = a3; - - B1 = b1; - B2 = b2; - B3 = b3; - - C1 = c1; - C2 = c2; - C3 = c3; - } - - /// - /// Compute the determinant of this matrix. - /// - /// The determinant - public float Determinant() - { - return A1 * B2 * C3 - A1 * B3 * C2 + A2 * B3 * C1 - A2 * B1 * C3 + A3 * B1 * C2 - A3 * B2 * C1; - } - - /// - /// Creates a rotation matrix from a set of euler angles. - /// - /// Rotation angle about the x-axis, in radians. - /// Rotation angle about the y-axis, in radians. - /// Rotation angle about the z-axis, in radians. - /// The rotation matrix - public static Matrix3x3 FromEulerAnglesXYZ(float x, float y, float z) - { - float cr = (float) Math.Cos(x); - float sr = (float) Math.Sin(x); - float cp = (float) Math.Cos(y); - float sp = (float) Math.Sin(y); - float cy = (float) Math.Cos(z); - float sy = (float) Math.Sin(z); - - float srsp = sr * sp; - float crsp = cr * sp; - - Matrix3x3 m; - m.A1 = cp * cy; - m.A2 = cp * sy; - m.A3 = -sp; - - m.B1 = srsp * cy - cr * sy; - m.B2 = srsp * sy + cr * cy; - m.B3 = sr * cp; - - m.C1 = crsp * cy + sr * sy; - m.C2 = crsp * sy - sr * cy; - m.C3 = cr * cp; - - return m; - } - - /// - /// Creates a rotation matrix from a set of euler angles. - /// - /// Vector containing the rotation angles about the x, y, z axes, in radians. - /// The rotation matrix - public static Matrix3x3 FromEulerAnglesXYZ(Vector3D angles) - { - return Matrix3x3.FromEulerAnglesXYZ(angles.X, angles.Y, angles.Z); - } - - /// - /// Creates a rotation matrix for a rotation about the x-axis. - /// - /// Rotation angle in radians. - /// The rotation matrix - public static Matrix3x3 FromRotationX(float radians) - { - /* - | 1 0 0 | - M = | 0 cos(A) -sin(A) | - | 0 sin(A) cos(A) | - */ - Matrix3x3 m = Identity; - m.B2 = m.C3 = (float) Math.Cos(radians); - m.C2 = (float) Math.Sin(radians); - m.B3 = -m.C2; - return m; - } - - /// - /// Creates a rotation matrix for a rotation about the y-axis. - /// - /// Rotation angle in radians. - /// The rotation matrix - public static Matrix3x3 FromRotationY(float radians) - { - /* - | cos(A) 0 sin(A) | - M = | 0 1 0 | - | -sin(A) 0 cos(A) | - */ - Matrix3x3 m = Identity; - m.A1 = m.C3 = (float) Math.Cos(radians); - m.A3 = (float) Math.Sin(radians); - m.C1 = -m.A3; - return m; - } - - /// - /// Creates a rotation matrix for a rotation about the z-axis. - /// - /// Rotation angle in radians. - /// The rotation matrix - public static Matrix3x3 FromRotationZ(float radians) - { - /* - | cos(A) -sin(A) 0 | - M = | sin(A) cos(A) 0 | - | 0 0 1 | - */ - Matrix3x3 m = Identity; - m.A1 = m.B2 = (float) Math.Cos(radians); - m.B1 = (float) Math.Sin(radians); - m.A2 = -m.B1; - return m; - } - - /// - /// Creates a rotation matrix for a rotation about an arbitrary axis. - /// - /// Rotation angle, in radians - /// Rotation axis, which should be a normalized vector. - /// The rotation matrix - public static Matrix3x3 FromAngleAxis(float radians, Vector3D axis) - { - float x = axis.X; - float y = axis.Y; - float z = axis.Z; - - float sin = (float) System.Math.Sin((double) radians); - float cos = (float) System.Math.Cos((double) radians); - - float xx = x * x; - float yy = y * y; - float zz = z * z; - float xy = x * y; - float xz = x * z; - float yz = y * z; - - Matrix3x3 m; - m.A1 = xx + (cos * (1.0f - xx)); - m.B1 = (xy - (cos * xy)) + (sin * z); - m.C1 = (xz - (cos * xz)) - (sin * y); - - m.A2 = (xy - (cos * xy)) - (sin * z); - m.B2 = yy + (cos * (1.0f - yy)); - m.C2 = (yz - (cos * yz)) + (sin * x); - - m.A3 = (xz - (cos * xz)) + (sin * y); - m.B3 = (yz - (cos * yz)) - (sin * x); - m.C3 = zz + (cos * (1.0f - zz)); - - return m; - } - - /// - /// Creates a scaling matrix. - /// - /// Scaling vector - /// The scaling vector - public static Matrix3x3 FromScaling(Vector3D scaling) - { - Matrix3x3 m = Identity; - m.A1 = scaling.X; - m.B2 = scaling.Y; - m.C3 = scaling.Z; - return m; - } - - /// - /// Creates a rotation matrix that rotates a vector called "from" into another - /// vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - /// - /// "Efficiently Building a Matrix to Rotate One Vector to Another" - /// Journal of Graphics Tools, 4(4):1-4, 1999 - /// - /// - /// Starting vector - /// Ending vector - /// Rotation matrix to rotate from the start to end. - public static Matrix3x3 FromToMatrix(Vector3D from, Vector3D to) - { - float e = Vector3D.Dot(from, to); - float f = (e < 0) ? -e : e; - - Matrix3x3 m = Identity; - - //"from" and "to" vectors almost parallel - if(f > 1.0f - 0.00001f) - { - Vector3D u, v; //Temp variables - Vector3D x; //Vector almost orthogonal to "from" - - x.X = (from.X > 0.0f) ? from.X : -from.X; - x.Y = (from.Y > 0.0f) ? from.Y : -from.Y; - x.Z = (from.Z > 0.0f) ? from.Z : -from.Z; - - if(x.X < x.Y) - { - if(x.X < x.Z) - { - x.X = 1.0f; - x.Y = 0.0f; - x.Z = 0.0f; - } - else - { - x.X = 0.0f; - x.Y = 0.0f; - x.Z = 1.0f; - } - } - else - { - if(x.Y < x.Z) - { - x.X = 0.0f; - x.Y = 1.0f; - x.Z = 0.0f; - } - else - { - x.X = 0.0f; - x.Y = 0.0f; - x.Z = 1.0f; - } - } - - u.X = x.X - from.X; - u.Y = x.Y - from.Y; - u.Z = x.Z - from.Z; - - v.X = x.X - to.X; - v.Y = x.Y - to.Y; - v.Z = x.Z - to.Z; - - float c1 = 2.0f / Vector3D.Dot(u, u); - float c2 = 2.0f / Vector3D.Dot(v, v); - float c3 = c1 * c2 * Vector3D.Dot(u, v); - - for(int i = 1; i < 4; i++) - { - for(int j = 1; j < 4; j++) - { - //This is somewhat unreadable, but the indices for u, v vectors are "zero-based" while - //matrix indices are "one-based" always subtract by one to index those - m[i, j] = -c1 * u[i - 1] * u[j - 1] - c2 * v[i - 1] * v[j - 1] + c3 * v[i - 1] * u[j - 1]; - } - m[i, i] += 1.0f; - } - - } - else - { - //Most common case, unless "from" = "to" or "from" =- "to" - Vector3D v = Vector3D.Cross(from, to); - - //Hand optimized version (9 mults less) by Gottfried Chen - float h = 1.0f / (1.0f + e); - float hvx = h * v.X; - float hvz = h * v.Z; - float hvxy = hvx * v.Y; - float hvxz = hvx * v.Z; - float hvyz = hvz * v.Y; - - m.A1 = e + hvx * v.X; - m.A2 = hvxy - v.Z; - m.A3 = hvxz + v.Y; - - m.B1 = hvxy + v.Z; - m.B2 = e + h * v.Y * v.Y; - m.B3 = hvyz - v.X; - - m.C1 = hvxz - v.Y; - m.C2 = hvyz + v.X; - m.C3 = e + hvz * v.Z; - } - - return m; - } - - /// - /// Tests equality between two matrices. - /// - /// First matrix - /// Second matrix - /// True if the matrices are equal, false otherwise - public static bool operator ==(Matrix3x3 a, Matrix3x3 b) - { - return (((a.A1 == b.A1) && (a.A2 == b.A2) && (a.A3 == b.A3)) - && ((a.B1 == b.B1) && (a.B2 == b.B2) && (a.B3 == b.B3)) - && ((a.C1 == b.C1) && (a.C2 == b.C2) && (a.C3 == b.C3))); - } - - /// - /// Tests inequality between two matrices. - /// - /// First matrix - /// Second matrix - /// True if the matrices are not equal, false otherwise - public static bool operator !=(Matrix3x3 a, Matrix3x3 b) - { - return (((a.A1 != b.A1) || (a.A2 != b.A2) || (a.A3 != b.A3)) - || ((a.B1 != b.B1) || (a.B2 != b.B2) || (a.B3 != b.B3)) - || ((a.C1 != b.C1) || (a.C2 != b.C2) || (a.C3 != b.C3))); - } - - - /// - /// Performs matrix multiplication.Multiplication order is B x A. That way, SRT concatenations - /// are left to right. - /// - /// First matrix - /// Second matrix - /// Multiplied matrix - public static Matrix3x3 operator *(Matrix3x3 a, Matrix3x3 b) - { - return new Matrix3x3(a.A1 * b.A1 + a.B1 * b.A2 + a.C1 * b.A3, - a.A2 * b.A1 + a.B2 * b.A2 + a.C2 * b.A3, - a.A3 * b.A1 + a.B3 * b.A2 + a.C3 * b.A3, - a.A1 * b.B1 + a.B1 * b.B2 + a.C1 * b.B3, - a.A2 * b.B1 + a.B2 * b.B2 + a.C2 * b.B3, - a.A3 * b.B1 + a.B3 * b.B2 + a.C3 * b.B3, - a.A1 * b.C1 + a.B1 * b.C2 + a.C1 * b.C3, - a.A2 * b.C1 + a.B2 * b.C2 + a.C2 * b.C3, - a.A3 * b.C1 + a.B3 * b.C2 + a.C3 * b.C3); - } - - /// - /// Implicit conversion from a 4x4 matrix to a 3x3 matrix. - /// - /// 4x4 matrix - /// 3x3 matrix - public static implicit operator Matrix3x3(Matrix4x4 mat) - { - Matrix3x3 m; - m.A1 = mat.A1; - m.A2 = mat.A2; - m.A3 = mat.A3; - - m.B1 = mat.B1; - m.B2 = mat.B2; - m.B3 = mat.B3; - - m.C1 = mat.C1; - m.C2 = mat.C2; - m.C3 = mat.C3; - return m; - } - - /// - /// Tests equality between this matrix and another. - /// - /// Other matrix to test - /// True if the matrices are equal, false otherwise - public bool Equals(Matrix3x3 other) - { - return (((A1 == other.A1) && (A2 == other.A2) && (A3 == other.A3)) - && ((B1 == other.B1) && (B2 == other.B2) && (B3 == other.B3)) - && ((C1 == other.C1) && (C2 == other.C2) && (C3 == other.C3))); - } - - /// - /// Determines whether the specified is equal to this instance. - /// - /// The to compare with this instance. - /// - /// true if the specified is equal to this instance; otherwise, false. - /// - public override bool Equals(Object obj) - { - if(obj is Matrix3x3) - { - return Equals((Matrix3x3) obj); - } - return false; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return A1.GetHashCode() + A2.GetHashCode() + A3.GetHashCode() + B1.GetHashCode() + B2.GetHashCode() + B3.GetHashCode() + - C1.GetHashCode() + C2.GetHashCode() + C3.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override String ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - Object[] args = new object[] { A1.ToString(info), A2.ToString(info), A3.ToString(info), - B1.ToString(info), B2.ToString(info), B3.ToString(info), - C1.ToString(info), C2.ToString(info), C3.ToString(info)}; - return String.Format(info, "{{[A1:{0} A2:{1} A3:{2}] [B1:{3} B2:{4} B3:{5}] [C1:{6} C2:{7} C3:{8}]}}", args); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Matrix4x4.cs b/Dependencies/assimpnet/AssimpNet/Matrix4x4.cs deleted file mode 100644 index 67c87cc2..00000000 --- a/Dependencies/assimpnet/AssimpNet/Matrix4x4.cs +++ /dev/null @@ -1,922 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a 4x4 column-vector matrix (X base is the first column, Y base is the second, Z base the third, and translation the fourth). - /// Memory layout is row major. Right handed conventions are used by default. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Matrix4x4 : IEquatable - { - /// - /// Value at row 1, column 1 of the matrix - /// - public float A1; - - /// - /// Value at row 1, column 2 of the matrix - /// - public float A2; - - /// - /// Value at row 1, column 3 of the matrix - /// - public float A3; - - /// - /// Value at row 1, column 4 of the matrix - /// - public float A4; - - /// - /// Value at row 2, column 1 of the matrix - /// - public float B1; - - /// - /// Value at row 2, column 2 of the matrix - /// - public float B2; - - /// - /// Value at row 2, column 3 of the matrix - /// - public float B3; - - /// - /// Value at row 2, column 4 of the matrix - /// - public float B4; - - /// - /// Value at row 3, column 1 of the matrix - /// - public float C1; - - /// - /// Value at row 3, column 2 of the matrix - /// - public float C2; - - /// - /// Value at row 3, column 3 of the matrix - /// - public float C3; - - /// - /// Value at row 3, column 4 of the matrix - /// - public float C4; - - /// - /// Value at row 4, column 1 of the matrix - /// - public float D1; - - /// - /// Value at row 4, column 2 of the matrix - /// - public float D2; - - /// - /// Value at row 4, column 3 of the matrix - /// - public float D3; - - /// - /// Value at row 4, column 4 of the matrix - /// - public float D4; - - private static Matrix4x4 _identity = new Matrix4x4(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); - - /// - /// Gets the identity matrix. - /// - public static Matrix4x4 Identity - { - get - { - return _identity; - } - } - - /// - /// Gets if this matrix is an identity matrix. - /// - public bool IsIdentity - { - get - { - float epsilon = 10e-3f; - - return (A2 <= epsilon && A2 >= -epsilon && - A3 <= epsilon && A3 >= -epsilon && - A4 <= epsilon && A4 >= -epsilon && - B1 <= epsilon && B1 >= -epsilon && - B3 <= epsilon && B3 >= -epsilon && - B4 <= epsilon && B4 >= -epsilon && - C1 <= epsilon && C1 >= -epsilon && - C2 <= epsilon && C2 >= -epsilon && - C4 <= epsilon && C4 >= -epsilon && - D1 <= epsilon && D1 >= -epsilon && - D2 <= epsilon && D2 >= -epsilon && - D3 <= epsilon && D3 >= -epsilon && - A1 <= 1.0f + epsilon && A1 >= 1.0f - epsilon && - B2 <= 1.0f + epsilon && B2 >= 1.0f - epsilon && - C3 <= 1.0f + epsilon && C3 >= 1.0f - epsilon && - D4 <= 1.0f + epsilon && D4 >= 1.0f - epsilon); - } - } - - /// - /// Gets or sets the value at the specific one-based row, column - /// index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - /// out of range return a value of zero. - /// - /// - /// One-based Row index - /// One-based Column index - /// Matrix value - public float this[int i, int j] - { - get - { - switch(i) - { - case 1: - switch(j) - { - case 1: - return A1; - case 2: - return A2; - case 3: - return A3; - case 4: - return A4; - default: - return 0; - } - case 2: - switch(j) - { - case 1: - return B1; - case 2: - return B2; - case 3: - return B3; - case 4: - return B4; - default: - return 0; - } - case 3: - switch(j) - { - case 1: - return C1; - case 2: - return C2; - case 3: - return C3; - case 4: - return C4; - default: - return 0; - } - case 4: - switch(j) - { - case 1: - return D1; - case 2: - return D2; - case 3: - return D3; - case 4: - return D4; - default: - return 0; - } - default: - return 0; - } - } - set - { - switch(i) - { - case 1: - switch(j) - { - case 1: - A1 = value; - break; - case 2: - A2 = value; - break; - case 3: - A3 = value; - break; - case 4: - A4 = value; - break; - } - break; - case 2: - switch(j) - { - case 1: - B1 = value; - break; - case 2: - B2 = value; - break; - case 3: - B3 = value; - break; - case 4: - B4 = value; - break; - } - break; - case 3: - switch(j) - { - case 1: - C1 = value; - break; - case 2: - C2 = value; - break; - case 3: - C3 = value; - break; - case 4: - C4 = value; - break; - } - break; - case 4: - switch(j) - { - case 1: - D1 = value; - break; - case 2: - D2 = value; - break; - case 3: - D3 = value; - break; - case 4: - D4 = value; - break; - } - break; - } - } - } - - /// - /// Constructs a new Matrix4x4. - /// - /// Element at row 1, column 1 - /// Element at row 1, column 2 - /// Element at row 1, column 3 - /// Element at row 1, column 4 - /// Element at row 2, column 1 - /// Element at row 2, column 2 - /// Element at row 2, column 3 - /// Element at row 2, column 4 - /// Element at row 3, column 1 - /// Element at row 3, column 2 - /// Element at row 3, column 3 - /// Element at row 3, column 4 - /// Element at row 4, column 1 - /// Element at row 4, column 2 - /// Element at row 4, column 3 - /// Element at row 4, column 4 - public Matrix4x4(float a1, float a2, float a3, float a4, float b1, float b2, float b3, float b4, - float c1, float c2, float c3, float c4, float d1, float d2, float d3, float d4) - { - this.A1 = a1; - this.A2 = a2; - this.A3 = a3; - this.A4 = a4; - - this.B1 = b1; - this.B2 = b2; - this.B3 = b3; - this.B4 = b4; - - this.C1 = c1; - this.C2 = c2; - this.C3 = c3; - this.C4 = c4; - - this.D1 = d1; - this.D2 = d2; - this.D3 = d3; - this.D4 = d4; - } - - /// - /// Constructs a new Matrix4x4. - /// - /// Rotation matrix to copy values from. - public Matrix4x4(Matrix3x3 rotMatrix) - { - this.A1 = rotMatrix.A1; - this.A2 = rotMatrix.A2; - this.A3 = rotMatrix.A3; - this.A4 = 0; - - this.B1 = rotMatrix.B1; - this.B2 = rotMatrix.B2; - this.B3 = rotMatrix.B3; - this.B4 = 0; - - this.C1 = rotMatrix.C1; - this.C2 = rotMatrix.C2; - this.C3 = rotMatrix.C3; - this.C4 = 0; - - this.D1 = 0; - this.D2 = 0; - this.D3 = 0; - this.D4 = 1; - } - - /// - /// Transposes this matrix (rows become columns, vice versa). - /// - public void Transpose() - { - Matrix4x4 m = new Matrix4x4(this); - m.A4 = A4; - m.B4 = B4; - m.C4 = C4; - m.D1 = D1; - m.D2 = D2; - m.D3 = D3; - - A2 = m.B1; - A3 = m.C1; - A4 = m.D1; - - B1 = m.A2; - B3 = m.C2; - B4 = m.D2; - - C1 = m.A3; - C2 = m.B3; - C4 = m.D3; - - D1 = m.A4; - D2 = m.B4; - D3 = m.C4; - } - - /// - /// Inverts the matrix. If the matrix is *not* invertible all elements are set to . - /// - public void Inverse() - { - float det = Determinant(); - if(det == 0.0f) - { - // Matrix not invertible. Setting all elements to NaN is not really - // correct in a mathematical sense but it is easy to debug for the - // programmer. - A1 = float.NaN; - A2 = float.NaN; - A3 = float.NaN; - A4 = float.NaN; - - B1 = float.NaN; - B2 = float.NaN; - B3 = float.NaN; - B4 = float.NaN; - - C1 = float.NaN; - C2 = float.NaN; - C3 = float.NaN; - C4 = float.NaN; - - D1 = float.NaN; - D2 = float.NaN; - D3 = float.NaN; - D4 = float.NaN; - } - - float invDet = 1.0f / det; - - float a1 = invDet * (B2 * (C3 * D4 - C4 * D3) + B3 * (C4 * D2 - C2 * D4) + B4 * (C2 * D3 - C3 * D2)); - float a2 = -invDet * (A2 * (C3 * D4 - C4 * D3) + A3 * (C4 * D2 - C2 * D4) + A4 * (C2 * D3 - C3 * D2)); - float a3 = invDet * (A2 * (B3 * D4 - B4 * D3) + A3 * (B4 * D2 - B2 * D4) + A4 * (B2 * D3 - B3 * D2)); - float a4 = -invDet * (A2 * (B3 * C4 - B4 * C3) + A3 * (B4 * C2 - B2 * C4) + A4 * (B2 * C3 - B3 * C2)); - - float b1 = -invDet * (B1 * (C3 * D4 - C4 * D3) + B3 * (C4 * D1 - C1 * D4) + B4 * (C1 * D3 - C3 * D1)); - float b2 = invDet * (A1 * (C3 * D4 - C4 * D3) + A3 * (C4 * D1 - C1 * D4) + A4 * (C1 * D3 - C3 * D1)); - float b3 = -invDet * (A1 * (B3 * D4 - B4 * D3) + A3 * (B4 * D1 - B1 * D4) + A4 * (B1 * D3 - B3 * D1)); - float b4 = invDet * (A1 * (B3 * C4 - B4 * C3) + A3 * (B4 * C1 - B1 * C4) + A4 * (B1 * C3 - B3 * C1)); - - float c1 = invDet * (B1 * (C2 * D4 - C4 * D2) + B2 * (C4 * D1 - C1 * D4) + B4 * (C1 * D2 - C2 * D1)); - float c2 = -invDet * (A1 * (C2 * D4 - C4 * D2) + A2 * (C4 * D1 - C1 * D4) + A4 * (C1 * D2 - C2 * D1)); - float c3 = invDet * (A1 * (B2 * D4 - B4 * D2) + A2 * (B4 * D1 - B1 * D4) + A4 * (B1 * D2 - B2 * D1)); - float c4 = -invDet * (A1 * (B2 * C4 - B4 * C2) + A2 * (B4 * C1 - B1 * C4) + A4 * (B1 * C2 - B2 * C1)); - - float d1 = -invDet * (B1 * (C2 * D3 - C3 * D2) + B2 * (C3 * D1 - C1 * D3) + B3 * (C1 * D2 - C2 * D1)); - float d2 = invDet * (A1 * (C2 * D3 - C3 * D2) + A2 * (C3 * D1 - C1 * D3) + A3 * (C1 * D2 - C2 * D1)); - float d3 = -invDet * (A1 * (B2 * D3 - B3 * D2) + A2 * (B3 * D1 - B1 * D3) + A3 * (B1 * D2 - B2 * D1)); - float d4 = invDet * (A1 * (B2 * C3 - B3 * C2) + A2 * (B3 * C1 - B1 * C3) + A3 * (B1 * C2 - B2 * C1)); - - A1 = a1; - A2 = a2; - A3 = a3; - A4 = a4; - - B1 = b1; - B2 = b2; - B3 = b3; - B4 = b4; - - C1 = c1; - C2 = c2; - C3 = c3; - C4 = c4; - - D1 = d1; - D2 = d2; - D3 = d3; - D4 = d4; - } - - /// - /// Compute the determinant of this matrix. - /// - /// The determinant - public float Determinant() - { - return A1 * B2 * C3 * D4 - A1 * B2 * C4 * D3 + A1 * B3 * C4 * D2 - A1 * B3 * C2 * D4 - + A1 * B4 * C2 * D3 - A1 * B4 * C3 * D2 - A2 * B3 * C4 * D1 + A2 * B3 * C1 * D4 - - A2 * B4 * C1 * D3 + A2 * B4 * C3 * D1 - A2 * B1 * C3 * D4 + A2 * B1 * C4 * D3 - + A3 * B4 * C1 * D2 - A3 * B4 * C2 * D1 + A3 * B1 * C2 * D4 - A3 * B1 * C4 * D2 - + A3 * B2 * C4 * D1 - A3 * B2 * C1 * D4 - A4 * B1 * C2 * D3 + A4 * B1 * C3 * D2 - - A4 * B2 * C3 * D1 + A4 * B2 * C1 * D3 - A4 * B3 * C1 * D2 + A4 * B3 * C2 * D1; - } - - - /// - /// Decomposes a transformation matrix into its original scale, rotation, and translation components. The - /// scaling vector receives the scaling for the x, y, z axes. The rotation is returned as a hamilton quaternion. And - /// the translation is the output position for the x, y, z axes. - /// - /// Vector to hold the scaling component - /// Quaternion to hold the rotation component - /// Vector to hold the translation component - public void Decompose(out Vector3D scaling, out Quaternion rotation, out Vector3D translation) - { - //Extract the translation - translation.X = A4; - translation.Y = B4; - translation.Z = C4; - - //Extract row vectors of the matrix - Vector3D row1 = new Vector3D(A1, A2, A3); - Vector3D row2 = new Vector3D(B1, B2, B3); - Vector3D row3 = new Vector3D(C1, C2, C3); - - //Extract the scaling factors - scaling.X = row1.Length(); - scaling.Y = row2.Length(); - scaling.Z = row3.Length(); - - //Handle negative scaling - if(Determinant() < 0) - { - scaling.X = -scaling.X; - scaling.Y = -scaling.Y; - scaling.Z = -scaling.Z; - } - - //Remove scaling from the matrix - if(scaling.X != 0) - { - row1 /= scaling.X; - } - - if(scaling.Y != 0) - { - row2 /= scaling.Y; - } - - if(scaling.Z != 0) - { - row3 /= scaling.Z; - } - - - //Build 3x3 rot matrix, convert it to quaternion - Matrix3x3 rotMat = new Matrix3x3(row1.X, row1.Y, row1.Z, - row2.X, row2.Y, row2.Z, - row3.X, row3.Y, row3.Z); - - rotation = new Quaternion(rotMat); - } - - /// - /// Decomposes a transformation matrix with no scaling. The rotation is returned as a hamilton - /// quaternion. The translation receives the output position for the x, y, z axes. - /// - /// Quaternion to hold the rotation component - /// Vector to hold the translation component - public void DecomposeNoScaling(out Quaternion rotation, out Vector3D translation) - { - - //Extract translation - translation.X = A4; - translation.Y = B4; - translation.Z = C4; - - rotation = new Quaternion(new Matrix3x3(this)); - } - - /// - /// Creates a rotation matrix from a set of euler angles. - /// - /// Rotation angle about the x-axis, in radians. - /// Rotation angle about the y-axis, in radians. - /// Rotation angle about the z-axis, in radians. - /// The rotation matrix - public static Matrix4x4 FromEulerAnglesXYZ(float x, float y, float z) - { - float cr = (float) Math.Cos(x); - float sr = (float) Math.Sin(x); - float cp = (float) Math.Cos(y); - float sp = (float) Math.Sin(y); - float cy = (float) Math.Cos(z); - float sy = (float) Math.Sin(z); - - float srsp = sr * sp; - float crsp = cr * sp; - - Matrix4x4 m; - m.A1 = cp * cy; - m.A2 = cp * sy; - m.A3 = -sp; - m.A4 = 0.0f; - - m.B1 = srsp * cy - cr * sy; - m.B2 = srsp * sy + cr * cy; - m.B3 = sr * cp; - m.B4 = 0.0f; - - m.C1 = crsp * cy + sr * sy; - m.C2 = crsp * sy - sr * cy; - m.C3 = cr * cp; - m.C4 = 0.0f; - - m.D1 = 0.0f; - m.D2 = 0.0f; - m.D3 = 0.0f; - m.D4 = 1.0f; - - return m; - } - - /// - /// Creates a rotation matrix from a set of euler angles. - /// - /// Vector containing the rotation angles about the x, y, z axes, in radians. - /// The rotation matrix - public static Matrix4x4 FromEulerAnglesXYZ(Vector3D angles) - { - return Matrix4x4.FromEulerAnglesXYZ(angles.X, angles.Y, angles.Z); - } - - /// - /// Creates a rotation matrix for a rotation about the x-axis. - /// - /// Rotation angle in radians. - /// The rotation matrix - public static Matrix4x4 FromRotationX(float radians) - { - /* - | 1 0 0 0 | - M = | 0 cos(A) -sin(A) 0 | - | 0 sin(A) cos(A) 0 | - | 0 0 0 1 | - */ - Matrix4x4 m = Identity; - m.B2 = m.C3 = (float) Math.Cos(radians); - m.C2 = (float) Math.Sin(radians); - m.B3 = -m.C2; - return m; - } - - /// - /// Creates a rotation matrix for a rotation about the y-axis. - /// - /// Rotation angle in radians. - /// The rotation matrix - public static Matrix4x4 FromRotationY(float radians) - { - /* - | cos(A) 0 sin(A) 0 | - M = | 0 1 0 0 | - | -sin(A) 0 cos(A) 0 | - | 0 0 0 1 | - */ - Matrix4x4 m = Identity; - m.A1 = m.C3 = (float) Math.Cos(radians); - m.A3 = (float) Math.Sin(radians); - m.C1 = -m.A3; - return m; - } - - /// - /// Creates a rotation matrix for a rotation about the z-axis. - /// - /// Rotation angle in radians. - /// The rotation matrix - public static Matrix4x4 FromRotationZ(float radians) - { - /* - | cos(A) -sin(A) 0 0 | - M = | sin(A) cos(A) 0 0 | - | 0 0 1 0 | - | 0 0 0 1 | - */ - Matrix4x4 m = Identity; - m.A1 = m.B2 = (float) Math.Cos(radians); - m.B1 = (float) Math.Sin(radians); - m.A2 = -m.B1; - return m; - } - - /// - /// Creates a rotation matrix for a rotation about an arbitrary axis. - /// - /// Rotation angle, in radians - /// Rotation axis, which should be a normalized vector. - /// The rotation matrix - public static Matrix4x4 FromAngleAxis(float radians, Vector3D axis) - { - float x = axis.X; - float y = axis.Y; - float z = axis.Z; - - float sin = (float) System.Math.Sin((double) radians); - float cos = (float) System.Math.Cos((double) radians); - - float xx = x * x; - float yy = y * y; - float zz = z * z; - float xy = x * y; - float xz = x * z; - float yz = y * z; - - Matrix4x4 m; - m.A1 = xx + (cos * (1.0f - xx)); - m.B1 = (xy - (cos * xy)) + (sin * z); - m.C1 = (xz - (cos * xz)) - (sin * y); - m.D1 = 0.0f; - - m.A2 = (xy - (cos * xy)) - (sin * z); - m.B2 = yy + (cos * (1.0f - yy)); - m.C2 = (yz - (cos * yz)) + (sin * x); - m.D2 = 0.0f; - - m.A3 = (xz - (cos * xz)) + (sin * y); - m.B3 = (yz - (cos * yz)) - (sin * x); - m.C3 = zz + (cos * (1.0f - zz)); - m.D3 = 0.0f; - - m.A4 = 0.0f; - m.B4 = 0.0f; - m.C4 = 0.0f; - m.D4 = 1.0f; - - return m; - } - - /// - /// Creates a translation matrix. - /// - /// Translation vector - /// The translation matrix - public static Matrix4x4 FromTranslation(Vector3D translation) - { - Matrix4x4 m = Identity; - m.A4 = translation.X; - m.B4 = translation.Y; - m.C4 = translation.Z; - return m; - } - - /// - /// Creates a scaling matrix. - /// - /// Scaling vector - /// The scaling vector - public static Matrix4x4 FromScaling(Vector3D scaling) - { - Matrix4x4 m = Identity; - m.A1 = scaling.X; - m.B2 = scaling.Y; - m.C3 = scaling.Z; - return m; - } - - /// - /// Creates a rotation matrix that rotates a vector called "from" into another - /// vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - /// - /// "Efficiently Building a Matrix to Rotate One Vector to Another" - /// Journal of Graphics Tools, 4(4):1-4, 1999 - /// - /// - /// Starting vector - /// Ending vector - /// Rotation matrix to rotate from the start to end. - public static Matrix4x4 FromToMatrix(Vector3D from, Vector3D to) - { - Matrix3x3 m3 = Matrix3x3.FromToMatrix(from, to); - - return new Matrix4x4(m3); - } - - /// - /// Tests equality between two matrices. - /// - /// First matrix - /// Second matrix - /// True if the matrices are equal, false otherwise - public static bool operator ==(Matrix4x4 a, Matrix4x4 b) - { - return (((a.A1 == b.A1) && (a.A2 == b.A2) && (a.A3 == b.A3) && (a.A4 == b.A4)) - && ((a.B1 == b.B1) && (a.B2 == b.B2) && (a.B3 == b.B3) && (a.B4 == b.B4)) - && ((a.C1 == b.C1) && (a.C2 == b.C2) && (a.C3 == b.C3) && (a.C4 == b.C4)) - && ((a.D1 == b.D1) && (a.D2 == b.D2) && (a.D3 == b.D3) && (a.D4 == b.D4))); - } - - /// - /// Tests inequality between two matrices. - /// - /// First matrix - /// Second matrix - /// True if the matrices are not equal, false otherwise - public static bool operator !=(Matrix4x4 a, Matrix4x4 b) - { - return (((a.A1 != b.A1) || (a.A2 != b.A2) || (a.A3 != b.A3) || (a.A4 != b.A4)) - || ((a.B1 != b.B1) || (a.B2 != b.B2) || (a.B3 != b.B3) || (a.B4 != b.B4)) - || ((a.C1 != b.C1) || (a.C2 != b.C2) || (a.C3 != b.C3) || (a.C4 != b.C4)) - || ((a.D1 != b.D1) || (a.D2 != b.D2) || (a.D3 != b.D3) || (a.D4 != b.D4))); - } - - - /// - /// Performs matrix multiplication. Multiplication order is B x A. That way, SRT concatenations - /// are left to right. - /// - /// First matrix - /// Second matrix - /// Multiplied matrix - public static Matrix4x4 operator *(Matrix4x4 a, Matrix4x4 b) - { - return new Matrix4x4(a.A1 * b.A1 + a.B1 * b.A2 + a.C1 * b.A3 + a.D1 * b.A4, - a.A2 * b.A1 + a.B2 * b.A2 + a.C2 * b.A3 + a.D2 * b.A4, - a.A3 * b.A1 + a.B3 * b.A2 + a.C3 * b.A3 + a.D3 * b.A4, - a.A4 * b.A1 + a.B4 * b.A2 + a.C4 * b.A3 + a.D4 * b.A4, - a.A1 * b.B1 + a.B1 * b.B2 + a.C1 * b.B3 + a.D1 * b.B4, - a.A2 * b.B1 + a.B2 * b.B2 + a.C2 * b.B3 + a.D2 * b.B4, - a.A3 * b.B1 + a.B3 * b.B2 + a.C3 * b.B3 + a.D3 * b.B4, - a.A4 * b.B1 + a.B4 * b.B2 + a.C4 * b.B3 + a.D4 * b.B4, - a.A1 * b.C1 + a.B1 * b.C2 + a.C1 * b.C3 + a.D1 * b.C4, - a.A2 * b.C1 + a.B2 * b.C2 + a.C2 * b.C3 + a.D2 * b.C4, - a.A3 * b.C1 + a.B3 * b.C2 + a.C3 * b.C3 + a.D3 * b.C4, - a.A4 * b.C1 + a.B4 * b.C2 + a.C4 * b.C3 + a.D4 * b.C4, - a.A1 * b.D1 + a.B1 * b.D2 + a.C1 * b.D3 + a.D1 * b.D4, - a.A2 * b.D1 + a.B2 * b.D2 + a.C2 * b.D3 + a.D2 * b.D4, - a.A3 * b.D1 + a.B3 * b.D2 + a.C3 * b.D3 + a.D3 * b.D4, - a.A4 * b.D1 + a.B4 * b.D2 + a.C4 * b.D3 + a.D4 * b.D4); - } - - /// - /// Implicit conversion from a 3x3 matrix to a 4x4 matrix. - /// - /// 3x3 matrix - /// 4x4 matrix - public static implicit operator Matrix4x4(Matrix3x3 mat) - { - Matrix4x4 m; - m.A1 = mat.A1; - m.A2 = mat.A2; - m.A3 = mat.A3; - m.A4 = 0.0f; - - m.B1 = mat.B1; - m.B2 = mat.B2; - m.B3 = mat.B3; - m.B4 = 0.0f; - - m.C1 = mat.C1; - m.C2 = mat.C2; - m.C3 = mat.C3; - m.C4 = 0.0f; - - m.D1 = 0.0f; - m.D2 = 0.0f; - m.D3 = 0.0f; - m.D4 = 1.0f; - - return m; - } - - /// - /// Tests equality between this matrix and another. - /// - /// Other matrix to test - /// True if the matrices are equal, false otherwise - public bool Equals(Matrix4x4 other) - { - return (((A1 == other.A1) && (A2 == other.A2) && (A3 == other.A3) && (A4 == other.A4)) - && ((B1 == other.B1) && (B2 == other.B2) && (B3 == other.B3) && (B4 == other.B4)) - && ((C1 == other.C1) && (C2 == other.C2) && (C3 == other.C3) && (C4 == other.C4)) - && ((D1 == other.D1) && (D2 == other.D2) && (D3 == other.D3) && (D4 == other.D4))); - } - - /// - /// Determines whether the specified is equal to this instance. - /// - /// The to compare with this instance. - /// - /// true if the specified is equal to this instance; otherwise, false. - /// - public override bool Equals(Object obj) - { - if(obj is Matrix4x4) - { - return Equals((Matrix4x4) obj); - } - return false; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return A1.GetHashCode() + A2.GetHashCode() + A3.GetHashCode() + A4.GetHashCode() + B1.GetHashCode() + B2.GetHashCode() + B3.GetHashCode() + B4.GetHashCode() + - C1.GetHashCode() + C2.GetHashCode() + C3.GetHashCode() + C4.GetHashCode() + D1.GetHashCode() + D2.GetHashCode() + D3.GetHashCode() + D4.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override String ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - Object[] args = new object[] { A1.ToString(info), A2.ToString(info), A3.ToString(info), A4.ToString(info), - B1.ToString(info), B2.ToString(info), B3.ToString(info), B4.ToString(info), - C1.ToString(info), C2.ToString(info), C3.ToString(info), C4.ToString(info), - D1.ToString(info), D2.ToString(info), D3.ToString(info), D4.ToString(info) }; - return String.Format(info, "{{[A1:{0} A2:{1} A3:{2} A4:{3}] [B1:{4} B2:{5} B3:{6} B4:{7}] [C1:{8} C2:{9} C3:{10} C4:{11}] [D1:{12} D2:{13} D3:{14} D4:{15}]}}", args); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/MemoryHelper.cs b/Dependencies/assimpnet/AssimpNet/MemoryHelper.cs deleted file mode 100644 index b8977dc4..00000000 --- a/Dependencies/assimpnet/AssimpNet/MemoryHelper.cs +++ /dev/null @@ -1,1089 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Runtime.InteropServices; -using System.Collections; -using System.Collections.Generic; -using System.Reflection; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Delegate for performing unmanaged memory cleanup. - /// - /// Location in unmanaged memory of the value to cleanup - /// True if the unmanaged memory should be freed, false otherwise - public delegate void FreeNativeDelegate(IntPtr nativeValue, bool freeNative); - - /// - /// Helper static class containing functions that aid dealing with unmanaged memory to managed memory conversions. - /// - public static class MemoryHelper - { - private static Dictionary s_customMarshalers = new Dictionary(); - private static Dictionary s_pinnedObjects = new Dictionary(); - - #region Marshaling Interop - - /// - /// Marshals an array of managed values to a c-style unmanaged array (void*). - /// - /// Managed type - /// Native type - /// Array of managed values - /// Pointer to unmanaged memory - public static IntPtr ToNativeArray(Managed[] managedArray) - where Managed : class, IMarshalable, new() - where Native : struct - { - return ToNativeArray(managedArray, false); - } - - /// - /// Marshals an array of managed values to a c-style unmanaged array (void*). This also can optionally marshal to - /// an unmanaged array of pointers (void**). - /// - /// Managed type - /// Native type - /// Array of managed values - /// True if the pointer is an array of pointers, false otherwise. - /// Pointer to unmanaged memory - public static IntPtr ToNativeArray(Managed[] managedArray, bool arrayOfPointers) - where Managed : class, IMarshalable, new() - where Native : struct - { - if(managedArray == null || managedArray.Length == 0) - return IntPtr.Zero; - - bool isNativeBlittable = IsNativeBlittable(managedArray); - int sizeofNative = (isNativeBlittable) ? SizeOf() : MarshalSizeOf(); - - //If the pointer is a void** we need to step by the pointer size, otherwise it's just a void* and step by the type size. - int stride = (arrayOfPointers) ? IntPtr.Size : sizeofNative; - IntPtr nativeArray = (arrayOfPointers) ? AllocateMemory(managedArray.Length * IntPtr.Size) : AllocateMemory(managedArray.Length * sizeofNative); - - for(int i = 0; i < managedArray.Length; i++) - { - IntPtr currPos = AddIntPtr(nativeArray, stride * i); - - Managed managedValue = managedArray[i]; - - //Setup unmanaged data - do the actual ToNative later on, that way we can pass the thisPtr if the object is a pointer type. - Native nativeValue = default(Native); - - //If array of pointers, each entry is a pointer so allocate memory, fill it, and write pointer to array, - //otherwise just write the data to the array location - if(arrayOfPointers) - { - IntPtr ptr = IntPtr.Zero; - - //If managed value is null, write out a NULL ptr rather than wasting our time here - if(managedValue != null) - { - ptr = AllocateMemory(sizeofNative); - - managedValue.ToNative(ptr, out nativeValue); - - if(isNativeBlittable) - { - Write(ptr, nativeValue); - } - else - { - MarshalPointer(nativeValue, ptr); - } - } - - Write(currPos, ptr); - } - else - { - - if(managedArray != null) - managedValue.ToNative(IntPtr.Zero, out nativeValue); - - if(isNativeBlittable) - { - Write(currPos, nativeValue); - } - else - { - MarshalPointer(nativeValue, currPos); - } - } - } - - return nativeArray; - } - - /// - /// Marshals an array of managed values from a c-style unmanaged array (void*). - /// - /// Managed type - /// Native type - /// Pointer to unmanaged memory - /// Number of elements to marshal - /// Marshaled managed values - public static Managed[] FromNativeArray(IntPtr nativeArray, int length) - where Managed : class, IMarshalable, new() - where Native : struct - { - return FromNativeArray(nativeArray, length, false); - } - - /// - /// Marshals an array of managed values from a c-style unmanaged array (void*). This also can optionally marshal from - /// an unmanaged array of pointers (void**). - /// - /// Managed type - /// Native type - /// Pointer to unmanaged memory - /// Number of elements to marshal - /// True if the pointer is an array of pointers, false otherwise. - /// Marshaled managed values - public static Managed[] FromNativeArray(IntPtr nativeArray, int length, bool arrayOfPointers) - where Managed : class, IMarshalable, new() - where Native : struct - { - if(nativeArray == IntPtr.Zero || length == 0) - return new Managed[0]; - - //If the pointer is a void** we need to step by the pointer size, otherwise it's just a void* and step by the type size. - int stride = (arrayOfPointers) ? IntPtr.Size : MarshalSizeOf(); - Type nativeValueType = typeof(Native); - Managed[] managedArray = new Managed[length]; - - for(int i = 0; i < length; i++) - { - IntPtr currPos = AddIntPtr(nativeArray, stride * i); - - //If pointer is a void**, read the current position to get the proper pointer - if(arrayOfPointers) - currPos = Read(currPos); - - Managed managedValue = Activator.CreateInstance(); - - //Marshal structure from the currentPointer position - Native nativeValue; - - if(managedValue.IsNativeBlittable) - { - nativeValue = Read(currPos); - } - else - { - MarshalStructure(currPos, out nativeValue); - } - - //Populate managed data - managedValue.FromNative(nativeValue); - - managedArray[i] = managedValue; - } - - return managedArray; - } - - /// - /// Marshals an array of blittable structs to a c-style unmanaged array (void*). This should not be used on non-blittable types - /// that require marshaling by the runtime (e.g. has MarshalAs attributes). - /// - /// Struct type - /// Managed array of structs - /// Pointer to unmanaged memory - public static IntPtr ToNativeArray(T[] managedArray) where T : struct - { - if(managedArray == null || managedArray.Length == 0) - return IntPtr.Zero; - - IntPtr ptr = AllocateMemory(SizeOf() * managedArray.Length); - - Write(ptr, managedArray, 0, managedArray.Length); - - return ptr; - } - - /// - /// Marshals an array of blittable structs from a c-style unmanaged array (void*). This should not be used on non-blittable types - /// that require marshaling by the runtime (e.g. has MarshalAs attributes). - /// - /// Struct type - /// Pointer to unmanaged memory - /// Number of elements to read - /// Managed array - public static T[] FromNativeArray(IntPtr nativeArray, int length) where T : struct - { - if(nativeArray == IntPtr.Zero || length == 0) - return new T[0]; - - T[] managedArray = new T[length]; - - Read(nativeArray, managedArray, 0, length); - - return managedArray; - } - - /// - /// Frees an unmanaged array and performs cleanup for each value. This can be used on any type that can be - /// marshaled into unmanaged memory. - /// - /// Struct type - /// Pointer to unmanaged memory - /// Number of elements to free - /// Delegate that performs the necessary cleanup - public static void FreeNativeArray(IntPtr nativeArray, int length, FreeNativeDelegate action) where T : struct - { - FreeNativeArray(nativeArray, length, action, false); - } - - /// - /// Frees an unmanaged array and performs cleanup for each value. Optionally can free an array of pointers. This can be used on any type that can be - /// marshaled into unmanaged memory. - /// - /// Struct type - /// Pointer to unmanaged memory - /// Number of elements to free - /// Delegate that performs the necessary cleanup - /// True if the pointer is an array of pointers, false otherwise. - public static void FreeNativeArray(IntPtr nativeArray, int length, FreeNativeDelegate action, bool arrayOfPointers) where T : struct - { - if(nativeArray == IntPtr.Zero || length == 0 || action == null) - return; - - //If the pointer is a void** we need tp step by the pointer eize, otherwise its just a void* and step by the type size - int stride = (arrayOfPointers) ? IntPtr.Size : MarshalSizeOf(); - - for(int i = 0; i < length; i++) - { - IntPtr currPos = AddIntPtr(nativeArray, stride * i); - - //If pointer is a void**, read the current position to get the proper pointer - if(arrayOfPointers) - currPos = Read(currPos); - - //Invoke cleanup - action(currPos, arrayOfPointers); - } - - FreeMemory(nativeArray); - } - - /// - /// Marshals a managed value to unmanaged memory. - /// - /// Managed type - /// Unmanaged type - /// Managed value to marshal - /// Pointer to unmanaged memory - public static IntPtr ToNativePointer(Managed managedValue) - where Managed : class, IMarshalable, new() - where Native : struct - { - - if(managedValue == null) - return IntPtr.Zero; - - int sizeofNative = (managedValue.IsNativeBlittable) ? SizeOf() : MarshalSizeOf(); - - //Allocate memory - IntPtr ptr = AllocateMemory(sizeofNative); - - //Setup unmanaged data - Native nativeValue; - managedValue.ToNative(ptr, out nativeValue); - - if(managedValue.IsNativeBlittable) - { - Write(ptr, nativeValue); - } - else - { - MarshalPointer(nativeValue, ptr); - } - - return ptr; - } - - /// - /// Marshals a managed value from unmanaged memory. - /// - /// Managed type - /// Unmanaged type - /// Pointer to unmanaged memory - /// The marshaled managed value - public static Managed FromNativePointer(IntPtr ptr) - where Managed : class, IMarshalable, new() - where Native : struct - { - - if(ptr == IntPtr.Zero) - return null; - - Managed managedValue = Activator.CreateInstance(); - - //Marshal pointer to structure - Native nativeValue; - - if(managedValue.IsNativeBlittable) - { - Read(ptr, out nativeValue); - } - else - { - MarshalStructure(ptr, out nativeValue); - } - - //Populate managed value - managedValue.FromNative(nativeValue); - - return managedValue; - } - - /// - /// Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - /// use the read methods for blittable types. - /// - /// Struct type - /// Pointer to marshal - /// The marshaled structure - public static void MarshalStructure(IntPtr ptr, out T value) where T : struct - { - if(ptr == IntPtr.Zero) - value = default(T); - - Type type = typeof(T); - - INativeCustomMarshaler marshaler; - if (HasNativeCustomMarshaler(type, out marshaler)) - { - value = (T)marshaler.MarshalNativeToManaged(ptr); - return; - } - -#if NETSTANDARD1_3 - value = Marshal.PtrToStructure(ptr); -#else - value = (T) Marshal.PtrToStructure(ptr, type); -#endif - } - - /// - /// Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - /// use the read methods for blittable types. - /// - /// Struct type - /// Pointer to marshal - /// The marshaled structure - public static T MarshalStructure(IntPtr ptr) where T : struct - { - if(ptr == IntPtr.Zero) - return default(T); - - Type type = typeof(T); - - INativeCustomMarshaler marshaler; - if (HasNativeCustomMarshaler(type, out marshaler)) - return (T) marshaler.MarshalNativeToManaged(ptr); - -#if NETSTANDARD1_3 - return Marshal.PtrToStructure(ptr); -#else - return (T) Marshal.PtrToStructure(ptr, type); -#endif - } - - /// - /// Convienence method for marshaling a structure to a pointer. Only use if the type is not blittable, otherwise - /// use the write methods for blittable types. - /// - /// Struct type - /// Struct to marshal - /// Pointer to unmanaged chunk of memory which must be allocated prior to this call - public static void MarshalPointer(in T value, IntPtr ptr) where T : struct - { - if (ptr == IntPtr.Zero) - return; - - INativeCustomMarshaler marshaler; - if (HasNativeCustomMarshaler(typeof(T), out marshaler)) - { - marshaler.MarshalManagedToNative((Object)value, ptr); - return; - } - -#if NETSTANDARD1_3 - Marshal.StructureToPtr(value, ptr, true); -#else - Marshal.StructureToPtr((Object)value, ptr, true); -#endif - } - - /// - /// Computes the size of the struct type using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - /// (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - /// - /// Struct type - /// Size of the struct in bytes. - public static unsafe int MarshalSizeOf() where T : struct - { - Type type = typeof(T); - - INativeCustomMarshaler marshaler; - if (HasNativeCustomMarshaler(type, out marshaler)) - return marshaler.NativeDataSize; - -#if NETSTANDARD1_3 - return Marshal.SizeOf(); -#else - return Marshal.SizeOf(type); -#endif - } - - /// - /// Computes the size of the struct array using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - /// (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - /// - /// Struct type - /// Array of structs - /// Total size, in bytes, of the array's contents. - public static int MarshalSizeOf(T[] array) where T : struct - { - return array == null ? 0 : array.Length * MarshalSizeOf(); - } - -#endregion - - #region Memory Interop (Shared code from other Projects) - - /// - /// Pins an object in memory, which allows a pointer to it to be returned. While the object remains pinned the runtime - /// cannot move the object around in memory, which may degrade performance. - /// - /// Object to pin. - /// Pointer to pinned object's memory location. - public static IntPtr PinObject(Object obj) - { - lock(s_pinnedObjects) - { - GCHandle handle; - if(!s_pinnedObjects.TryGetValue(obj, out handle)) - { - handle = GCHandle.Alloc(obj, GCHandleType.Pinned); - s_pinnedObjects.Add(obj, handle); - } - - return handle.AddrOfPinnedObject(); - } - } - - /// - /// Unpins an object in memory, allowing it to once again freely be moved around by the runtime. - /// - /// Object to unpin. - public static void UnpinObject(Object obj) - { - lock(s_pinnedObjects) - { - GCHandle handle; - if(s_pinnedObjects.TryGetValue(obj, out handle)) - { - handle.Free(); - s_pinnedObjects.Remove(obj); - } - } - } - - - /// - /// Convienence method to dispose all items in the collection - /// - /// IDisposable type - /// Collection of disposables - public static void DisposeCollection(ICollection collection) where T : IDisposable - { - if(collection == null) - return; - - //Check if it's a list, so we can avoid having to call the enumerator - IList list = collection as IList; - - if(list != null) - { - for(int i = 0; i < list.Count; i++) - { - IDisposable disposable = list[i]; - if(disposable != null) - disposable.Dispose(); - } - } - else - { - //Otherwise enumerate the collection - foreach(IDisposable disposable in collection) - { - if(disposable != null) - disposable.Dispose(); - } - } - } - - /// - /// Casts an underlying value type to an enum type, WITHOUT first casting the value to an Object. So this avoid boxing the value. - /// - /// Underlying value type. - /// Enum type. - /// Value to cast. - /// Enum value. - public static T CastToEnum(V value) where V : unmanaged where T : Enum - { - return MemoryInterop.As(ref value); - } - - /// - /// Allocates unmanaged memory. This memory should only be freed by this helper. - /// - /// Size to allocate - /// Alignment of the memory, by default aligned along 16-byte boundary. - /// Pointer to the allocated unmanaged memory. - public static unsafe IntPtr AllocateMemory(int sizeInBytes, int alignment = 16) - { - int mask = alignment - 1; - IntPtr rawPtr = Marshal.AllocHGlobal(sizeInBytes + mask + IntPtr.Size); - long ptr = (long) ((byte*) rawPtr + sizeof(void*) + mask) & ~mask; - ((IntPtr*) ptr)[-1] = rawPtr; - - return new IntPtr(ptr); - } - - /// - /// Allocates unmanaged memory that is cleared to a certain value. This memory should only be freed by this helper. - /// - /// Size to allocate - /// Value the memory will be cleared to, by default zero. - /// Alignment of the memory, by default aligned along 16-byte boundary. - /// Pointer to the allocated unmanaged memory. - public static unsafe IntPtr AllocateClearedMemory(int sizeInBytes, byte clearValue = 0, int alignment = 16) - { - IntPtr ptr = AllocateMemory(sizeInBytes, alignment); - ClearMemory(ptr, clearValue, sizeInBytes); - return ptr; - } - - /// - /// Frees unmanaged memory that was allocated by this helper. - /// - /// Pointer to unmanaged memory to free. - public static unsafe void FreeMemory(IntPtr memoryPtr) - { - if(memoryPtr == IntPtr.Zero) - return; - - Marshal.FreeHGlobal(((IntPtr*) memoryPtr)[-1]); - } - - /// - /// Checks if the memory is aligned to the specified alignment. - /// - /// Pointer to the memory - /// Alignment value, by defauly 16-byte - /// True if is aligned, false otherwise. - public static bool IsMemoryAligned(IntPtr memoryPtr, int alignment = 16) - { - int mask = alignment - 1; - return (memoryPtr.ToInt64() & mask) == 0; - } - - /// - /// Swaps the value between two references. - /// - /// Type of data to swap. - /// First reference - /// Second reference - public static void Swap(ref T left, ref T right) - { - T temp = left; - left = right; - right = temp; - } - - /// - /// Computes a hash code using the FNV modified algorithmm. - /// - /// Byte data to hash. - /// Hash code for the data. - public static int ComputeFNVModifiedHashCode(byte[] data) - { - if(data == null || data.Length == 0) - return 0; - - unchecked - { - uint p = 16777619; - uint hash = 2166136261; - - for(int i = 0; i < data.Length; i++) - hash = (hash ^ data[i]) * p; - - hash += hash << 13; - hash ^= hash >> 7; - hash += hash << 3; - hash ^= hash >> 17; - hash += hash << 5; - - return (int) hash; - } - } - - /// - /// Reads a stream until the end is reached into a byte array. Based on - /// Jon Skeet's implementation. - /// It is up to the caller to dispose of the stream. - /// - /// Stream to read all bytes from - /// Initial buffer length, default is 32K - /// The byte array containing all the bytes from the stream - public static byte[] ReadStreamFully(Stream stream, int initialLength) - { - if(initialLength < 1) - { - initialLength = 32768; //Init to 32K if not a valid initial length - } - - byte[] buffer = new byte[initialLength]; - int position = 0; - int chunk; - - while((chunk = stream.Read(buffer, position, buffer.Length - position)) > 0) - { - position += chunk; - - //If we reached the end of the buffer check to see if there's more info - if(position == buffer.Length) - { - int nextByte = stream.ReadByte(); - - //If -1 we reached the end of the stream - if(nextByte == -1) - { - return buffer; - } - - //Not at the end, need to resize the buffer - byte[] newBuffer = new byte[buffer.Length * 2]; - Array.Copy(buffer, newBuffer, buffer.Length); - newBuffer[position] = (byte) nextByte; - buffer = newBuffer; - position++; - } - } - - //Trim the buffer before returning - byte[] toReturn = new byte[position]; - Array.Copy(buffer, toReturn, position); - return toReturn; - } - - /// - /// Compares two arrays of bytes for equivalence. - /// - /// First array of data. - /// Second array of data. - /// True if both arrays contain the same data, false otherwise. - public static bool Compare(byte[] firstData, byte[] secondData) - { - if(Object.ReferenceEquals(firstData, secondData)) - return true; - - if(Object.ReferenceEquals(firstData, null) || Object.ReferenceEquals(secondData, null)) - return false; - - if(firstData.Length != secondData.Length) - return false; - - for(int i = 0; i < firstData.Length; i++) - { - if(firstData[i] != secondData[i]) - return false; - } - - return true; - } - - /// - /// Clears the memory to the specified value. - /// - /// Pointer to the memory. - /// Value the memory will be cleared to. - /// Number of bytes, starting from the memory pointer, to clear. - public static unsafe void ClearMemory(IntPtr memoryPtr, byte clearValue, int sizeInBytesToClear) - { - MemoryInterop.MemSetUnalignedInline((void*) memoryPtr, clearValue, (uint) sizeInBytesToClear); - } - - /// - /// Computes the size of the struct type. - /// - /// Struct type - /// Size of the struct in bytes. - public static unsafe int SizeOf() where T : struct - { - return MemoryInterop.SizeOfInline(); - } - - /// - /// Casts the by-ref value into a pointer. - /// - /// Struct type. - /// By-ref value. - /// Pointer to the value. - public static unsafe IntPtr AsPointer(ref T src) where T : struct - { - return MemoryInterop.AsPointerInline(ref src); - } - - /// - /// Casts the readonly by-ref value into a pointer. - /// - /// Struct type. - /// By-ref value. - /// Pointer to the value. - public static unsafe IntPtr AsPointerReadonly(in T src) where T : struct - { - return MemoryInterop.AsPointerReadonlyInline(in src); - } - - /// - /// Casts the pointer into a by-ref value of the specified type. - /// - /// Struct type. - /// Memory location. - /// By-ref value. - public static unsafe ref T AsRef(IntPtr pSrc) where T : struct - { - return ref MemoryInterop.AsRef(pSrc); - } - - /// - /// Casts one by-ref type to another, unsafely. - /// - /// From struct type - /// To struct type - /// Source by-ref value. - /// Reference as the from type. - public static ref TTo As(ref TFrom src) where TFrom : struct where TTo : struct - { - return ref MemoryInterop.As(ref src); - } - - /// - /// Casts one readonly by-ref type to another, unsafely. - /// - /// From struct type - /// To struct type - /// Source by-ref value. - /// Reference as the from type. - public static ref readonly TTo AsReadonly(in TFrom src) where TFrom : struct where TTo : struct - { - return ref MemoryInterop.AsReadonly(in src); - } - - /// - /// Computes the size of the struct array. - /// - /// Struct type - /// Array of structs - /// Total size, in bytes, of the array's contents. - public static int SizeOf(T[] array) where T : struct - { - return array == null ? 0 : array.Length * MemoryInterop.SizeOfInline(); - } - - /// - /// Adds an offset to the pointer. - /// - /// Pointer - /// Offset - /// Pointer plus the offset - public static IntPtr AddIntPtr(IntPtr ptr, int offset) - { - return new IntPtr(ptr.ToInt64() + offset); - } - - /// - /// Performs a memcopy that copies data from the memory pointed to by the source pointer to the memory pointer by the destination pointer. - /// - /// Destination memory location - /// Source memory location - /// Number of bytes to copy - public static unsafe void CopyMemory(IntPtr pDest, IntPtr pSrc, int sizeInBytesToCopy) - { - MemoryInterop.MemCopyUnalignedInline((void*) pDest, (void*) pSrc, (uint) sizeInBytesToCopy); - } - - /// - /// Returns the number of elements in the enumerable. - /// - /// Type of element in collection. - /// Enumerable collection - /// The number of elements in the enumerable collection. - public static int Count(IEnumerable source) - { - if(source == null) - throw new ArgumentNullException("source"); - - ICollection coll = source as ICollection; - if(coll != null) - return coll.Count; - - ICollection otherColl = source as ICollection; - if(otherColl != null) - return otherColl.Count; - -#if NETSTANDARD1_3 - IReadOnlyCollection roColl = source as IReadOnlyCollection; - if(roColl != null) - return roColl.Count; -#endif - - int count = 0; - using(IEnumerator enumerator = source.GetEnumerator()) - { - while(enumerator.MoveNext()) - count++; - } - - return count; - } - - /// - /// Converts typed element array to a byte array. - /// - /// Struct type - /// Element array - /// Byte array copy or null if the source array was not valid. - public static unsafe byte[] ToByteArray(T[] source) where T : struct - { - if(source == null || source.Length == 0) - return null; - - byte[] buffer = new byte[MemoryInterop.SizeOfInline() * source.Length]; - - fixed (void* pBuffer = buffer) - { - Write((IntPtr) pBuffer, source, 0, source.Length); - } - - return buffer; - } - - /// - /// Converts a byte array to a typed element array. - /// - /// Struct type - /// Byte array - /// Typed element array or null if the source array was not valid. - public static unsafe T[] FromByteArray(byte[] source) where T : struct - { - if(source == null || source.Length == 0) - return null; - - T[] buffer = new T[(int) Math.Floor(((double) source.Length) / ((double) MemoryInterop.SizeOfInline()))]; - - fixed (void* pBuffer = source) - { - Read((IntPtr) pBuffer, buffer, 0, buffer.Length); - } - - return buffer; - } - - /// - /// Copies bytes from a byte array to an element array. - /// - /// Struct type - /// Source byte array - /// Starting index in destination array - /// Destination element array - /// Starting index in destination array - /// Number of elements to copy - public static unsafe void CopyBytes(byte[] srcArray, int srcStartIndex, T[] destArray, int destStartIndex, int count) where T : struct - { - if(srcArray == null || srcArray.Length == 0 || destArray == null || destArray.Length == 0) - return; - - int byteCount = MemoryInterop.SizeOfInline() * count; - - if(srcStartIndex < 0 || (srcStartIndex + byteCount) > srcArray.Length || destStartIndex < 0 || (destStartIndex + count) > destArray.Length) - return; - - fixed (void* pBuffer = &srcArray[srcStartIndex]) - { - Read((IntPtr) pBuffer, destArray, destStartIndex, count); - } - } - - /// - /// Copies bytes from an element array to a byte array. - /// - /// Struct type - /// Source element array - /// Starting index in source array - /// Destination byte array - /// Starting index in destination array - /// Number of elements to copy - public static unsafe void CopyBytes(T[] srcArray, int srcStartIndex, byte[] destArray, int destStartIndex, int count) where T : struct - { - if(srcArray == null || srcArray.Length == 0 || destArray == null || destArray.Length == 0) - return; - - int byteCount = MemoryInterop.SizeOfInline() * count; - - if(srcStartIndex < 0 || (srcStartIndex + count) > srcArray.Length || destStartIndex < 0 || (destStartIndex + byteCount) > destArray.Length) - return; - - fixed (void* pBuffer = &destArray[destStartIndex]) - { - Write((IntPtr) pBuffer, srcArray, srcStartIndex, count); - } - } - - /// - /// Reads data from the memory location into the array. - /// - /// Struct type - /// Pointer to memory location - /// Array to store the copied data - /// Zero-based element index to start writing data to in the element array. - /// Number of elements to copy - public static unsafe void Read(IntPtr pSrc, T[] data, int startIndexInArray, int count) where T : struct - { - MemoryInterop.ReadArrayUnaligned(pSrc, data, startIndexInArray, count); - } - - /// - /// Reads a single element from the memory location. - /// - /// Struct type - /// Pointer to memory location - /// The read value - public static unsafe T Read(IntPtr pSrc) where T : struct - { - return MemoryInterop.ReadInline((void*) pSrc); - } - - /// - /// Reads a single element from the memory location. - /// - /// Struct type - /// Pointer to memory location - /// The read value. - public static unsafe void Read(IntPtr pSrc, out T value) where T : struct - { - value = MemoryInterop.ReadInline((void*) pSrc); - } - - /// - /// Writes data from the array to the memory location. - /// - /// Struct type - /// Pointer to memory location - /// Array containing data to write - /// Zero-based element index to start reading data from in the element array. - /// Number of elements to copy - public static unsafe void Write(IntPtr pDest, T[] data, int startIndexInArray, int count) where T : struct - { - MemoryInterop.WriteArrayUnaligned(pDest, data, startIndexInArray, count); - } - - /// - /// Writes a single element to the memory location. - /// - /// Struct type - /// Pointer to memory location - /// The value to write - public static unsafe void Write(IntPtr pDest, in T data) where T : struct - { - MemoryInterop.WriteInline((void*) pDest, in data); - } - - #endregion - - #region Misc - - //Helper for asking if the IMarshalable's native struct is blittable. - private static bool IsNativeBlittable(Managed managedValue) - where Managed : class, IMarshalable, new() - where Native : struct - { - - return (managedValue != null) ? managedValue.IsNativeBlittable : false; - } - - //Helper for asking if the IMarshalable's in the array have native structs that are blittable. - private static bool IsNativeBlittable(Managed[] managedArray) - where Managed : class, IMarshalable, new() - where Native : struct - { - - if(managedArray == null || managedArray.Length == 0) - return false; - - for(int i = 0; i < managedArray.Length; i++) - { - Managed managedValue = managedArray[i]; - - if(managedValue != null) - return managedValue.IsNativeBlittable; - } - - return false; - } - - //Helper for getting a native custom marshaler - private static bool HasNativeCustomMarshaler(Type type, out INativeCustomMarshaler marshaler) - { - marshaler = null; - - if (type == null) - return false; - - lock(s_customMarshalers) - { - if(!s_customMarshalers.TryGetValue(type, out marshaler)) - { - Object[] customAttributes = PlatformHelper.GetCustomAttributes(type, typeof(NativeCustomMarshalerAttribute), false); - if(customAttributes.Length != 0) - marshaler = (customAttributes[0] as NativeCustomMarshalerAttribute).Marshaler; - - s_customMarshalers.Add(type, marshaler); - } - } - - return marshaler != null; - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Mesh.cs b/Dependencies/assimpnet/AssimpNet/Mesh.cs deleted file mode 100644 index 95032f0c..00000000 --- a/Dependencies/assimpnet/AssimpNet/Mesh.cs +++ /dev/null @@ -1,860 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// A mesh represents geometry with a single material. - /// - public sealed class Mesh : IMarshalable - { - private String m_name; - private PrimitiveType m_primitiveType; - private int m_materialIndex; - private List m_vertices; - private List m_normals; - private List m_tangents; - private List m_bitangents; - private List m_faces; - private List[] m_colors; - private List[] m_texCoords; - private int[] m_texComponentCount; - private List m_bones; - private List m_meshAttachments; - private MeshMorphingMethod m_morphMethod; - - /// - /// Gets or sets the mesh name. This tends to be used - /// when formats name nodes and meshes independently, - /// vertex animations refer to meshes by their names, - /// or importers split meshes up, each mesh will reference - /// the same (dummy) name. - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets or sets the primitive type. This may contain more than one - /// type unless if - /// option is not set. - /// - public PrimitiveType PrimitiveType - { - get - { - return m_primitiveType; - } - set - { - m_primitiveType = value; - } - } - - /// - /// Gets or sets the index of the material associated with this mesh. - /// - public int MaterialIndex - { - get - { - return m_materialIndex; - } - set - { - m_materialIndex = value; - } - } - - /// - /// Gets the number of vertices in this mesh. This is the count that all - /// per-vertex lists should be the size of. - /// - public int VertexCount - { - get - { - return m_vertices.Count; - } - } - - /// - /// Gets if the mesh has a vertex array. This should always return - /// true provided no special scene flags are set. - /// - public bool HasVertices - { - get - { - return m_vertices.Count > 0; - } - } - - /// - /// Gets the vertex position list. - /// - public List Vertices - { - get - { - return m_vertices; - } - } - - /// - /// Gets if the mesh as normals. If it does exist, the count should be the same as the vertex count. - /// - public bool HasNormals - { - get - { - return m_normals.Count > 0; - } - } - - /// - /// Gets the vertex normal list. - /// - public List Normals - { - get - { - return m_normals; - } - } - - /// - /// Gets if the mesh has tangents and bitangents. It is not - /// possible for one to be without the other. If it does exist, the count should be the same as the vertex count. - /// - public bool HasTangentBasis - { - get - { - return m_tangents.Count > 0 && m_bitangents.Count > 0; - } - } - - /// - /// Gets the vertex tangent list. - /// - public List Tangents - { - get - { - return m_tangents; - } - } - - /// - /// Gets the vertex bitangent list. - /// - public List BiTangents - { - get - { - return m_bitangents; - } - } - - /// - /// Gets the number of faces contained in the mesh. - /// - public int FaceCount - { - get - { - return m_faces.Count; - } - } - - /// - /// Gets if the mesh contains faces. If no special - /// scene flags are set, this should always return true. - /// - public bool HasFaces - { - get - { - return m_faces.Count > 0; - } - } - - /// - /// Gets the mesh's faces. Each face will contain indices - /// to the vertices. - /// - public List Faces - { - get - { - return m_faces; - } - } - - /// - /// Gets the number of valid vertex color channels contained in the - /// mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - /// should be the size of . - /// - public int VertexColorChannelCount - { - get - { - int count = 0; - for(int i = 0; i < m_colors.Length; i++) - { - if(HasVertexColors(i)) - count++; - } - - return count; - } - } - - /// - /// Gets the number of valid texture coordinate channels contained - /// in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - /// Each individual channel should be the size of . - /// - public int TextureCoordinateChannelCount - { - get - { - int count = 0; - for(int i = 0; i < m_texCoords.Length; i++) - { - if(HasTextureCoords(i)) - count++; - } - - return count; - } - } - - /// - /// Gets the array that contains each vertex color channels, by default all are lists of zero (but can be set to null). Each index - /// in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - /// - public List[] VertexColorChannels - { - get - { - return m_colors; - } - } - - /// - /// Gets the array that contains each texture coordinate channel, by default all are lists of zero (but can be set to null). Each index - /// in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - /// - public List[] TextureCoordinateChannels - { - get - { - return m_texCoords; - } - } - - /// - /// Gets the array that contains the count of UV(W) components for each texture coordinate channel, usually 2 (UV) or 3 (UVW). A component - /// value of zero means the texture coordinate channel does not exist. The channel index (index in the array) corresponds - /// to the texture coordinate channel index. - /// - public int[] UVComponentCount - { - get - { - return m_texComponentCount; - } - } - - /// - /// Gets the number of bones that influence this mesh. - /// - public int BoneCount - { - get - { - return m_bones.Count; - } - } - - /// - /// Gets if this mesh has bones. - /// - public bool HasBones - { - get - { - return m_bones.Count > 0; - } - } - - /// - /// Gets the bones that influence this mesh. - /// - public List Bones - { - get - { - return m_bones; - } - } - - /// - /// Gets the number of mesh animation attachments that influence this mesh. - /// - public int MeshAnimationAttachmentCount - { - get - { - return m_meshAttachments.Count; - } - } - - /// - /// Gets if this mesh has mesh animation attachments. - /// - public bool HasMeshAnimationAttachments - { - get - { - return m_meshAttachments.Count > 0; - } - } - - /// - /// Gets the mesh animation attachments that influence this mesh. - /// - public List MeshAnimationAttachments - { - get - { - return m_meshAttachments; - } - } - - /// - /// Gets or sets the morph method used when animation attachments are used. - /// - public MeshMorphingMethod MorphMethod - { - get - { - return m_morphMethod; - } - set - { - m_morphMethod = value; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Mesh() : this(String.Empty, PrimitiveType.Triangle) { } - - /// - /// Constructs a new instance of the class. - /// - /// Name of the mesh. - public Mesh(String name) : this(name, PrimitiveType.Triangle) { } - - /// - /// Constructs a new instance of the class. - /// - /// Primitive types contained in the mesh. - public Mesh(PrimitiveType primType) : this(String.Empty, primType) { } - - /// - /// Constructs a new instance of the class. - /// - /// Name of the mesh - /// Primitive types contained in the mesh. - public Mesh(String name, PrimitiveType primType) - { - m_name = name; - m_primitiveType = primType; - m_materialIndex = 0; - m_morphMethod = MeshMorphingMethod.None; - - m_vertices = new List(); - m_normals = new List(); - m_tangents = new List(); - m_bitangents = new List(); - m_colors = new List[AiDefines.AI_MAX_NUMBER_OF_COLOR_SETS]; - - for(int i = 0; i < m_colors.Length; i++) - { - m_colors[i] = new List(); - } - - m_texCoords = new List[AiDefines.AI_MAX_NUMBER_OF_TEXTURECOORDS]; - - for(int i = 0; i < m_texCoords.Length; i++) - { - m_texCoords[i] = new List(); - } - - m_texComponentCount = new int[AiDefines.AI_MAX_NUMBER_OF_TEXTURECOORDS]; - m_bones = new List(); - m_faces = new List(); - m_meshAttachments = new List(); - } - - /// - /// Checks if the mesh has vertex colors for the specified channel. This returns false if the list - /// is null or empty. The channel, if it exists, should contain the same number of entries as . - /// - /// Channel index - /// True if vertex colors are present in the channel. - public bool HasVertexColors(int channelIndex) - { - if(channelIndex >= m_colors.Length || channelIndex < 0) - return false; - - List colors = m_colors[channelIndex]; - - if(colors != null) - return colors.Count > 0; - - return false; - } - - /// - /// Checks if the mesh has texture coordinates for the specified channel. This returns false if the list - /// is null or empty. The channel, if it exists, should contain the same number of entries as . - /// - /// Channel index - /// True if texture coordinates are present in the channel. - public bool HasTextureCoords(int channelIndex) - { - if(channelIndex >= m_texCoords.Length || channelIndex < 0) - return false; - - List texCoords = m_texCoords[channelIndex]; - - if(texCoords != null) - return texCoords.Count > 0; - - return false; - } - - /// - /// Convienence method for setting this meshe's face list from an index buffer. - /// - /// Index buffer - /// Indices per face - /// True if the operation succeeded, false otherwise (e.g. not enough data) - public bool SetIndices(int[] indices, int indicesPerFace) - { - if(indices == null || indices.Length == 0 || ((indices.Length % indicesPerFace) != 0)) - return false; - - m_faces.Clear(); - - int numFaces = indices.Length / indicesPerFace; - int index = 0; - - for(int i = 0; i < numFaces; i++) - { - Face face = new Face(); - for(int j = 0; j < indicesPerFace; j++) - { - face.Indices.Add(indices[index]); - index++; - } - m_faces.Add(face); - } - - return true; - } - - /// - /// Convienence method for accumulating all face indices into a single - /// index array. - /// - /// int index array - public int[] GetIndices() - { - if(HasFaces) - { - List indices = new List(); - foreach(Face face in m_faces) - { - if(face.IndexCount > 0 && face.Indices != null) - { - indices.AddRange(face.Indices); - } - } - return indices.ToArray(); - } - return null; - } - - /// - /// Convienence method for accumulating all face indices into a single index - /// array as unsigned integers (the default from Assimp, if you need them). - /// - /// uint index array - [CLSCompliant(false)] - public uint[] GetUnsignedIndices() - { - if(HasFaces) - { - List indices = new List(); - foreach(Face face in m_faces) - { - if(face.IndexCount > 0 && face.Indices != null) - { - foreach(uint index in face.Indices) - { - indices.Add((uint) index); - } - } - } - - return indices.ToArray(); - } - - return null; - } - - /// - /// Convienence method for accumulating all face indices into a single - /// index array. - /// - /// short index array - public short[] GetShortIndices() - { - if(HasFaces) - { - List indices = new List(); - foreach(Face face in m_faces) - { - if(face.IndexCount > 0 && face.Indices != null) - { - foreach(uint index in face.Indices) - { - indices.Add((short) index); - } - } - } - - return indices.ToArray(); - } - - return null; - } - - private void ClearBuffers() - { - m_vertices.Clear(); - m_normals.Clear(); - m_tangents.Clear(); - m_bitangents.Clear(); - - for(int i = 0; i < m_colors.Length; i++) - { - List colors = m_colors[i]; - - if(colors == null) - m_colors[i] = new List(); - else - colors.Clear(); - } - - for(int i = 0; i < m_texCoords.Length; i++) - { - List texCoords = m_texCoords[i]; - - if(texCoords == null) - m_texCoords[i] = new List(); - else - texCoords.Clear(); - } - - for(int i = 0; i < m_texComponentCount.Length; i++) - { - m_texComponentCount[i] = 0; - } - - m_bones.Clear(); - m_faces.Clear(); - m_meshAttachments.Clear(); - } - - private Vector3D[] CopyTo(List list, Vector3D[] copy) - { - list.CopyTo(copy); - - return copy; - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiMesh nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.Vertices = IntPtr.Zero; - nativeValue.Normals = IntPtr.Zero; - nativeValue.Tangents = IntPtr.Zero; - nativeValue.BiTangents = IntPtr.Zero; - nativeValue.AnimMeshes = IntPtr.Zero; - nativeValue.Bones = IntPtr.Zero; - nativeValue.Faces = IntPtr.Zero; - nativeValue.Colors = new AiMeshColorArray(); - nativeValue.TextureCoords = new AiMeshTextureCoordinateArray(); - nativeValue.NumUVComponents = new AiMeshUVComponentArray(); - nativeValue.PrimitiveTypes = m_primitiveType; - nativeValue.MaterialIndex = (uint) m_materialIndex; - nativeValue.NumVertices = (uint) VertexCount; - nativeValue.NumBones = (uint) BoneCount; - nativeValue.NumFaces = (uint) FaceCount; - nativeValue.NumAnimMeshes = (uint) MeshAnimationAttachmentCount; - nativeValue.MorphMethod = m_morphMethod; - - if(nativeValue.NumVertices > 0) - { - - //Since we can have so many buffers of Vector3D with same length, lets re-use a buffer - Vector3D[] copy = new Vector3D[nativeValue.NumVertices]; - - nativeValue.Vertices = MemoryHelper.ToNativeArray(CopyTo(m_vertices, copy)); - - if(HasNormals) - nativeValue.Normals = MemoryHelper.ToNativeArray(CopyTo(m_normals, copy)); - - if(HasTangentBasis) - { - nativeValue.Tangents = MemoryHelper.ToNativeArray(CopyTo(m_tangents, copy)); - nativeValue.BiTangents = MemoryHelper.ToNativeArray(CopyTo(m_bitangents, copy)); - } - - //Vertex Color channels - for(int i = 0; i < m_colors.Length; i++) - { - List list = m_colors[i]; - - if(list == null || list.Count == 0) - { - nativeValue.Colors[i] = IntPtr.Zero; - } - else - { - nativeValue.Colors[i] = MemoryHelper.ToNativeArray(list.ToArray()); - } - } - - //Texture coordinate channels - for(int i = 0; i < m_texCoords.Length; i++) - { - List list = m_texCoords[i]; - - if(list == null || list.Count == 0) - { - nativeValue.TextureCoords[i] = IntPtr.Zero; - } - else - { - nativeValue.TextureCoords[i] = MemoryHelper.ToNativeArray(CopyTo(list, copy)); - } - } - - //UV components for each tex coordinate channel - for(int i = 0; i < m_texComponentCount.Length; i++) - { - nativeValue.NumUVComponents[i] = (uint) m_texComponentCount[i]; - } - } - - //Faces - if(nativeValue.NumFaces > 0) - nativeValue.Faces = MemoryHelper.ToNativeArray(m_faces.ToArray()); - - //Bones - if(nativeValue.NumBones > 0) - nativeValue.Bones = MemoryHelper.ToNativeArray(m_bones.ToArray(), true); - - //Attachment meshes - if(nativeValue.NumAnimMeshes > 0) - nativeValue.AnimMeshes = MemoryHelper.ToNativeArray(m_meshAttachments.ToArray()); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiMesh nativeValue) - { - ClearBuffers(); - - int vertexCount = (int) nativeValue.NumVertices; - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_materialIndex = (int) nativeValue.MaterialIndex; - m_morphMethod = nativeValue.MorphMethod; - - //Load Per-vertex components - if(vertexCount > 0) - { - - //Positions - if(nativeValue.Vertices != IntPtr.Zero) - m_vertices.AddRange(MemoryHelper.FromNativeArray(nativeValue.Vertices, vertexCount)); - - //Normals - if(nativeValue.Normals != IntPtr.Zero) - m_normals.AddRange(MemoryHelper.FromNativeArray(nativeValue.Normals, vertexCount)); - - //Tangents - if(nativeValue.Tangents != IntPtr.Zero) - m_tangents.AddRange(MemoryHelper.FromNativeArray(nativeValue.Tangents, vertexCount)); - - //BiTangents - if(nativeValue.BiTangents != IntPtr.Zero) - m_bitangents.AddRange(MemoryHelper.FromNativeArray(nativeValue.BiTangents, vertexCount)); - - //Vertex Color channels - for(int i = 0; i < nativeValue.Colors.Length; i++) - { - IntPtr colorPtr = nativeValue.Colors[i]; - - if(colorPtr != IntPtr.Zero) - m_colors[i].AddRange(MemoryHelper.FromNativeArray(colorPtr, vertexCount)); - } - - //Texture coordinate channels - for(int i = 0; i < nativeValue.TextureCoords.Length; i++) - { - IntPtr texCoordsPtr = nativeValue.TextureCoords[i]; - - if(texCoordsPtr != IntPtr.Zero) - m_texCoords[i].AddRange(MemoryHelper.FromNativeArray(texCoordsPtr, vertexCount)); - } - - //UV components for each tex coordinate channel - for(int i = 0; i < nativeValue.NumUVComponents.Length; i++) - { - m_texComponentCount[i] = (int) nativeValue.NumUVComponents[i]; - } - } - - //Faces - if(nativeValue.NumFaces > 0 && nativeValue.Faces != IntPtr.Zero) - m_faces.AddRange(MemoryHelper.FromNativeArray(nativeValue.Faces, (int) nativeValue.NumFaces)); - - //Bones - if(nativeValue.NumBones > 0 && nativeValue.Bones != IntPtr.Zero) - m_bones.AddRange(MemoryHelper.FromNativeArray(nativeValue.Bones, (int) nativeValue.NumBones, true)); - - //Attachment meshes - if(nativeValue.NumAnimMeshes > 0 && nativeValue.AnimMeshes != IntPtr.Zero) - m_meshAttachments.AddRange(MemoryHelper.FromNativeArray(nativeValue.AnimMeshes, (int) nativeValue.NumAnimMeshes, true)); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiMesh aiMesh = MemoryHelper.Read(nativeValue); - - if(aiMesh.NumVertices > 0) - { - if(aiMesh.Vertices != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMesh.Vertices); - - if(aiMesh.Normals != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMesh.Normals); - - if(aiMesh.Tangents != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMesh.Tangents); - - if(aiMesh.BiTangents != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMesh.BiTangents); - - //Vertex Color channels - for(int i = 0; i < aiMesh.Colors.Length; i++) - { - IntPtr colorPtr = aiMesh.Colors[i]; - - if(colorPtr != IntPtr.Zero) - MemoryHelper.FreeMemory(colorPtr); - } - - //Texture coordinate channels - for(int i = 0; i < aiMesh.TextureCoords.Length; i++) - { - IntPtr texCoordsPtr = aiMesh.TextureCoords[i]; - - if(texCoordsPtr != IntPtr.Zero) - MemoryHelper.FreeMemory(texCoordsPtr); - } - } - - //Faces - if(aiMesh.NumFaces > 0 && aiMesh.Faces != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiMesh.Faces, (int) aiMesh.NumFaces, Face.FreeNative); - - //Bones - if(aiMesh.NumBones > 0 && aiMesh.Bones != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiMesh.Bones, (int) aiMesh.NumBones, Bone.FreeNative, true); - - //Attachment meshes - if(aiMesh.NumAnimMeshes > 0 && aiMesh.AnimMeshes != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiMesh.AnimMeshes, (int) aiMesh.NumAnimMeshes, MeshAnimationAttachment.FreeNative, true); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/MeshAnimationAttachment.cs b/Dependencies/assimpnet/AssimpNet/MeshAnimationAttachment.cs deleted file mode 100644 index 6c0baee0..00000000 --- a/Dependencies/assimpnet/AssimpNet/MeshAnimationAttachment.cs +++ /dev/null @@ -1,489 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// A mesh attachment store per-vertex animations for a particular frame. You may - /// think of this as a 'patch' for the host mesh, since the mesh attachment replaces only certain - /// vertex data streams at a particular time. Each mesh stores 'n' attached meshes. The actual - /// relationship between the time line and mesh attachments is established by the mesh animation channel, - /// which references singular mesh attachments by their ID and binds them to a time offset. - /// - public sealed class MeshAnimationAttachment : IMarshalable - { - private List m_vertices; - private List m_normals; - private List m_tangents; - private List m_bitangents; - private List[] m_colors; - private List[] m_texCoords; - private float m_weight; - - /// - /// Gets the number of vertices in this mesh. This is a replacement - /// for the host mesh's vertex count. Likewise, a mesh attachment - /// cannot add or remove per-vertex attributes, therefore the existance - /// of vertex data will match the existance of data in the mesh. - /// - public int VertexCount - { - get - { - return m_vertices.Count; - } - } - - /// - /// Checks whether the attachment mesh overrides the vertex positions - /// of its host mesh. - /// - public bool HasVertices - { - get - { - return m_vertices.Count > 0; - } - } - - /// - /// Gets the vertex position list. - /// - public List Vertices - { - get - { - return m_vertices; - } - } - - /// - /// Checks whether the attachment mesh overrides the vertex normals of - /// its host mesh. - /// - public bool HasNormals - { - get - { - return m_normals.Count > 0; - } - } - - /// - /// Gets the vertex normal list. - /// - public List Normals - { - get - { - return m_normals; - } - } - - /// - /// Checks whether the attachment mesh overrides the vertex - /// tangents and bitangents of its host mesh. - /// - public bool HasTangentBasis - { - get - { - return m_tangents.Count > 0 && m_bitangents.Count > 0; - } - } - - /// - /// Gets the vertex tangent list. - /// - public List Tangents - { - get - { - return m_tangents; - } - } - - /// - /// Gets the vertex bitangent list. - /// - public List BiTangents - { - get - { - return m_bitangents; - } - } - - /// - /// Gets the number of valid vertex color channels contained in the - /// mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - /// should be the size of . - /// - public int VertexColorChannelCount - { - get - { - int count = 0; - for(int i = 0; i < m_colors.Length; i++) - { - if(HasVertexColors(i)) - count++; - } - - return count; - } - } - - /// - /// Gets the number of valid texture coordinate channels contained - /// in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - /// Each individual channel should be the size of . - /// - public int TextureCoordinateChannelCount - { - get - { - int count = 0; - for(int i = 0; i < m_texCoords.Length; i++) - { - if(HasTextureCoords(i)) - count++; - } - - return count; - } - } - - /// - /// Gets the array that contains each vertex color channels that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - /// Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - /// - public List[] VertexColorChannels - { - get - { - return m_colors; - } - } - - /// - /// Gets the array that contains each texture coordinate channel that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - /// Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - /// - public List[] TextureCoordinateChannels - { - get - { - return m_texCoords; - } - } - - /// - /// Gets or sets the weight of the mesh animation. - /// - public float Weight - { - get - { - return m_weight; - } - set - { - m_weight = value; - } - } - - /// - /// Constructs a new instance of the class. - /// - public MeshAnimationAttachment() - { - m_vertices = new List(); - m_normals = new List(); - m_tangents = new List(); - m_bitangents = new List(); - m_weight = 0.0f; - - m_colors = new List[AiDefines.AI_MAX_NUMBER_OF_COLOR_SETS]; - - for(int i = 0; i < m_colors.Length; i++) - { - m_colors[i] = new List(); - } - - m_texCoords = new List[AiDefines.AI_MAX_NUMBER_OF_TEXTURECOORDS]; - - for(int i = 0; i < m_texCoords.Length; i++) - { - m_texCoords[i] = new List(); - } - } - - /// - /// Checks if the mesh attachment overrides a particular set of vertex colors on - /// the host mesh. This returns false if the list is null or empty. The index is between - /// zero and the maximumb number of vertex color channels. - /// - /// Channel index - /// True if vertex colors are present in the channel. - public bool HasVertexColors(int channelIndex) - { - if(channelIndex >= m_colors.Length || channelIndex < 0) - return false; - - List colors = m_colors[channelIndex]; - - if(colors != null) - return colors.Count > 0; - - return false; - } - - /// - /// Checks if the mesh attachment overrides a particular set of texture coordinates on - /// the host mesh. This returns false if the list is null or empty. The index is - /// between zero and the maximum number of texture coordinate channels. - /// - /// Channel index - /// True if texture coordinates are present in the channel. - public bool HasTextureCoords(int channelIndex) - { - if(channelIndex >= m_texCoords.Length || channelIndex < 0) - return false; - - List texCoords = m_texCoords[channelIndex]; - - if(texCoords != null) - return texCoords.Count > 0; - - return false; - } - - private void ClearBuffers() - { - m_vertices.Clear(); - m_normals.Clear(); - m_tangents.Clear(); - m_bitangents.Clear(); - - for(int i = 0; i < m_colors.Length; i++) - { - List colors = m_colors[i]; - - if(colors == null) - m_colors[i] = new List(); - else - colors.Clear(); - } - - for(int i = 0; i < m_texCoords.Length; i++) - { - List texCoords = m_texCoords[i]; - - if(texCoords == null) - m_texCoords[i] = new List(); - else - texCoords.Clear(); - } - } - - private Vector3D[] CopyTo(List list, Vector3D[] copy) - { - list.CopyTo(copy); - - return copy; - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiAnimMesh nativeValue) - { - nativeValue.Vertices = IntPtr.Zero; - nativeValue.Normals = IntPtr.Zero; - nativeValue.Tangents = IntPtr.Zero; - nativeValue.BiTangents = IntPtr.Zero; - nativeValue.Colors = new AiMeshColorArray(); - nativeValue.TextureCoords = new AiMeshTextureCoordinateArray(); - nativeValue.NumVertices = (uint) VertexCount; - nativeValue.Weight = m_weight; - - if(VertexCount > 0) - { - - //Since we can have so many buffers of Vector3D with same length, lets re-use a buffer - Vector3D[] copy = new Vector3D[VertexCount]; - - nativeValue.Vertices = MemoryHelper.ToNativeArray(CopyTo(m_vertices, copy)); - - if(HasNormals) - nativeValue.Normals = MemoryHelper.ToNativeArray(CopyTo(m_normals, copy)); - - if(HasTangentBasis) - { - nativeValue.Tangents = MemoryHelper.ToNativeArray(CopyTo(m_tangents, copy)); - nativeValue.BiTangents = MemoryHelper.ToNativeArray(CopyTo(m_bitangents, copy)); - } - - //Vertex Color channels - for(int i = 0; i < m_colors.Length; i++) - { - List list = m_colors[i]; - - if(list == null || list.Count == 0) - { - nativeValue.Colors[i] = IntPtr.Zero; - } - else - { - nativeValue.Colors[i] = MemoryHelper.ToNativeArray(list.ToArray()); - } - } - - //Texture coordinate channels - for(int i = 0; i < m_texCoords.Length; i++) - { - List list = m_texCoords[i]; - - if(list == null || list.Count == 0) - { - nativeValue.TextureCoords[i] = IntPtr.Zero; - } - else - { - nativeValue.TextureCoords[i] = MemoryHelper.ToNativeArray(CopyTo(list, copy)); - } - } - } - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiAnimMesh nativeValue) - { - ClearBuffers(); - - int vertexCount = (int) nativeValue.NumVertices; - m_weight = nativeValue.Weight; - - if(vertexCount > 0) - { - - if(nativeValue.Vertices != IntPtr.Zero) - m_vertices.AddRange(MemoryHelper.FromNativeArray(nativeValue.Vertices, vertexCount)); - - if(nativeValue.Normals != IntPtr.Zero) - m_normals.AddRange(MemoryHelper.FromNativeArray(nativeValue.Normals, vertexCount)); - - if(nativeValue.Tangents != IntPtr.Zero) - m_tangents.AddRange(MemoryHelper.FromNativeArray(nativeValue.Tangents, vertexCount)); - - if(nativeValue.BiTangents != IntPtr.Zero) - m_bitangents.AddRange(MemoryHelper.FromNativeArray(nativeValue.BiTangents, vertexCount)); - - //Vertex Color channels - for(int i = 0; i < nativeValue.Colors.Length; i++) - { - IntPtr colorPtr = nativeValue.Colors[i]; - - if(colorPtr != IntPtr.Zero) - m_colors[i].AddRange(MemoryHelper.FromNativeArray(colorPtr, vertexCount)); - } - - //Texture coordinate channels - for(int i = 0; i < nativeValue.TextureCoords.Length; i++) - { - IntPtr texCoordsPtr = nativeValue.TextureCoords[i]; - - if(texCoordsPtr != IntPtr.Zero) - m_texCoords[i].AddRange(MemoryHelper.FromNativeArray(texCoordsPtr, vertexCount)); - } - } - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiAnimMesh aiAnimMesh = MemoryHelper.Read(nativeValue); - - if(aiAnimMesh.NumVertices > 0) - { - if(aiAnimMesh.Vertices != IntPtr.Zero) - MemoryHelper.FreeMemory(aiAnimMesh.Vertices); - - if(aiAnimMesh.Normals != IntPtr.Zero) - MemoryHelper.FreeMemory(aiAnimMesh.Normals); - - if(aiAnimMesh.Tangents != IntPtr.Zero) - MemoryHelper.FreeMemory(aiAnimMesh.Tangents); - - if(aiAnimMesh.BiTangents != IntPtr.Zero) - MemoryHelper.FreeMemory(aiAnimMesh.BiTangents); - - //Vertex Color channels - for(int i = 0; i < aiAnimMesh.Colors.Length; i++) - { - IntPtr colorPtr = aiAnimMesh.Colors[i]; - - if(colorPtr != IntPtr.Zero) - MemoryHelper.FreeMemory(colorPtr); - } - - //Texture coordinate channels - for(int i = 0; i < aiAnimMesh.TextureCoords.Length; i++) - { - IntPtr texCoordsPtr = aiAnimMesh.TextureCoords[i]; - - if(texCoordsPtr != IntPtr.Zero) - MemoryHelper.FreeMemory(texCoordsPtr); - } - } - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/MeshAnimationChannel.cs b/Dependencies/assimpnet/AssimpNet/MeshAnimationChannel.cs deleted file mode 100644 index 679e4b97..00000000 --- a/Dependencies/assimpnet/AssimpNet/MeshAnimationChannel.cs +++ /dev/null @@ -1,155 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Describes vertex-based animations for a single mesh or a group of meshes. Meshes - /// carry the animation data for each frame. The purpose of this object is to define - /// keyframes, linking each mesh attachment to a particular point in a time. - /// - public sealed class MeshAnimationChannel : IMarshalable - { - private String m_name; - private List m_meshKeys; - - /// - /// Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - /// animation meshes need to be named (not necessarily uniquely, the name can basically - /// serve as a wildcard to select a group of meshes with similar animation setup). - /// - public String MeshName - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets the number of meshkeys in this animation channel. There will always - /// be at least one key. - /// - public int MeshKeyCount - { - get - { - return m_meshKeys.Count; - } - } - - /// - /// Gets if this animation channel has mesh keys - this should always be true. - /// - public bool HasMeshKeys - { - get - { - return m_meshKeys.Count > 0; - } - } - - /// - /// Gets the mesh keyframes of the animation. This should not be null. - /// - public List MeshKeys - { - get - { - return m_meshKeys; - } - } - - /// - /// Constructs a new instance of the class. - /// - public MeshAnimationChannel() - { - m_name = String.Empty; - m_meshKeys = new List(); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiMeshAnim nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.NumKeys = (uint) MeshKeyCount; - nativeValue.Keys = IntPtr.Zero; - - if(nativeValue.NumKeys > 0) - nativeValue.Keys = MemoryHelper.ToNativeArray(m_meshKeys.ToArray()); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiMeshAnim nativeValue) - { - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_meshKeys.Clear(); - - if(nativeValue.NumKeys > 0 && nativeValue.Keys != IntPtr.Zero) - m_meshKeys.AddRange(MemoryHelper.FromNativeArray(nativeValue.Keys, (int) nativeValue.NumKeys)); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiMeshAnim aiMeshAnim = MemoryHelper.Read(nativeValue); - - if(aiMeshAnim.NumKeys > 0 && aiMeshAnim.Keys != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMeshAnim.Keys); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/MeshKey.cs b/Dependencies/assimpnet/AssimpNet/MeshKey.cs deleted file mode 100644 index e91c1853..00000000 --- a/Dependencies/assimpnet/AssimpNet/MeshKey.cs +++ /dev/null @@ -1,150 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Binds an anim mesh (referenced by an index) to a specific point in time. - /// - [StructLayout(LayoutKind.Sequential)] - public struct MeshKey : IEquatable - { - /// - /// The time of this key. - /// - public double Time; - - /// - /// Index of the anim mesh that corresponds to this keyframe. - /// - public int Value; - - /// - /// Constructs a new MeshKey. - /// - /// The time of this key. - /// Index of the anim mesh that corresponds to this keyframe. - public MeshKey(double time, int index) - { - Time = time; - Value = index; - } - - /// - /// Tests equality between two keys. - /// - /// The first key - /// The second key - /// True if the key's indices are the same, false otherwise - public static bool operator ==(MeshKey a, MeshKey b) - { - return a.Value == b.Value; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the key's indices are not equal, false otherwise. - public static bool operator !=(MeshKey a, MeshKey b) - { - return a.Value != b.Value; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the first key's time is less than the second key's. - public static bool operator <(MeshKey a, MeshKey b) - { - return a.Time < b.Time; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the first key's time is greater than the second key's. - public static bool operator >(MeshKey a, MeshKey b) - { - return a.Time > b.Time; - } - - /// - /// Determines whether the specified is equal to this instance. - /// - /// The to compare with this instance. - /// - /// true if the specified is equal to this instance; otherwise, false. - /// - public override bool Equals(object obj) - { - if(obj is MeshKey) - { - return Equals((MeshKey) obj); - } - return false; - } - - /// - /// Tests equality between this key and another. - /// - /// Other key to test - /// True if their indices are equal - public bool Equals(MeshKey key) - { - return Value == key.Value; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return Value.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{Time:{0} Index:{1}}}", - new Object[] { Time.ToString(info), Value.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/MeshMorphAnimationChannel.cs b/Dependencies/assimpnet/AssimpNet/MeshMorphAnimationChannel.cs deleted file mode 100644 index 2ca12709..00000000 --- a/Dependencies/assimpnet/AssimpNet/MeshMorphAnimationChannel.cs +++ /dev/null @@ -1,152 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Describes morph-based keyframe animations for a single mesh or a group of meshes. - /// - public sealed class MeshMorphAnimationChannel : IMarshalable - { - private String m_name; - private List m_meshMorphkeys; - - /// - /// Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - /// animation meshes need to be named (not necessarily uniquely, the name can basically - /// serve as a wildcard to select a group of meshes with similar animation setup). - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets the number of mesh morph keys in this animation channel. There will always be at least one key. - /// - public int MeshMorphKeyCount - { - get - { - return m_meshMorphkeys.Count; - } - } - - /// - /// Gets if this animation channel has mesh keys - this should always be true. - /// - public bool HasMeshMorphKeys - { - get - { - return m_meshMorphkeys.Count > 0; - } - } - - /// - /// Gets the mesh morph keyframes of the animation. This should not be null. - /// - public List MeshMorphKeys - { - get - { - return m_meshMorphkeys; - } - } - - /// - /// Constructs a new instance of the class. - /// - public MeshMorphAnimationChannel() - { - m_name = String.Empty; - m_meshMorphkeys = new List(); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiMeshMorphAnim nativeValue) - { - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_meshMorphkeys.Clear(); - - if(nativeValue.NumKeys > 0 && nativeValue.Keys != IntPtr.Zero) - m_meshMorphkeys.AddRange(MemoryHelper.FromNativeArray(nativeValue.Keys, (int) nativeValue.NumKeys, false)); - } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiMeshMorphAnim nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.NumKeys = (uint) MeshMorphKeyCount; - nativeValue.Keys = IntPtr.Zero; - - if(nativeValue.NumKeys > 0) - nativeValue.Keys = MemoryHelper.ToNativeArray(m_meshMorphkeys.ToArray(), false); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiMeshMorphAnim aiMeshMorphAnim = MemoryHelper.Read(nativeValue); - - if(aiMeshMorphAnim.NumKeys > 0 && aiMeshMorphAnim.Keys != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiMeshMorphAnim.Keys, (int) aiMeshMorphAnim.NumKeys, MeshMorphKey.FreeNative, false); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/MeshMorphKey.cs b/Dependencies/assimpnet/AssimpNet/MeshMorphKey.cs deleted file mode 100644 index c2451bb8..00000000 --- a/Dependencies/assimpnet/AssimpNet/MeshMorphKey.cs +++ /dev/null @@ -1,168 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Binds a morph animation mesh to a specific point in time. - /// - public sealed class MeshMorphKey : IMarshalable - { - private double m_time; - private List m_values; - private List m_weights; - - /// - /// Gets or sets the time of this keyframe. - /// - public double Time - { - get - { - return m_time; - } - set - { - m_time = value; - } - } - - /// - /// Gets the values at the time of this keyframe. Number of values must equal number of weights. - /// - public List Values - { - get - { - return m_values; - } - } - - /// - /// Gets the weights at the time of this keyframe. Number of weights must equal number of values. - /// - public List Weights - { - get - { - return m_weights; - } - } - - /// - /// Constructs a new instance of the class. - /// - public MeshMorphKey() - { - m_time = 0.0; - m_values = new List(); - m_weights = new List(); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiMeshMorphKey nativeValue) - { - nativeValue.Time = m_time; - nativeValue.NumValuesAndWeights = (uint) m_weights.Count; - nativeValue.Values = IntPtr.Zero; - nativeValue.Weights = IntPtr.Zero; - - System.Diagnostics.Debug.Assert(m_weights.Count == m_values.Count); - if(m_weights.Count == m_values.Count) - { - if(m_weights.Count > 0) - { - nativeValue.Values = MemoryHelper.ToNativeArray(m_values.ToArray()); - nativeValue.Weights = MemoryHelper.ToNativeArray(m_weights.ToArray()); - } - } - else - { - //If both lists are not the same length then do not write anything out - nativeValue.NumValuesAndWeights = 0; - } - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiMeshMorphKey nativeValue) - { - m_time = nativeValue.Time; - - m_values.Clear(); - m_weights.Clear(); - - if(nativeValue.NumValuesAndWeights > 0) - { - if(nativeValue.Values != IntPtr.Zero) - m_values.AddRange(MemoryHelper.FromNativeArray(nativeValue.Values, (int) nativeValue.NumValuesAndWeights)); - - if(nativeValue.Weights != IntPtr.Zero) - m_weights.AddRange(MemoryHelper.FromNativeArray(nativeValue.Weights, (int) nativeValue.NumValuesAndWeights)); - } - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiMeshMorphKey aiMeshMorphKey = MemoryHelper.Read(nativeValue); - - if(aiMeshMorphKey.NumValuesAndWeights > 0) - { - if(aiMeshMorphKey.Values != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMeshMorphKey.Values); - - if(aiMeshMorphKey.Weights != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMeshMorphKey.Weights); - } - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} \ No newline at end of file diff --git a/Dependencies/assimpnet/AssimpNet/Metadata.cs b/Dependencies/assimpnet/AssimpNet/Metadata.cs deleted file mode 100644 index 71a5fa4c..00000000 --- a/Dependencies/assimpnet/AssimpNet/Metadata.cs +++ /dev/null @@ -1,356 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections; -using System.Collections.Generic; -using Assimp.Unmanaged; -using System.Globalization; - -namespace Assimp -{ - /// - /// Represents a container for holding metadata, representing as key-value pairs. - /// - public sealed class Metadata : Dictionary, IMarshalable - { - /// - /// Constructs a new instance of the class. - /// - public Metadata() { } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiMetadata nativeValue) - { - nativeValue = new AiMetadata(); - nativeValue.NumProperties = (uint) Count; - - AiString[] keys = new AiString[Count]; - AiMetadataEntry[] entries = new AiMetadataEntry[Count]; - int index = 0; - foreach(KeyValuePair kv in this) - { - AiMetadataEntry entry = new AiMetadataEntry(); - entry.DataType = kv.Value.DataType; - - switch(kv.Value.DataType) - { - case MetaDataType.Bool: - entry.Data = MemoryHelper.AllocateMemory(sizeof(bool)); - bool boolValue = (bool) kv.Value.Data; - MemoryHelper.Write(entry.Data, boolValue); - break; - case MetaDataType.Float: - entry.Data = MemoryHelper.AllocateMemory(sizeof(float)); - float floatValue = (float) kv.Value.Data; - MemoryHelper.Write(entry.Data, floatValue); - break; - case MetaDataType.Double: - entry.Data = MemoryHelper.AllocateMemory(sizeof(double)); - double doubleValue = (double) kv.Value.Data; - MemoryHelper.Write(entry.Data, doubleValue); - break; - case MetaDataType.Int32: - entry.Data = MemoryHelper.AllocateMemory(sizeof(int)); - int intValue = (int) kv.Value.Data; - MemoryHelper.Write(entry.Data, intValue); - break; - case MetaDataType.String: - entry.Data = MemoryHelper.AllocateMemory(MemoryHelper.SizeOf()); - AiString aiStringValue = new AiString(kv.Value.Data as String); - MemoryHelper.Write(entry.Data, aiStringValue); - break; - case MetaDataType.UInt64: - entry.Data = MemoryHelper.AllocateMemory(sizeof(UInt64)); - UInt64 uint64Value = (UInt64) kv.Value.Data; - MemoryHelper.Write(entry.Data, uint64Value); - break; - case MetaDataType.Vector3D: - entry.Data = MemoryHelper.AllocateMemory(MemoryHelper.SizeOf()); - Vector3D vectorValue = (Vector3D) kv.Value.Data; - MemoryHelper.Write(entry.Data, vectorValue); - break; - } - - keys[index] = new AiString(kv.Key); - entries[index] = entry; - index++; - } - - nativeValue.keys = MemoryHelper.ToNativeArray(keys); - nativeValue.Values = MemoryHelper.ToNativeArray(entries); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiMetadata nativeValue) - { - Clear(); - - if(nativeValue.NumProperties == 0 || nativeValue.keys == IntPtr.Zero || nativeValue.Values == IntPtr.Zero) - return; - - AiString[] keys = MemoryHelper.FromNativeArray(nativeValue.keys, (int) nativeValue.NumProperties); - AiMetadataEntry[] entries = MemoryHelper.FromNativeArray(nativeValue.Values, (int) nativeValue.NumProperties); - - for(int i = 0; i < nativeValue.NumProperties; i++) - { - String key = keys[i].GetString(); - AiMetadataEntry entry = entries[i]; - - if(String.IsNullOrEmpty(key) || entry.Data == IntPtr.Zero) - continue; - - Object data = null; - switch(entry.DataType) - { - case MetaDataType.Bool: - data = MemoryHelper.Read(entry.Data); - break; - case MetaDataType.Float: - data = MemoryHelper.Read(entry.Data); - break; - case MetaDataType.Double: - data = MemoryHelper.Read(entry.Data); - break; - case MetaDataType.Int32: - data = MemoryHelper.Read(entry.Data); - break; - case MetaDataType.String: - AiString aiString = MemoryHelper.Read(entry.Data); - data = aiString.GetString(); - break; - case MetaDataType.UInt64: - data = MemoryHelper.Read(entry.Data); - break; - case MetaDataType.Vector3D: - data = MemoryHelper.Read(entry.Data); - break; - } - - if(data != null) - Add(key, new Entry(entry.DataType, data)); - } - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiMetadata aiMetadata = MemoryHelper.MarshalStructure(nativeValue); - - if(aiMetadata.keys != IntPtr.Zero) - MemoryHelper.FreeMemory(aiMetadata.keys); - - if(aiMetadata.Values != IntPtr.Zero) - { - AiMetadataEntry[] entries = MemoryHelper.FromNativeArray(aiMetadata.Values, (int) aiMetadata.NumProperties); - - foreach(AiMetadataEntry entry in entries) - { - if(entry.Data != IntPtr.Zero) - MemoryHelper.FreeMemory(entry.Data); - } - - MemoryHelper.FreeMemory(aiMetadata.Values); - } - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - - /// - /// Represents an entry in a metadata container. - /// - public struct Entry : IEquatable - { - private MetaDataType m_dataType; - private Object m_data; - - /// - /// Gets the type of metadata. - /// - public MetaDataType DataType - { - get - { - return m_dataType; - } - } - - /// - /// Gets the metadata data stored in this entry. - /// - public Object Data - { - get - { - return m_data; - } - } - - /// - /// Constructs a new instance of the struct. - /// - /// Type of the data. - /// The data. - public Entry(MetaDataType dataType, Object data) - { - m_dataType = dataType; - m_data = data; - } - - /// - /// Tests equality between two entries. - /// - /// First entry - /// Second entry - /// True if the entries are equal, false otherwise - public static bool operator ==(Entry a, Entry b) - { - return a.Equals(b); - } - - /// - /// Tests inequality between two entries. - /// - /// First entry - /// Second entry - /// True if the entries are not equal, false otherwise - public static bool operator !=(Entry a, Entry b) - { - return !a.Equals(b); - } - - /// - /// Gets the data as the specified type. If it cannot be casted to the type, then null is returned. - /// - /// Type to cast the data to. - /// Casted data or null. - public T? DataAs() where T : struct - { - Type dataTypeType = null; - switch(m_dataType) - { - case MetaDataType.Bool: - dataTypeType = typeof(bool); - break; - case MetaDataType.Float: - dataTypeType = typeof(float); - break; - case MetaDataType.Double: - dataTypeType = typeof(double); - break; - case MetaDataType.Int32: - dataTypeType = typeof(int); - break; - case MetaDataType.String: - dataTypeType = typeof(String); - break; - case MetaDataType.UInt64: - dataTypeType = typeof(UInt64); - break; - case MetaDataType.Vector3D: - dataTypeType = typeof(Vector3D); - break; - } - - if(dataTypeType == typeof(T)) - return (T) m_data; - - return null; - } - - /// - /// Determines whether the specified is equal to this instance. - /// - /// The to compare with this instance. - /// True if the specified is equal to this instance; otherwise, false. - public override bool Equals(object obj) - { - if(obj is Entry) - return Equals((Entry) obj); - - return false; - } - - /// - /// Indicates whether the current object is equal to another object of the same type. - /// - /// An object to compare with this object. - /// True if the current object is equal to the parameter; otherwise, false. - public bool Equals(Entry other) - { - if(other.DataType != DataType) - return false; - - return Object.Equals(other.Data, Data); - } - - /// - /// Returns a hash code for this instance. - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - public override int GetHashCode() - { - unchecked - { - int hash = 17; - hash = (hash * 31) + m_data.GetHashCode(); - hash = (hash * 31) + ((m_data == null) ? 0 : m_data.GetHashCode()); - - return hash; - } - } - - /// - /// Returns the fully qualified type name of this instance. - /// - /// A containing a fully qualified type name. - public override String ToString() - { - return String.Format(CultureInfo.CurrentCulture, "DataType: {0}, Data: {1}", new Object[] { m_dataType.ToString(), (m_data == null) ? "null" : m_data.ToString() }); - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/NativeMarshalerAttribute.cs b/Dependencies/assimpnet/AssimpNet/NativeMarshalerAttribute.cs deleted file mode 100644 index 741d3074..00000000 --- a/Dependencies/assimpnet/AssimpNet/NativeMarshalerAttribute.cs +++ /dev/null @@ -1,65 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Diagnostics; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Attribute for assocating a type with an instance. - /// - [AttributeUsage(AttributeTargets.Struct)] - public sealed class NativeCustomMarshalerAttribute : Attribute - { - private INativeCustomMarshaler m_marshaler; - - /// - /// Gets the associated marshaler. - /// - public INativeCustomMarshaler Marshaler - { - get - { - return m_marshaler; - } - } - - /// - /// Constructs a new instance of the class. - /// - /// Type that implements - /// Thrown if the type is null. - /// Thrown if the type does not implement . - public NativeCustomMarshalerAttribute(Type type) - { - if (type == null) - throw new NullReferenceException("type"); - - if (!PlatformHelper.IsAssignable(typeof(INativeCustomMarshaler), type)) - throw new ArgumentException(String.Format("{0} does not implement INativeCustomMarshaler.", type.FullName)); - - m_marshaler = Activator.CreateInstance(type) as INativeCustomMarshaler; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Node.cs b/Dependencies/assimpnet/AssimpNet/Node.cs deleted file mode 100644 index 01bcea7b..00000000 --- a/Dependencies/assimpnet/AssimpNet/Node.cs +++ /dev/null @@ -1,404 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// A node in the imported model hierarchy. - /// - public sealed class Node : IMarshalable - { - private String m_name; - private Matrix4x4 m_transform; - private Node m_parent; - private NodeCollection m_children; - private List m_meshes; - private Metadata m_metaData; - - /// - /// Gets or sets the name of the node. - /// - public String Name - { - get - { - return m_name; - } - set - { - m_name = value; - } - } - - /// - /// Gets or sets the transformation of the node relative to its parent. - /// - public Matrix4x4 Transform - { - get - { - return m_transform; - } - set - { - m_transform = value; - } - } - - /// - /// Gets the node's parent, if it exists. - /// - public Node Parent - { - get - { - return m_parent; - } - } - - /// - /// Gets the number of children that is owned by this node. - /// - public int ChildCount - { - get - { - return m_children.Count; - } - } - - /// - /// Gets if the node contains children. - /// - public bool HasChildren - { - get - { - return m_children.Count > 0; - } - } - - /// - /// Gets the node's children. - /// - public NodeCollection Children - { - get - { - return m_children; - } - } - - /// - /// Gets the number of meshes referenced by this node. - /// - public int MeshCount - { - get - { - return m_meshes.Count; - } - } - - /// - /// Gets if the node contains mesh references. - /// - public bool HasMeshes - { - get - { - return m_meshes.Count > 0; - } - } - - /// - /// Gets the indices of the meshes referenced by this node. Meshes can be - /// shared between nodes, so there is a mesh collection owned by the scene - /// that each node can reference. - /// - public List MeshIndices - { - get - { - return m_meshes; - } - } - - /// - /// Gets the node's metadata container. - /// - public Metadata Metadata - { - get - { - return m_metaData; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Node() - { - m_name = String.Empty; - m_transform = Matrix4x4.Identity; - m_parent = null; - m_children = new NodeCollection(this); - m_meshes = new List(); - m_metaData = new Metadata(); - } - - /// - /// Constructs a new instance of the class. - /// - /// Name of the node - public Node(String name) - : this() - { - m_name = name; - } - - /// - /// Constructs a new instance of the class. - /// - /// Name of the node - /// Parent of the node - public Node(String name, Node parent) - : this() - { - m_name = name; - m_parent = parent; - } - - //Internal use - sets the node parent in NodeCollection - internal void SetParent(Node parent) - { - m_parent = parent; - } - - /// - /// Finds a node with the specific name, which may be this node - /// or any children or children's children, and so on, if it exists. - /// - /// Node name - /// The node or null if it does not exist - public Node FindNode(String name) - { - if(name.Equals(m_name)) - return this; - - if(HasChildren) - { - foreach(Node child in m_children) - { - Node found = child.FindNode(name); - if(found != null) - return found; - } - } - //No child found - return null; - } - - private IntPtr ToNativeRecursive(IntPtr parentPtr, Node node) - { - if(node == null) - return IntPtr.Zero; - - int sizeofNative = MemoryHelper.SizeOf(); - - //Allocate the memory that will hold the node - IntPtr nodePtr = MemoryHelper.AllocateMemory(sizeofNative); - - //First fill the native struct - AiNode nativeValue; - nativeValue.Name = new AiString(node.m_name); - nativeValue.Transformation = node.m_transform; - nativeValue.Parent = parentPtr; - - nativeValue.NumMeshes = (uint) node.m_meshes.Count; - nativeValue.Meshes = MemoryHelper.ToNativeArray(node.m_meshes.ToArray()); - nativeValue.MetaData = IntPtr.Zero; - - //If has metadata, create it, otherwise it should be NULL - if (m_metaData.Count > 0) - nativeValue.MetaData = MemoryHelper.ToNativePointer(m_metaData); - - //Now descend through the children - nativeValue.NumChildren = (uint) node.m_children.Count; - - int numChildren = (int) nativeValue.NumChildren; - int stride = IntPtr.Size; - - IntPtr childrenPtr = IntPtr.Zero; - - if(numChildren > 0) - { - childrenPtr = MemoryHelper.AllocateMemory(numChildren * IntPtr.Size); - - for(int i = 0; i < numChildren; i++) - { - IntPtr currPos = MemoryHelper.AddIntPtr(childrenPtr, stride * i); - Node child = node.m_children[i]; - - IntPtr childPtr = IntPtr.Zero; - - //Recursively create the children and its children - if(child != null) - { - childPtr = ToNativeRecursive(nodePtr, child); - } - - //Write the child's node ptr to our array - MemoryHelper.Write(currPos, childPtr); - } - } - - //Finall finish writing to the native struct, and write the whole thing to the memory we allocated previously - nativeValue.Children = childrenPtr; - MemoryHelper.Write(nodePtr, nativeValue); - - return nodePtr; - } - - #region IMarshalable Implemention - - /// - /// Gets a value indicating whether this instance is native blittable. - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiNode nativeValue) - { - nativeValue.Name = new AiString(m_name); - nativeValue.Transformation = m_transform; - nativeValue.Parent = IntPtr.Zero; - - nativeValue.NumMeshes = (uint) m_meshes.Count; - nativeValue.Meshes = IntPtr.Zero; - nativeValue.MetaData = IntPtr.Zero; - - //If has metadata, create it, otherwise it should be NULL - if(m_metaData.Count > 0) - nativeValue.MetaData = MemoryHelper.ToNativePointer(m_metaData); - - if(nativeValue.NumMeshes > 0) - nativeValue.Meshes = MemoryHelper.ToNativeArray(m_meshes.ToArray()); - - //Now descend through the children - nativeValue.NumChildren = (uint) m_children.Count; - - int numChildren = (int) nativeValue.NumChildren; - int stride = IntPtr.Size; - - IntPtr childrenPtr = IntPtr.Zero; - - if(numChildren > 0) - { - childrenPtr = MemoryHelper.AllocateMemory(numChildren * IntPtr.Size); - - for(int i = 0; i < numChildren; i++) - { - IntPtr currPos = MemoryHelper.AddIntPtr(childrenPtr, stride * i); - Node child = m_children[i]; - - IntPtr childPtr = IntPtr.Zero; - - //Recursively create the children and its children - if(child != null) - { - childPtr = ToNativeRecursive(thisPtr, child); - } - - //Write the child's node ptr to our array - MemoryHelper.Write(currPos, childPtr); - } - } - - //Finally finish writing to the native struct - nativeValue.Children = childrenPtr; - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiNode nativeValue) - { - m_name = AiString.GetString(nativeValue.Name); //Avoid struct copy - m_transform = nativeValue.Transformation; - m_parent = null; - m_children.Clear(); - m_meshes.Clear(); - m_metaData.Clear(); - - if(nativeValue.MetaData != IntPtr.Zero) - { - Metadata data = MemoryHelper.FromNativePointer(nativeValue.MetaData); - foreach(KeyValuePair kv in data) - m_metaData.Add(kv.Key, kv.Value); - } - - if(nativeValue.NumMeshes > 0 && nativeValue.Meshes != IntPtr.Zero) - m_meshes.AddRange(MemoryHelper.FromNativeArray(nativeValue.Meshes, (int) nativeValue.NumMeshes)); - - if(nativeValue.NumChildren > 0 && nativeValue.Children != IntPtr.Zero) - m_children.AddRange(MemoryHelper.FromNativeArray(nativeValue.Children, (int) nativeValue.NumChildren, true)); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiNode aiNode = MemoryHelper.Read(nativeValue); - - if(aiNode.NumMeshes > 0 && aiNode.Meshes != IntPtr.Zero) - MemoryHelper.FreeMemory(aiNode.Meshes); - - if(aiNode.NumChildren > 0 && aiNode.Children != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiNode.Children, (int) aiNode.NumChildren, FreeNative, true); - - if(aiNode.MetaData != IntPtr.Zero) - Metadata.FreeNative(aiNode.MetaData, true); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/NodeAnimationChannel.cs b/Dependencies/assimpnet/AssimpNet/NodeAnimationChannel.cs deleted file mode 100644 index d030fe54..00000000 --- a/Dependencies/assimpnet/AssimpNet/NodeAnimationChannel.cs +++ /dev/null @@ -1,305 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Describes the animation of a single node. The name specifies the bone/node which is affected by - /// this animation chanenl. The keyframes are given in three separate seties of values, - /// one for each position, rotation, and scaling. The transformation matrix is computed from - /// these values and replaces the node's original transformation matrix at a specific time. - /// This means all keys are absolute and not relative to the bone default pose. - /// The order which the transformations are to be applied is scaling, rotation, and translation (SRT). - /// Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no - /// negative time values, but they are not forbidden. - /// - public sealed class NodeAnimationChannel : IMarshalable - { - private String m_nodeName; - private List m_positionKeys; - private List m_rotationKeys; - private List m_scalingKeys; - private AnimationBehaviour m_preState; - private AnimationBehaviour m_postState; - - /// - /// Gets or sets the name of the node affected by this animation. It must exist and it must - /// be unique. - /// - public String NodeName - { - get - { - return m_nodeName; - } - set - { - m_nodeName = value; - } - } - - /// - /// Gets the number of position keys in the animation channel. - /// - public int PositionKeyCount - { - get - { - return m_positionKeys.Count; - } - } - - /// - /// Gets if this animation channel contains position keys. - /// - public bool HasPositionKeys - { - get - { - return m_positionKeys.Count > 0; - } - } - - /// - /// Gets the position keys of this animation channel. Positions are - /// specified as a 3D vector. If there are position keys, there should - /// also be -at least- one scaling and one rotation key. - /// - public List PositionKeys - { - get - { - return m_positionKeys; - } - } - - /// - /// Gets the number of rotation keys in the animation channel. - /// - public int RotationKeyCount - { - get - { - return m_rotationKeys.Count; - } - } - - /// - /// Gets if the animation channel contains rotation keys. - /// - public bool HasRotationKeys - { - get - { - return m_rotationKeys.Count > 0; - } - } - - /// - /// Gets the rotation keys of this animation channel. Rotations are - /// given as quaternions. If this exists, there should be -at least- one - /// scaling and one position key. - /// - public List RotationKeys - { - get - { - return m_rotationKeys; - } - } - - /// - /// Gets the number of scaling keys in the animation channel. - /// - public int ScalingKeyCount - { - get - { - return m_scalingKeys.Count; - } - } - - /// - /// Gets if the animation channel contains scaling keys. - /// - public bool HasScalingKeys - { - get - { - return m_scalingKeys.Count > 0; - } - } - - /// - /// Gets the scaling keys of this animation channel. Scalings are - /// specified in a 3D vector. If there are scaling keys, there should - /// also be -at least- one position and one rotation key. - /// - public List ScalingKeys - { - get - { - return m_scalingKeys; - } - } - - /// - /// Gets or sets how the animation behaves before the first key is encountered. By default the original - /// transformation matrix of the affected node is used. - /// - public AnimationBehaviour PreState - { - get - { - return m_preState; - } - set - { - m_preState = value; - } - } - - /// - /// Gets or sets how the animation behaves after the last key was processed. By default the original - /// transformation matrix of the affected node is taken. - /// - public AnimationBehaviour PostState - { - get - { - return m_postState; - } - set - { - m_postState = value; - } - } - - /// - /// Constructs a new instance of the class. - /// - public NodeAnimationChannel() - { - m_nodeName = String.Empty; - m_preState = AnimationBehaviour.Default; - m_postState = AnimationBehaviour.Default; - - m_positionKeys = new List(); - m_rotationKeys = new List(); - m_scalingKeys = new List(); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiNodeAnim nativeValue) - { - nativeValue.NodeName = new AiString(m_nodeName); - nativeValue.Prestate = m_preState; - nativeValue.PostState = m_postState; - - nativeValue.NumPositionKeys = (uint) m_positionKeys.Count; - nativeValue.PositionKeys = IntPtr.Zero; - - if(nativeValue.NumPositionKeys > 0) - nativeValue.PositionKeys = MemoryHelper.ToNativeArray(m_positionKeys.ToArray()); - - - nativeValue.NumRotationKeys = (uint) m_rotationKeys.Count; - nativeValue.RotationKeys = IntPtr.Zero; - - if(nativeValue.NumRotationKeys > 0) - nativeValue.RotationKeys = MemoryHelper.ToNativeArray(m_rotationKeys.ToArray()); - - - nativeValue.NumScalingKeys = (uint) m_scalingKeys.Count; - nativeValue.ScalingKeys = IntPtr.Zero; - - if(nativeValue.NumScalingKeys > 0) - nativeValue.ScalingKeys = MemoryHelper.ToNativeArray(m_scalingKeys.ToArray()); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiNodeAnim nativeValue) - { - m_nodeName = nativeValue.NodeName.GetString(); - m_preState = nativeValue.Prestate; - m_postState = nativeValue.PostState; - - m_positionKeys.Clear(); - m_rotationKeys.Clear(); - m_scalingKeys.Clear(); - - if(nativeValue.NumPositionKeys > 0 && nativeValue.PositionKeys != IntPtr.Zero) - m_positionKeys.AddRange(MemoryHelper.FromNativeArray(nativeValue.PositionKeys, (int) nativeValue.NumPositionKeys)); - - if(nativeValue.NumRotationKeys > 0 && nativeValue.RotationKeys != IntPtr.Zero) - m_rotationKeys.AddRange(MemoryHelper.FromNativeArray(nativeValue.RotationKeys, (int) nativeValue.NumRotationKeys)); - - if(nativeValue.NumScalingKeys > 0 && nativeValue.ScalingKeys != IntPtr.Zero) - m_scalingKeys.AddRange(MemoryHelper.FromNativeArray(nativeValue.ScalingKeys, (int) nativeValue.NumScalingKeys)); - } - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiNodeAnim aiNodeAnim = MemoryHelper.Read(nativeValue); - - if(aiNodeAnim.NumPositionKeys > 0 && aiNodeAnim.PositionKeys != IntPtr.Zero) - MemoryHelper.FreeMemory(aiNodeAnim.PositionKeys); - - if(aiNodeAnim.NumRotationKeys > 0 && aiNodeAnim.RotationKeys != IntPtr.Zero) - MemoryHelper.FreeMemory(aiNodeAnim.RotationKeys); - - if(aiNodeAnim.NumScalingKeys > 0 && aiNodeAnim.ScalingKeys != IntPtr.Zero) - MemoryHelper.FreeMemory(aiNodeAnim.ScalingKeys); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/NodeCollection.cs b/Dependencies/assimpnet/AssimpNet/NodeCollection.cs deleted file mode 100644 index 94109834..00000000 --- a/Dependencies/assimpnet/AssimpNet/NodeCollection.cs +++ /dev/null @@ -1,246 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System.Collections; -using System.Collections.Generic; - -namespace Assimp -{ - /// - /// A collection of child nodes owned by a parent node. Manages access to the collection while maintaing parent-child linkage. - /// - public sealed class NodeCollection : IList - { - private Node m_parent; - private List m_children; - - /// - /// Gets the number of elements contained in the . - /// - public int Count - { - get - { - return m_children.Count; - } - } - - /// - /// Gets or sets the element at the specified index. - /// - /// The child index - public Node this[int index] - { - get - { - if(index < 0 || index > Count) - return null; - - return m_children[index]; - } - set - { - if(index < 0 || index > Count || value == null) - return; - - m_children[index] = value; - value.SetParent(m_parent); - } - } - - /// - /// Gets a value indicating whether the is read-only. - /// - /// true if the is read-only; otherwise, false. - public bool IsReadOnly - { - get - { - return false; - } - } - - /// - /// Constructs a new instance of the class. - /// - /// Parent node - internal NodeCollection(Node parent) - { - m_parent = parent; - m_children = new List(); - } - - /// - /// Adds an item to the . - /// - /// The object to add to the . - public void Add(Node item) - { - if(item != null) - { - m_children.Add(item); - item.SetParent(m_parent); - } - } - - /// - /// Adds a range of items to the list. - /// - /// Item array - public void AddRange(Node[] items) - { - if(items == null || items.Length == 0) - return; - - foreach(Node child in items) - { - if(child != null) - { - m_children.Add(child); - child.SetParent(m_parent); - } - } - } - - /// - /// Removes all items from the . - /// - public void Clear() - { - foreach(Node node in m_children) - { - node.SetParent(null); - } - - m_children.Clear(); - } - - - /// - /// Determines whether the contains a specific value. - /// - /// The object to locate in the . - /// - /// true if is found in the ; otherwise, false. - /// - public bool Contains(Node item) - { - return m_children.Contains(item); - } - - /// - /// Copies collection contents to the array - /// - /// The array to copy to. - /// Index of the array to start copying. - public void CopyTo(Node[] array, int arrayIndex) - { - m_children.CopyTo(array, arrayIndex); - } - - /// - /// Determines the index of a specific item in the . - /// - /// The object to locate in the . - /// - /// The index of if found in the list; otherwise, -1. - /// - public int IndexOf(Node item) - { - return m_children.IndexOf(item); - } - - /// - /// Inserts an item to the at the specified index. - /// - /// The zero-based index at which should be inserted. - /// The object to insert into the . - public void Insert(int index, Node item) - { - if(index < 0 || index > Count || item == null) - return; - - m_children.Insert(index, item); - item.SetParent(m_parent); - } - - /// - /// Removes the item at the specified index. - /// - /// The zero-based index of the item to remove. - public void RemoveAt(int index) - { - Node child = this[index]; - - if(child != null) - { - child.SetParent(null); - m_children.RemoveAt(index); - } - } - - /// - /// Removes the first occurrence of a specific object from the . - /// - /// The object to remove from the . - /// - /// true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . - /// - public bool Remove(Node item) - { - if(item != null && m_children.Remove(item)) - { - item.SetParent(null); - return true; - } - - return false; - } - - /// - /// Copies elements in the collection to a new array. - /// - /// Array of copied elements - public Node[] ToArray() - { - return m_children.ToArray(); - } - - /// - /// Returns an enumerator that iterates through the collection. - /// - /// A that can be used to iterate through the collection. - public IEnumerator GetEnumerator() - { - return m_children.GetEnumerator(); - } - - /// - /// Returns an enumerator that iterates through a collection. - /// - /// An object that can be used to iterate through the collection. - IEnumerator IEnumerable.GetEnumerator() - { - return m_children.GetEnumerator(); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Plane.cs b/Dependencies/assimpnet/AssimpNet/Plane.cs deleted file mode 100644 index 80e6d844..00000000 --- a/Dependencies/assimpnet/AssimpNet/Plane.cs +++ /dev/null @@ -1,72 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a plane in three-dimensional euclidean space where - /// A, B, C are components of the plane normal and D is the distance along the - /// normal from the origin to the plane. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Plane - { - - /// - /// X component of the normal vector. - /// - public float A; - - /// - /// Y component of the normal vector. - /// - public float B; - - /// - /// Z component of the normal vector. - /// - public float C; - - /// - /// Distance from the origin to the plane along the normal vector. - /// - public float D; - - /// - /// Constructs a new Plane. - /// - /// X component of the normal vector. - /// Y component of the normal vector. - /// Z component of the normal vector. - /// Distance from the origin to the plane along the normal vector. - public Plane(float a, float b, float c, float d) - { - A = a; - B = b; - C = c; - D = d; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/PostProcessPreset.cs b/Dependencies/assimpnet/AssimpNet/PostProcessPreset.cs deleted file mode 100644 index 9dce6fc7..00000000 --- a/Dependencies/assimpnet/AssimpNet/PostProcessPreset.cs +++ /dev/null @@ -1,113 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -namespace Assimp -{ - /// - /// Static class containing preset properties for post processing options. - /// - public static class PostProcessPreset - { - /// - /// PostProcess configuration for (some) Direct3D conventions, - /// left handed geometry, upper left origin for UV coordinates, - /// and clockwise face order, suitable for CCW culling. - /// - public static PostProcessSteps ConvertToLeftHanded - { - get - { - return PostProcessSteps.MakeLeftHanded | - PostProcessSteps.FlipUVs | - PostProcessSteps.FlipWindingOrder; - } - } - - /// - /// PostProcess configuration for optimizing data for real-time. - /// Does the following steps: - /// - /// , , - /// , , - /// , and - /// - public static PostProcessSteps TargetRealTimeFast - { - get - { - return PostProcessSteps.CalculateTangentSpace | - PostProcessSteps.GenerateNormals | - PostProcessSteps.JoinIdenticalVertices | - PostProcessSteps.Triangulate | - PostProcessSteps.GenerateUVCoords | - PostProcessSteps.SortByPrimitiveType; - } - } - - /// - /// PostProcess configuration for optimizing - /// data for real-time rendering. Does the following steps: - /// - /// , , - /// , , - /// , - /// , , - /// , , and - /// - /// - public static PostProcessSteps TargetRealTimeQuality - { - get - { - return PostProcessSteps.CalculateTangentSpace | - PostProcessSteps.GenerateSmoothNormals | - PostProcessSteps.JoinIdenticalVertices | - PostProcessSteps.LimitBoneWeights | - PostProcessSteps.RemoveRedundantMaterials | - PostProcessSteps.SplitLargeMeshes | - PostProcessSteps.Triangulate | - PostProcessSteps.GenerateUVCoords | - PostProcessSteps.SortByPrimitiveType | - PostProcessSteps.FindDegenerates | - PostProcessSteps.FindInvalidData; - } - } - - /// - /// PostProcess configuration for heavily optimizing the data - /// for real-time rendering. Includes all flags in - /// as well as - /// , , and - /// - /// - public static PostProcessSteps TargetRealTimeMaximumQuality - { - get - { - return TargetRealTimeQuality | - PostProcessSteps.FindInstances | - PostProcessSteps.ValidateDataStructure | - PostProcessSteps.OptimizeMeshes; - } - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Properties/AssemblyInfo.cs b/Dependencies/assimpnet/AssimpNet/Properties/AssemblyInfo.cs deleted file mode 100644 index 75a9af3a..00000000 --- a/Dependencies/assimpnet/AssimpNet/Properties/AssemblyInfo.cs +++ /dev/null @@ -1,61 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Reflection; -using System.Runtime.InteropServices; - -[assembly: CLSCompliant(true)] - -// General Information about an assembly is controlled through the following -// set of attributes. Change these attribute values to modify the information -// associated with an assembly. -[assembly: AssemblyTitle("AssimpNet")] -[assembly: AssemblyDescription("A .NET Wrapper for the Open Asset Import (Assimp) library.")] -[assembly: AssemblyConfiguration("")] -[assembly: AssemblyCompany("Nicholas Woodfield")] -[assembly: AssemblyProduct("AssimpNet")] -[assembly: AssemblyCopyright("Copyright © 2012-2019 AssimpNet - Nicholas Woodfield")] -[assembly: AssemblyTrademark("")] -[assembly: AssemblyCulture("")] - -// Setting ComVisible to false makes the types in this assembly not visible -// to COM components. If you need to access a type in this assembly from -// COM, set the ComVisible attribute to true on that type. -[assembly: ComVisible(false)] - -// The following GUID is for the ID of the typelib if this project is exposed to COM -[assembly: Guid("a2aee677-907b-4ec9-a9d4-a52d60542083")] - -// Version information for an assembly consists of the following four values: -// -// Major Version -// Minor Version -// Build Number -// Revision -// -// You can specify all the values or you can default the Build and Revision Numbers -// by using the '*' as shown below: -// [assembly: AssemblyVersion("1.0.*")] -[assembly: AssemblyVersion("4.1.1")] -[assembly: AssemblyFileVersion("4.1.1")] -[assembly: AssemblyInformationalVersion("4.1.1")] diff --git a/Dependencies/assimpnet/AssimpNet/Quaternion.cs b/Dependencies/assimpnet/AssimpNet/Quaternion.cs deleted file mode 100644 index b246802e..00000000 --- a/Dependencies/assimpnet/AssimpNet/Quaternion.cs +++ /dev/null @@ -1,384 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// A 4D vector that represents a rotation. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Quaternion : IEquatable - { - /// - /// Rotation component of the quaternion/ - /// - public float W; - - /// - /// X component of the vector part of the quaternion. - /// - public float X; - - /// - /// Y component of the vector part of the quaternion. - /// - public float Y; - - /// - /// Z component of the vector part of the quaternion. - /// - public float Z; - - /// - /// Constructs a new Quaternion. - /// - /// W component - /// X component - /// Y component - /// Z component - public Quaternion(float w, float x, float y, float z) - { - W = w; - X = x; - Y = y; - Z = z; - } - - /// - /// Constructs a new Quaternion from a rotation matrix. - /// - /// Rotation matrix to create the Quaternion from. - public Quaternion(Matrix3x3 matrix) - { - float trace = matrix.A1 + matrix.B2 + matrix.C3; - - if(trace > 0) - { - float s = (float) Math.Sqrt(trace + 1.0f) * 2.0f; - W = .25f * s; - X = (matrix.C2 - matrix.B3) / s; - Y = (matrix.A3 - matrix.C1) / s; - Z = (matrix.B1 - matrix.A2) / s; - } - else if((matrix.A1 > matrix.B2) && (matrix.A1 > matrix.C3)) - { - float s = (float) Math.Sqrt(((1.0 + matrix.A1) - matrix.B2) - matrix.C3) * 2.0f; - W = (matrix.C2 - matrix.B3) / s; - X = .25f * s; - Y = (matrix.A2 + matrix.B1) / s; - Z = (matrix.A3 + matrix.C1) / s; - } - else if(matrix.B2 > matrix.C3) - { - float s = (float) Math.Sqrt(((1.0f + matrix.B2) - matrix.A1) - matrix.C3) * 2.0f; - W = (matrix.A3 - matrix.C1) / s; - X = (matrix.A2 + matrix.B1) / s; - Y = .25f * s; - Z = (matrix.B3 + matrix.C2) / s; - } - else - { - float s = (float) Math.Sqrt(((1.0f + matrix.C3) - matrix.A1) - matrix.B2) * 2.0f; - W = (matrix.B1 - matrix.A2) / s; - X = (matrix.A3 + matrix.C1) / s; - Y = (matrix.B3 + matrix.C2) / s; - Z = .25f * s; - } - - Normalize(); - } - - /// - /// Constructs a new Quaternion from three euler angles. - /// - /// Pitch - /// Yaw - /// Roll - public Quaternion(float pitch, float yaw, float roll) - { - float sinPitch = (float) Math.Sin(pitch * .5f); - float cosPitch = (float) Math.Cos(pitch * .5f); - float sinYaw = (float) Math.Sin(yaw * .5f); - float cosYaw = (float) Math.Cos(yaw * .5f); - float sinRoll = (float) Math.Sin(roll * .5f); - float cosRoll = (float) Math.Cos(roll * .5f); - float cosPitchCosYaw = cosPitch * cosYaw; - float sinPitchSinYaw = sinPitch * sinYaw; - - X = (sinRoll * cosPitchCosYaw) - (cosRoll * sinPitchSinYaw); - Y = (cosRoll * sinPitch * cosYaw) + (sinRoll * cosPitch * sinYaw); - Z = (cosRoll * cosPitch * sinYaw) - (sinRoll * sinPitch * cosYaw); - W = (cosRoll * cosPitchCosYaw) + (sinRoll * sinPitchSinYaw); - } - - /// - /// Constructs a new Quaternion from an axis-angle. - /// - /// Axis - /// Angle about the axis - public Quaternion(Vector3D axis, float angle) - { - axis.Normalize(); - - float halfAngle = angle * .5f; - float sin = (float) Math.Sin(halfAngle); - float cos = (float) Math.Cos(halfAngle); - X = axis.X * sin; - Y = axis.Y * sin; - Z = axis.Z * sin; - W = cos; - } - - /// - /// Normalizes the quaternion. - /// - public void Normalize() - { - float mag = (X * X) + (Y * Y) + (Z * Z) + (W * W); - if(mag != 0) - { - X /= mag; - Y /= mag; - Z /= mag; - W /= mag; - } - } - - /// - /// Transforms this quaternion into its conjugate. - /// - public void Conjugate() - { - X = -X; - Y = -Y; - Z = -Z; - } - - /// - /// Returns a matrix representation of the quaternion. - /// - /// Rotation matrix representing the quaternion. - public Matrix3x3 GetMatrix() - { - float xx = X * X; - float yy = Y * Y; - float zz = Z * Z; - - float xy = X * Y; - float zw = Z * W; - float zx = Z * X; - float yw = Y * W; - float yz = Y * Z; - float xw = X * W; - - Matrix3x3 mat; - mat.A1 = 1.0f - (2.0f * (yy + zz)); - mat.B1 = 2.0f * (xy + zw); - mat.C1 = 2.0f * (zx - yw); - - mat.A2 = 2.0f * (xy - zw); - mat.B2 = 1.0f - (2.0f * (zz + xx)); - mat.C2 = 2.0f * (yz + xw); - - mat.A3 = 2.0f * (zx + yw); - mat.B3 = 2.0f * (yz - xw); - mat.C3 = 1.0f - (2.0f * (yy + xx)); - - return mat; - } - - /// - /// Spherical interpolation between two quaternions. - /// - /// Start rotation when factor == 0 - /// End rotation when factor == 1 - /// Interpolation factor between 0 and 1, values beyond this range yield undefined values - /// Interpolated quaternion. - public static Quaternion Slerp(Quaternion start, Quaternion end, float factor) - { - //Calc cosine theta - float cosom = (start.X * end.X) + (start.Y * end.Y) + (start.Z * end.Z) + (start.W * end.W); - - //Reverse signs if needed - if(cosom < 0.0f) - { - cosom = -cosom; - end.X = -end.X; - end.Y = -end.Y; - end.Z = -end.Z; - end.W = -end.W; - } - - //calculate coefficients - float sclp, sclq; - //0.0001 -> some episilon - if((1.0f - cosom) > 0.0001f) - { - //Do a slerp - float omega, sinom; - omega = (float) Math.Acos(cosom); //extract theta from the product's cos theta - sinom = (float) Math.Sin(omega); - sclp = (float) Math.Sin((1.0f - factor) * omega) / sinom; - sclq = (float) Math.Sin(factor * omega) / sinom; - } - else - { - //Very close, do a lerp instead since its faster - sclp = 1.0f - factor; - sclq = factor; - } - - Quaternion q; - q.X = (sclp * start.X) + (sclq * end.X); - q.Y = (sclp * start.Y) + (sclq * end.Y); - q.Z = (sclp * start.Z) + (sclq * end.Z); - q.W = (sclp * start.W) + (sclq * end.W); - return q; - } - - /// - /// Rotates a point by this quaternion. - /// - /// Point to rotate - /// Quaternion representing the rotation - /// Rotated point. - public static Vector3D Rotate(Vector3D pt, Quaternion quat) - { - float x2 = quat.X + quat.X; - float y2 = quat.Y + quat.Y; - float z2 = quat.Z + quat.Z; - - float wx2 = quat.W * x2; - float wy2 = quat.W * y2; - float wz2 = quat.W * z2; - - float xx2 = quat.X * x2; - float xy2 = quat.X * y2; - float xz2 = quat.X * z2; - - float yy2 = quat.Y * y2; - float yz2 = quat.Y * z2; - - float zz2 = quat.Z * z2; - - float x = ((pt.X * ((1.0f - yy2) - zz2)) + (pt.Y * (xy2 - wz2))) + (pt.Z * (xz2 + wy2)); - float y = ((pt.X * (xy2 + wz2)) + (pt.Y * ((1.0f - xx2) - zz2))) + (pt.Z * (yz2 - wx2)); - float z = ((pt.X * (xz2 - wy2)) + (pt.Y * (yz2 + wx2))) + (pt.Z * ((1.0f - xx2) - yy2)); - - Vector3D v; - v.X = x; - v.Y = y; - v.Z = z; - return v; - } - - /// - /// Multiplies two quaternions. - /// - /// First quaternion - /// Second quaternion - /// Resulting quaternion - public static Quaternion operator *(Quaternion a, Quaternion b) - { - Quaternion q; - q.W = (a.W * b.W) - (a.X * b.X) - (a.Y * b.Y) - (a.Z * b.Z); - q.X = (a.W * b.X) + (a.X * b.W) + (a.Y * b.Z) - (a.Z * b.Y); - q.Y = (a.W * b.Y) + (a.Y * b.W) + (a.Z * b.X) - (a.X * b.Z); - q.Z = (a.W * b.Z) + (a.Z * b.W) + (a.X * b.Y) - (a.Y * b.X); - return q; - } - - /// - /// Tests equality between two quaternions. - /// - /// First quaternion - /// Second quaternion - /// True if the quaternions are equal, false otherwise. - public static bool operator ==(Quaternion a, Quaternion b) - { - return (a.W == b.W) && (a.X == b.X) && (a.Y == b.Y) && (a.Z == b.Z); - } - - /// - /// Tests inequality between two quaternions. - /// - /// First quaternion - /// Second quaternion - /// True if the quaternions are not equal, false otherwise. - public static bool operator !=(Quaternion a, Quaternion b) - { - return (a.W != b.W) || (a.X != b.X) || (a.Y != b.Y) || (a.Z != b.Z); - } - - /// - /// Tests equality between two quaternions. - /// - /// Quaternion to compare - /// True if the quaternions are equal. - public bool Equals(Quaternion other) - { - return (W == other.W) && (X == other.X) && (Y == other.Y) && (Z == other.Z); - } - - /// - /// Tests equality between this color and another object. - /// - /// Object to test against - /// True if the object is a color and the components are equal - public override bool Equals(object obj) - { - if(obj is Quaternion) - { - return Equals((Quaternion) obj); - } - return false; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return W.GetHashCode() + X.GetHashCode() + Y.GetHashCode() + Z.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{W:{0} X:{1} Y:{2} Z:{3}}}", - new Object[] { W.ToString(info), X.ToString(info), Y.ToString(info), Z.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/QuaternionKey.cs b/Dependencies/assimpnet/AssimpNet/QuaternionKey.cs deleted file mode 100644 index 273e9bf2..00000000 --- a/Dependencies/assimpnet/AssimpNet/QuaternionKey.cs +++ /dev/null @@ -1,150 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Time-value pair specifying a rotation for a given time. - /// - [StructLayout(LayoutKind.Sequential)] - public struct QuaternionKey : IEquatable - { - /// - /// The time of this key. - /// - public double Time; - - /// - /// The rotation of this key. - /// - public Quaternion Value; - - /// - /// Constructs a new QuaternionKey. - /// - /// Time of the key. - /// Quaternion rotation at the time frame. - public QuaternionKey(double time, Quaternion rot) - { - Time = time; - Value = rot; - } - - /// - /// Tests equality between two keys. - /// - /// The first key - /// The second key - /// True if the key's rotations are the same, false otherwise. - public static bool operator ==(QuaternionKey a, QuaternionKey b) - { - return a.Value == b.Value; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the key's rotations are not the same, false otherwise. - public static bool operator !=(QuaternionKey a, QuaternionKey b) - { - return a.Value != b.Value; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the first key's time is less than the second key's. - public static bool operator <(QuaternionKey a, QuaternionKey b) - { - return a.Time < b.Time; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the first key's time is greater than the second key's. - public static bool operator >(QuaternionKey a, QuaternionKey b) - { - return a.Time > b.Time; - } - - /// - /// Determines whether the specified is equal to this instance. - /// - /// The to compare with this instance. - /// - /// true if the specified is equal to this instance; otherwise, false. - /// - public override bool Equals(object obj) - { - if(obj is QuaternionKey) - { - return Equals((QuaternionKey) obj); - } - return false; - } - - /// - /// Tests equality between this key and another. - /// - /// Other key to test - /// True if their rotations are equal. - public bool Equals(QuaternionKey key) - { - return Value == key.Value; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return Value.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{Time:{0} Rotation:{1}}}", - new Object[] { Time.ToString(info), Value.ToString() }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Ray.cs b/Dependencies/assimpnet/AssimpNet/Ray.cs deleted file mode 100644 index a71d32f4..00000000 --- a/Dependencies/assimpnet/AssimpNet/Ray.cs +++ /dev/null @@ -1,55 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Defines a 3D ray with a point of origin and a direction. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Ray - { - /// - /// Origin of the ray in space. - /// - public Vector3D Position; - - /// - /// Direction of the ray. - /// - public Vector3D Direction; - - /// - /// Constructs a new Ray. - /// - /// Origin of the ray. - /// Direction of the ray. - public Ray(Vector3D pos, Vector3D dir) - { - Position = pos; - Direction = dir; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Scene.cs b/Dependencies/assimpnet/AssimpNet/Scene.cs deleted file mode 100644 index 7f2edd88..00000000 --- a/Dependencies/assimpnet/AssimpNet/Scene.cs +++ /dev/null @@ -1,487 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using Assimp.Unmanaged; - -namespace Assimp -{ - /// - /// Represents a completely imported model or scene. Everything that was imported from the given file can be - /// accessed from here. Once the scene is loaded from unmanaged memory, it resides solely in managed memory - /// and Assimp's read only copy is released. - /// - public sealed class Scene : IMarshalable - { - private SceneFlags m_flags; - private Node m_rootNode; - private List m_meshes; - private List m_lights; - private List m_cameras; - private List m_textures; - private List m_animations; - private List m_materials; - - /// - /// Gets or sets the state of the imported scene. By default no flags are set, but - /// issues can arise if the flag is set to incomplete. - /// - public SceneFlags SceneFlags - { - get - { - return m_flags; - } - set - { - m_flags = value; - } - } - - /// - /// Gets or sets the root node of the scene graph. There will always be at least the root node - /// if the import was successful and no special flags have been set. Presence of further nodes - /// depends on the format and content of the imported file. - /// - public Node RootNode - { - get - { - return m_rootNode; - } - set - { - m_rootNode = value; - } - } - - /// - /// Gets if the scene contains meshes. Unless if no special scene flags are set - /// this should always be true. - /// - public bool HasMeshes - { - get - { - return m_meshes.Count > 0; - } - } - - /// - /// Gets the number of meshes in the scene. - /// - public int MeshCount - { - get - { - return m_meshes.Count; - } - } - - /// - /// Gets the meshes contained in the scene, if any. - /// - public List Meshes - { - get - { - return m_meshes; - } - } - - - /// - /// Gets if the scene contains any lights. - /// - public bool HasLights - { - get - { - return m_lights.Count > 0; - } - } - - /// - /// Gets the number of lights in the scene. - /// - public int LightCount - { - get - { - return m_lights.Count; - } - } - - /// - /// Gets the lights in the scene, if any. - /// - public List Lights - { - get - { - return m_lights; - } - } - - /// - /// Gets if the scene contains any cameras. - /// - public bool HasCameras - { - get - { - return m_cameras.Count > 0; - } - } - - /// - /// Gets the number of cameras in the scene. - /// - public int CameraCount - { - get - { - return m_cameras.Count; - } - } - /// - /// Gets the cameras in the scene, if any. - /// - public List Cameras - { - get - { - return m_cameras; - } - } - - /// - /// Gets if the scene contains embedded textures. - /// - public bool HasTextures - { - get - { - return m_textures.Count > 0; - } - } - - /// - /// Gets the number of embedded textures in the scene. - /// - public int TextureCount - { - get - { - return m_textures.Count; - } - } - - /// - /// Gets the embedded textures in the scene, if any. - /// - public List Textures - { - get - { - return m_textures; - } - } - - /// - /// Gets if the scene contains any animations. - /// - public bool HasAnimations - { - get - { - return m_animations.Count > 0; - } - } - - /// - /// Gets the number of animations in the scene. - /// - public int AnimationCount - { - get - { - return m_animations.Count; - } - } - - /// - /// Gets the animations in the scene, if any. - /// - public List Animations - { - get - { - return m_animations; - } - } - - /// - /// Gets if the scene contains any materials. There should always be at least the - /// default Assimp material if no materials were loaded. - /// - public bool HasMaterials - { - get - { - return m_materials.Count > 0; - } - } - - /// - /// Gets the number of materials in the scene. There should always be at least the - /// default Assimp material if no materials were loaded. - /// - public int MaterialCount - { - get - { - return m_materials.Count; - } - } - - /// - /// Gets the materials in the scene. - /// - public List Materials - { - get - { - return m_materials; - } - } - - /// - /// Constructs a new instance of the class. - /// - public Scene() - { - m_flags = SceneFlags.None; - m_rootNode = null; - m_meshes = new List(); - m_lights = new List(); - m_cameras = new List(); - m_textures = new List(); - m_animations = new List(); - m_materials = new List(); - } - - /// - /// Clears the scene of all components. - /// - public void Clear() - { - m_rootNode = null; - m_meshes.Clear(); - m_lights.Clear(); - m_cameras.Clear(); - m_textures.Clear(); - m_animations.Clear(); - m_materials.Clear(); - } - - /// - /// Marshals a managed scene to unmanaged memory. The unmanaged memory must be freed with a call to - /// , the memory is owned by AssimpNet and cannot be freed by the native library. - /// - /// Scene data - /// Unmanaged scene or NULL if the scene is null. - public static IntPtr ToUnmanagedScene(Scene scene) - { - if(scene == null) - return IntPtr.Zero; - - return MemoryHelper.ToNativePointer(scene); - } - - /// - /// Marshals an unmanaged scene to managed memory. This does not free the unmanaged memory. - /// - /// The unmanaged scene data - /// The managed scene, or null if the pointer is NULL - public static Scene FromUnmanagedScene(IntPtr scenePtr) - { - if(scenePtr == IntPtr.Zero) - return null; - - return MemoryHelper.FromNativePointer(scenePtr); - } - - /// - /// Frees unmanaged memory allocated -ONLY- in . To free an unmanaged scene allocated by the unmanaged Assimp library, - /// call the appropiate function. - /// - /// Pointer to unmanaged scene data. - public static void FreeUnmanagedScene(IntPtr scenePtr) - { - if(scenePtr == IntPtr.Zero) - return; - - FreeNative(scenePtr, true); - } - - #region IMarshalable Implementation - - /// - /// Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - /// - bool IMarshalable.IsNativeBlittable { get { return true; } } - - /// - /// Writes the managed data to the native value. - /// - /// Optional pointer to the memory that will hold the native value. - /// Output native value - void IMarshalable.ToNative(IntPtr thisPtr, out AiScene nativeValue) - { - nativeValue.Flags = m_flags; - nativeValue.Materials = IntPtr.Zero; - nativeValue.RootNode = IntPtr.Zero; - nativeValue.Meshes = IntPtr.Zero; - nativeValue.Lights = IntPtr.Zero; - nativeValue.Cameras = IntPtr.Zero; - nativeValue.Textures = IntPtr.Zero; - nativeValue.Animations = IntPtr.Zero; - nativeValue.PrivateData = IntPtr.Zero; - - nativeValue.NumMaterials = (uint) MaterialCount; - nativeValue.NumMeshes = (uint) MeshCount; - nativeValue.NumLights = (uint) LightCount; - nativeValue.NumCameras = (uint) CameraCount; - nativeValue.NumTextures = (uint) TextureCount; - nativeValue.NumAnimations = (uint) AnimationCount; - - //Write materials - if(nativeValue.NumMaterials > 0) - nativeValue.Materials = MemoryHelper.ToNativeArray(m_materials.ToArray(), true); - - //Write scenegraph - if(m_rootNode != null) - nativeValue.RootNode = MemoryHelper.ToNativePointer(m_rootNode); - - //Write meshes - if(nativeValue.NumMeshes > 0) - nativeValue.Meshes = MemoryHelper.ToNativeArray(m_meshes.ToArray(), true); - - //Write lights - if(nativeValue.NumLights > 0) - nativeValue.Lights = MemoryHelper.ToNativeArray(m_lights.ToArray(), true); - - //Write cameras - if(nativeValue.NumCameras > 0) - nativeValue.Cameras = MemoryHelper.ToNativeArray(m_cameras.ToArray(), true); - - //Write textures - if(nativeValue.NumTextures > 0) - nativeValue.Textures = MemoryHelper.ToNativeArray(m_textures.ToArray(), true); - - //Write animations - if(nativeValue.NumAnimations > 0) - nativeValue.Animations = MemoryHelper.ToNativeArray(m_animations.ToArray(), true); - } - - /// - /// Reads the unmanaged data from the native value. - /// - /// Input native value - void IMarshalable.FromNative(in AiScene nativeValue) - { - Clear(); - - m_flags = nativeValue.Flags; - - //Read materials - if(nativeValue.NumMaterials > 0 && nativeValue.Materials != IntPtr.Zero) - m_materials.AddRange(MemoryHelper.FromNativeArray(nativeValue.Materials, (int) nativeValue.NumMaterials, true)); - - //Read scenegraph - if(nativeValue.RootNode != IntPtr.Zero) - m_rootNode = MemoryHelper.FromNativePointer(nativeValue.RootNode); - - //Read meshes - if(nativeValue.NumMeshes > 0 && nativeValue.Meshes != IntPtr.Zero) - m_meshes.AddRange(MemoryHelper.FromNativeArray(nativeValue.Meshes, (int) nativeValue.NumMeshes, true)); - - //Read lights - if(nativeValue.NumLights > 0 && nativeValue.Lights != IntPtr.Zero) - m_lights.AddRange(MemoryHelper.FromNativeArray(nativeValue.Lights, (int) nativeValue.NumLights, true)); - - //Read cameras - if(nativeValue.NumCameras > 0 && nativeValue.Cameras != IntPtr.Zero) - m_cameras.AddRange(MemoryHelper.FromNativeArray(nativeValue.Cameras, (int) nativeValue.NumCameras, true)); - - //Read textures - if(nativeValue.NumTextures > 0 && nativeValue.Textures != IntPtr.Zero) - m_textures.AddRange(MemoryHelper.FromNativeArray(nativeValue.Textures, (int) nativeValue.NumTextures, true)); - - //Read animations - if(nativeValue.NumAnimations > 0 && nativeValue.Animations != IntPtr.Zero) - m_animations.AddRange(MemoryHelper.FromNativeArray(nativeValue.Animations, (int) nativeValue.NumAnimations, true)); - } - - - /// - /// Frees unmanaged memory created by . - /// - /// Native value to free - /// True if the unmanaged memory should be freed, false otherwise. - public static void FreeNative(IntPtr nativeValue, bool freeNative) - { - if(nativeValue == IntPtr.Zero) - return; - - AiScene aiScene = MemoryHelper.Read(nativeValue); - - if(aiScene.NumMaterials > 0 && aiScene.Materials != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiScene.Materials, (int) aiScene.NumMaterials, Material.FreeNative, true); - - if(aiScene.RootNode != IntPtr.Zero) - Node.FreeNative(aiScene.RootNode, true); - - if(aiScene.NumMeshes > 0 && aiScene.Meshes != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiScene.Meshes, (int) aiScene.NumMeshes, Mesh.FreeNative, true); - - if(aiScene.NumLights > 0 && aiScene.Lights != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiScene.Lights, (int) aiScene.NumLights, Light.FreeNative, true); - - if(aiScene.NumCameras > 0 && aiScene.Cameras != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiScene.Cameras, (int) aiScene.NumCameras, Camera.FreeNative, true); - - if(aiScene.NumTextures > 0 && aiScene.Textures != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiScene.Textures, (int) aiScene.NumTextures, EmbeddedTexture.FreeNative, true); - - if(aiScene.NumAnimations > 0 && aiScene.Animations != IntPtr.Zero) - MemoryHelper.FreeNativeArray(aiScene.Animations, (int) aiScene.NumAnimations, Animation.FreeNative, true); - - if(freeNative) - MemoryHelper.FreeMemory(nativeValue); - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Texel.cs b/Dependencies/assimpnet/AssimpNet/Texel.cs deleted file mode 100644 index 4a8f44a1..00000000 --- a/Dependencies/assimpnet/AssimpNet/Texel.cs +++ /dev/null @@ -1,152 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a texel in ARGB8888 format. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Texel : IEquatable - { - /// - /// Blue component. - /// - public byte B; - - /// - /// Green component. - /// - public byte G; - - /// - /// Red component. - /// - public byte R; - - /// - /// Alpha component. - /// - public byte A; - - /// - /// Constructs a new Texel. - /// - /// Blue component. - /// Green component. - /// Red component. - /// Alpha component. - public Texel(byte b, byte g, byte r, byte a) - { - B = b; - G = g; - R = r; - A = a; - } - - /// - /// Tests equality between two texels. - /// - /// First texel - /// Second texel - /// True if the texels are equal, false otherwise. - public static bool operator ==(Texel a, Texel b) - { - return (a.B == b.B) && (a.G == b.G) && (a.R == b.R) && (a.A == b.A); - } - - /// - /// Tests inequality between two texels. - /// - /// First texel - /// Second texel - /// True if the texels are not equal, false otherwise. - public static bool operator !=(Texel a, Texel b) - { - return (a.B != b.B) && (a.G != b.G) && (a.R != b.R) && (a.A != b.A); - } - - /// - /// Implicitly converts a texel to a Color4D. - /// - /// Texel to convert - /// Converted Color4D - public static implicit operator Color4D(Texel texel) - { - return new Color4D(texel.R / 255.0f, texel.G / 255.0f, texel.B / 255.0f, texel.A / 255.0f); - } - - /// - /// Determines whether the specified is equal to this instance. - /// - /// The to compare with this instance. - /// - /// true if the specified is equal to this instance; otherwise, false. - /// - public override bool Equals(object obj) - { - if(obj is Texel) - { - return Equals((Texel) obj); - } - return false; - } - - /// - /// Tests equality between this key and another. - /// - /// Other key to test - /// True if their indices are equal - public bool Equals(Texel other) - { - return (B == other.B) && (G == other.G) && (R == other.R) && (A == other.A); - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return B.GetHashCode() + G.GetHashCode() + R.GetHashCode() + A.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{B:{0} G:{1} R:{2} A:{3}}}", - new Object[] { B.ToString(info), G.ToString(info), R.ToString(info), A.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/TextureSlot.cs b/Dependencies/assimpnet/AssimpNet/TextureSlot.cs deleted file mode 100644 index 66be4154..00000000 --- a/Dependencies/assimpnet/AssimpNet/TextureSlot.cs +++ /dev/null @@ -1,110 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; - -namespace Assimp -{ - /// - /// Describes all the values pertaining to a particular texture slot in a material. - /// - public struct TextureSlot - { - /// - /// Gets the texture file path. - /// - public String FilePath; - - /// - /// Gets the texture type semantic. - /// - public TextureType TextureType; - - /// - /// Gets the texture index in the material. - /// - public int TextureIndex; - - /// - /// Gets the texture mapping. - /// - public TextureMapping Mapping; - - /// - /// Gets the UV channel index that corresponds to this texture from the mesh. - /// - public int UVIndex; - - /// - /// Gets the blend factor. - /// - public float BlendFactor; - - /// - /// Gets the texture operation. - /// - public TextureOperation Operation; - - /// - /// Gets the texture wrap mode for the U coordinate. - /// - public TextureWrapMode WrapModeU; - - /// - /// Gets the texture wrap mode for the V coordinate. - /// - public TextureWrapMode WrapModeV; - - /// - /// Gets misc flags. - /// - public int Flags; - - /// - /// Constructs a new TextureSlot. - /// - /// Texture filepath - /// Texture type semantic - /// Texture index in the material - /// Texture mapping - /// UV channel in mesh that corresponds to this texture - /// Blend factor - /// Texture operation - /// Texture wrap mode for U coordinate - /// Texture wrap mode for V coordinate - /// Misc flags - public TextureSlot(String filePath, TextureType typeSemantic, int texIndex, TextureMapping mapping, int uvIndex, float blendFactor, - TextureOperation texOp, TextureWrapMode wrapModeU, TextureWrapMode wrapModeV, int flags) - { - FilePath = (filePath == null) ? String.Empty : filePath; - TextureType = typeSemantic; - TextureIndex = texIndex; - Mapping = mapping; - UVIndex = uvIndex; - BlendFactor = blendFactor; - Operation = texOp; - WrapModeU = wrapModeU; - WrapModeV = wrapModeV; - Flags = flags; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/UVTransform.cs b/Dependencies/assimpnet/AssimpNet/UVTransform.cs deleted file mode 100644 index 39c771cc..00000000 --- a/Dependencies/assimpnet/AssimpNet/UVTransform.cs +++ /dev/null @@ -1,51 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Defines how an UV channel is transformed. - /// - [StructLayout(LayoutKind.Sequential)] - public struct UVTransform - { - /// - /// Translation on the U and V axes. Default is 0|0 - /// - public Vector2D Translation; - - /// - /// Scaling on the U and V axes. Default is 1|1. - /// - public Vector2D Scaling; - - /// - /// Rotation in counter-clockwise direction, specfied in - /// radians. The rotation center is 0.5f|0.5f and the - /// default value is zero. - /// - public float Rotation; - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/AiConfigs.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/AiConfigs.cs deleted file mode 100644 index 81db51d1..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/AiConfigs.cs +++ /dev/null @@ -1,579 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; - -namespace Assimp.Unmanaged -{ - /// - /// Defines configurable properties for importing models. All properties - /// have default values. Setting config properties are done via the SetProperty* - /// methods in AssimpMethods. - /// - public static class AiConfigs - { - #region Library Settings - General/Global settings - - /// - /// Enables time measurements. If enabled the time needed for each - /// part of the loading process is timed and logged. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_GLOB_MEASURE_TIME = "GLOB_MEASURE_TIME"; - - /// - /// Sets Assimp's multithreading policy. This is ignored if Assimp is - /// built without boost.thread support. Possible values are: -1 to - /// let Assimp decide, 0 to disable multithreading, and nay number larger than 0 - /// to force a specific number of threads. This is only a hint and may be - /// ignored by Assimp. - /// Type: integer. Default: -1 - /// - public const String AI_CONFIG_GLOB_MULTITHREADING = "GLOB_MULTITHREADING"; - - /// - /// Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - /// in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - /// the bones. - /// Type: Bool. Default: false. - /// - public const String AI_CONFIG_IMPORT_NO_SKELETON_MESHES = "IMPORT_NO_SKELETON_MESHES"; - - #endregion - - #region Post Processing Settings - - /// - /// Specifies the maximum angle that may be between two vertex tangents that their tangents - /// and bitangents are smoothed during the step to calculate the tangent basis. The angle specified - /// is in degrees. The maximum value is 175 degrees. - /// Type: float. Default: 45 degrees - /// - public const String AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE = "PP_CT_MAX_SMOOTHING_ANGLE"; - - /// - /// Specifies the maximum angle that may be between two face normals at the same vertex position that - /// their normals will be smoothed together during the calculate smooth normals step. This is commonly - /// called the "crease angle". The angle is specified in degrees. Maximum value is 175 degrees (all vertices - /// smoothed). - /// Type: float. Default: 175 degrees - /// - public const String AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE = "PP_GSN_MAX_SMOOTHING_ANGLE"; - - /// - /// Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) files. - /// This must be a valid path to a file. The file is 768 (256 * 3) bytes large and contains - /// RGB triplets for each of the 256 palette entries. If the file is not found, a default - /// palette (from Quake 1) is used. - /// Type: string. Default: "colormap.lmp" - /// - public const String AI_CONFIG_IMPORT_MDL_COLORMAP = "IMPORT_MDL_COLORMAP"; - - /// - /// Configures the step to - /// keep materials matching a name in a given list. This is a list of - /// 1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers - /// containing whitespaces must be enclosed in *single* quotation marks. Tabs or - /// carriage returns are treated as whitespace. - /// If a material matches one of these names, it will not be modified - /// or removed by the post processing step nor will other materials be replaced - /// by a reference to it. - /// Default: string. Default: "" - /// - public const String AI_CONFIG_PP_RRM_EXCLUDE_LIST = "PP_RRM_EXCLUDE_LIST"; - - /// - /// Configures the step - /// to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization - /// is performed where meshes with the same materials are not joined. - /// This option could be of used if you have a scene hierarchy that contains - /// important additional information which you intend to parse. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_PP_PTV_KEEP_HIERARCHY = "PP_PTV_KEEP_HIERARCHY"; - - /// - /// Configures the step - /// to normalize all vertex components into the -1...1 range. That is, a bounding - /// box for the whole scene is computed where the maximum component is taken - /// and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension - /// of the input data. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_PP_PTV_NORMALIZE = "PP_PTV_NORMALIZE"; - - /// - /// Configures the step - /// to remove degenerated primitives from the import immediately. - /// The default behavior converts degenerated triangles to lines and - /// degenerated lines to points. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_PP_FD_REMOVE = "PP_FD_REMOVE"; - - /// - /// Configures the step - /// to check the area of a triangle to be greater than 1e-6. If this is not the case, the triangle will be removed if is set to true. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_PP_FD_CHECKAREA = "PP_FD_CHECKAREA"; - - /// - /// Configures the step - /// to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character. - /// Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns - /// and tabs are treated as white space. - /// If a node matches one of these names, it will not be modified or removed by the - /// postprocessing step. - /// Type: string. Default: "" - /// - public const String AI_CONFIG_PP_OG_EXCLUDE_LIST = "PP_OG_EXCLUDE_LIST"; - - /// - /// Sets the maximum number of triangles a mesh can contain. This is used by the - /// step to determine - /// whether a mesh must be split or not. - /// Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES - /// - public const String AI_CONFIG_PP_SLM_TRIANGLE_LIMIT = "PP_SLM_TRIANGLE_LIMIT"; - - /// - /// Sets the maximum number of vertices in a mesh. This is used by the - /// step to determine - /// whether a mesh must be split or not. - /// Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES - /// - public const String AI_CONFIG_PP_SLM_VERTEX_LIMIT = "PP_SLM_VERTEX_LIMIT"; - - /// - /// Sets the maximum number of bones that can affect a single vertex. This is used - /// by the step. - /// Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS - /// - public const String AI_CONFIG_PP_LBW_MAX_WEIGHTS = "PP_LBW_MAX_WEIGHTS"; - - /// - /// Sets the size of the post-transform vertex cache to optimize vertices for. This is - /// for the step. The size - /// is given in vertices. Of course you can't know how the vertex format will exactly look - /// like after the import returns, but you can still guess what your meshes will - /// probably have. The default value *has* resulted in slight performance improvements - /// for most Nvidia/AMD cards since 2002. - /// Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE - /// - public const String AI_CONFIG_PP_ICL_PTCACHE_SIZE = "PP_ICL_PTCACHE_SIZE"; - - /// - /// Input parameter to the step. - /// It specifies the parts of the data structure to be removed. - /// This is a bitwise combination of the flag. If no valid mesh is remaining after - /// the step is executed, the import FAILS. - /// Type: integer. Default: 0 - /// - public const String AI_CONFIG_PP_RVC_FLAGS = "PP_RVC_FLAGS"; - - /// - /// Input parameter to the step. - /// It specifies which primitive types are to be removed by the step. - /// This is a bitwise combination of the flag. - /// Specifying ALL types is illegal. - /// Type: integer. Default: 0 - /// - public const String AI_CONFIG_PP_SBP_REMOVE = "PP_SBP_REMOVE"; - - /// - /// Input parameter to the step. - /// It specifies the floating point accuracy for animation values, specifically the epislon - /// during the comparison. The step checks for animation tracks where all frame values are absolutely equal - /// and removes them. Two floats are considered equal if the invariant abs(n0-n1) > epislon holds - /// true for all vector/quaternion components. - /// Type: float. Default: 0.0f (comparisons are exact) - /// - public const String AI_CONFIG_PP_FID_ANIM_ACCURACY = "PP_FID_ANIM_ACCURACY"; - - /// - /// Input parameter to the step. - /// It specifies which UV transformations are to be evaluated. - /// This is bitwise combination of the flag. - /// Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations) - /// - public const String AI_CONFIG_PP_TUV_EVALUATE = "PP_TUV_EVALUATE"; - - /// - /// A hint to Assimp to favour speed against import quality. Enabling this option - /// may result in faster loading, or it may not. It is just a hint to loaders and post-processing - /// steps to use faster code paths if possible. A value not equal to zero stands - /// for true. - /// Type: integer. Default: 0 - /// - public const String AI_CONFIG_FAVOUR_SPEED = "FAVOUR_SPEED"; - - /// - /// Maximum bone cone per mesh for the step. Meshes - /// are split until the max number of bones is reached. - /// Type: integer. Default: 60 - /// - public const String AI_CONFIG_PP_SBBC_MAX_BONES = "PP_SBBC_MAX_BONES"; - - /// - /// Source UV channel for tangent space computation. The specified channel must exist or an error will be raised. - /// Type: integer. Default: 0 - /// - public const String AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX = "AI_CONFIG_PP_CT_TEXTURE_CHANNEL_INDEX"; - - /// - /// Threshold used to determine if a bone is kept or removed during the step. - /// Type: float. Default: 1.0f - /// - public const String AI_CONFIG_PP_DB_THRESHOLD = "PP_DB_THRESHOLD"; - - /// - /// Require all bones to qualify for deboning before any are removed. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_PP_DB_ALL_OR_NONE = "PP_DB_ALL_OR_NONE"; - - /// - /// Configures the step to use a user defined matrix as the scene root node - /// transformation before transforming vertices. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION = "PP_PTV_ADD_ROOT_TRANSFORMATION"; - - /// - /// Configures the step to use a user defined matrix as the scene root node transformation - /// before transforming vertices. - /// Type: Matrix4x4. Default: Identity Matrix - /// - public const String AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION = "PP_PTV_ROOT_TRANSFORMATION"; - - /// - /// Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - /// which this processing step can utilize. - /// Type: Float. Default: 1.0f. - /// - public const String AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY = "GLOBAL_SCALE_FACTOR"; - - #endregion - - #region Importer Settings - - /// - /// Sets the vertex animation keyframe to be imported. Assimp does not support - /// vertex keyframes (only bone animation is supported). The libary reads only one frame of models - /// with vertex animations. By default this is the first frame. - /// The default value is 0. This option applies to all importers. However, it is - /// also possible to override the global setting for a specific loader. You can use the - /// AI_CONFIG_IMPORT_XXX_KEYFRAME options where XXX is a placeholder for the file format which - /// you want to override the global setting. - /// Type: integer. Default: 0 - /// - public const String AI_CONFIG_IMPORT_GLOBAL_KEYFRAME = "IMPORT_GLOBAL_KEYFRAME"; - - /// - /// See the documentation for . - /// - public const String AI_CONFIG_IMPORT_MD3_KEYFRAME = "IMPORT_MD3_KEYFRAME"; - - /// - /// See the documentation for . - /// - public const String AI_CONFIG_IMPORT_MD2_KEYFRAME = "IMPORT_MD3_KEYFRAME"; - - /// - /// See the documentation for . - /// - public const String AI_CONFIG_IMPORT_MDL_KEYFRAME = "IMPORT_MDL_KEYFRAME"; - - /// - /// See the documentation for . - /// - public const String AI_CONFIG_IMPORT_MDC_KEYFRAME = "IMPORT_MDC_KEYFRAME"; - - /// - /// See the documentation for . - /// - public const String AI_CONFIG_IMPORT_SMD_KEYFRAME = "IMPORT_SMD_KEYFRAME"; - - /// - /// See the documentation for . - /// - public const String AI_CONFIG_IMPORT_UNREAL_KEYFRAME = "IMPORT_UNREAL_KEYFRAME"; - - /// - /// Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - /// meshes. - /// Type: bool. Default: true - /// - public const String AI_CONFIG_IMPORT_AC_SEPARATE_BFCULL = "IMPORT_AC_SEPARATE_BFCULL"; - - /// - /// Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - /// of the 'subdiv' attribute in the file). By default, Assimp performs - /// the subdivision using the standard Catmull-Clark algorithm. - /// Type: bool. Default: true - /// - public const String AI_CONFIG_IMPORT_AC_EVAL_SUBDIVISION = "IMPORT_AC_EVAL_SUBDIVISION"; - - /// - /// Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - /// Type: bool. Default: true - /// - public const String AI_CONFIG_IMPORT_UNREAL_HANDLE_FLAGS = "UNREAL_HANDLE_FLAGS"; - - /// - /// Configures the terragen import plugin to compute UV's for terrains, if - /// they are not given. Furthermore, a default texture is assigned. - /// UV coordinates for terrains are so simple to compute that you'll usually - /// want to compute them on your own, if you need them. This option is intended for model viewers which - /// want to offer an easy way to apply textures to terrains. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_IMPORT_TER_MAKE_UVS = "IMPORT_TER_MAKE_UVS"; - - /// - /// Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - /// loaded from the file. Some ASE files carry invalid normals, others don't. - /// Type: bool. Default: true - /// - public const String AI_CONFIG_IMPORT_ASE_RECONSTRUCT_NORMALS = "IMPORT_ASE_RECONSTRUCT_NORMALS"; - - /// - /// Configures the M3D loader to detect and process multi-part Quake player models. These models - /// usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - /// set to true, Assimp will try to load and combine all three files if one of them is loaded. - /// Type: bool. Default: true - /// - public const String AI_CONFIG_IMPORT_MD3_HANDLE_MULTIPART = "IMPORT_MD3_HANDLE_MULTIPART"; - - /// - /// Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - /// whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - /// Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - /// are typical skin names. - /// Type: string. Default: "default" - /// - public const String AI_CONFIG_IMPORT_MD3_SKIN_NAME = "IMPORT_MD3_SKIN_NAME"; - - /// - /// Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - /// relative to where all MD3 shaders reside. - /// Type: string. Default: "" - /// - public const String AI_CONFIG_IMPORT_MD3_SHADER_SRC = "IMPORT_MD3_SHADER_SRC"; - - /// - /// Configures the LWO loader to load just one layer from the model. - /// LWO files consist of layers and in some cases it could be useful to load only one of them. - /// This property can be either a string - which specifies the name of the layer - or an integer - the index - /// of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - /// if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - /// Type: bool. Default: false (All layers are loaded) - /// - public const String AI_CONFIG_IMPORT_LWO_ONE_LAYER_ONLY = "IMPORT_LWO_ONE_LAYER_ONLY"; - - /// - /// Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - /// The default strategy is to look for a file with the same name but with the MD5ANIm extension - /// in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - /// option can be used to disable this behavior. - /// Type: bool. Default: false - /// - public const String AI_CONFIG_IMPORT_MD5_NO_ANIM_AUTOLOAD = "IMPORT_MD5_NO_ANIM_AUTOLOAD"; - - /// - /// Defines the beginning of the time range for which the LWS loader evaluates animations and computes - /// AiNodeAnim's. - /// Assimp provides full conversion of Lightwave's envelope system, including pre and post - /// conditions. The loader computes linearly subsampled animation channels with the frame rate - /// given in the LWS file. This property defines the start time. - /// Animation channels are only generated if a node has at least one envelope with more than one key - /// assigned. This property is given in frames where '0' is the first. By default, - /// if this property is not set, the importer takes the animation start from the input LWS - /// file ('FirstFrame' line) - /// Type: integer. Default: taken from file - /// - public const String AI_CONFIG_IMPORT_LWS_ANIM_START = "IMPORT_LWS_ANIM_START"; - - /// - /// Defines the ending of the time range for which the LWS loader evaluates animations and computes - /// AiNodeAnim's. - /// Assimp provides full conversion of Lightwave's envelope system, including pre and post - /// conditions. The loader computes linearly subsampled animation channels with the frame rate - /// given in the LWS file. This property defines the end time. - /// Animation channels are only generated if a node has at least one envelope with more than one key - /// assigned. This property is given in frames where '0' is the first. By default, - /// if this property is not set, the importer takes the animation end from the input LWS - /// file. - /// Type: integer. Default: taken from file - /// - public const String AI_CONFIG_IMPORT_LWS_ANIM_END = "IMPORT_LWS_ANIM_END"; - - /// - /// Defines the output frame rate of the IRR loader. - /// IRR animations are difficult to convert for Assimp and there will always be - /// a loss of quality. This setting defines how many keys per second are returned by the converter. - /// Type: integer. Default: 100 - /// - public const String AI_CONFIG_IMPORT_IRR_ANIM_FPS = "IMPORT_IRR_ANIM_FPS"; - - /// - /// The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - /// where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - /// and lastly the material name defined by this config property. - /// Type: string. Default: "Scene.Material" - /// - public const String AI_CONFIG_IMPORT_OGRE_MATERIAL_FILE = "IMPORT_OGRE_MATERIAL_FILE"; - - /// - /// The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - /// in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - /// - /// Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - /// Specular Maps: _s, _spec, _specular, _specularmap - /// Light Maps: _l, _light, _lightmap, _occ, _occlusion - /// Displacement Maps: _dis, _displacement - /// - /// The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - /// texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - /// is used. - /// Type: Bool. Default: false. - /// - public const String AI_CONFIG_IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME = "IMPORT_OGRE_TEXTURETYPE_FROM_FILENAME"; - - /// - /// Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS = "IMPORT_IFC_SKIP_SPACE_REPRESENTATIONS"; - - /// - /// Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - /// walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - /// with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - /// issues with these kind of polygons. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_IFC_CUSTOM_TRIANGULATION = "IMPORT_IFC_CUSTOM_TRIANGULATION"; - - /// - /// Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - /// Type: Float. Default: 10.0f - /// - public const String AI_CONFIG_IMPORT_IFC_SMOOTHING_ANGLE = "IMPORT_IFC_SMOOTHING_ANGLE"; - - /// - /// Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - /// Type: Integer. Default: 32 - /// - public const String AI_CONFIG_IMPORT_IFC_CYLINDRICAL_TESSELLATION = "IMPORT_IFC_CYLINDRICAL_TESSELLATION"; - - /// - /// Specifies whether the collada loader will ignore the up direction. - /// Type: Bool. Default: false - /// - public const String AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION = "IMPORT_COLLADA_IGNORE_UP_DIRECTION"; - - /// - /// Specifies whether the FBX importer will merge all geometry layers present in the source file or take only the first. - /// Type: bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS = "IMPORT_FBX_READ_ALL_GEOMETRY_LAYERS"; - - /// - /// Specifies whether the FBX importer will read all materials present in the source file or take only the referenced materials, if the importer - /// will read materials, otherwise this has no effect. - /// Type: Bool. Default: false. - /// - public const String AI_CONFIG_IMPORT_FBX_READ_ALL_MATERIALS = "IMPORT_FBX_READ_ALL_MATERIALS"; - - /// - /// Specifies whether the FBX importer will read materials. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_READ_MATERIALS = "IMPORT_FBX_READ_MATERIALS"; - - /// - /// Specifies whether the FBX importer will read embedded textures. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_READ_TEXTURES = "IMPORT_FBX_READ_TEXTURES"; - - /// - /// Specifies whether the FBX importer will search for embedded loaded textures, where no embedded texture data is provided. - /// Type: Bool. Default: false. - /// - public const String AI_CONFIG_IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES = "IMPORT_FBX_SEARCH_EMBEDDED_TEXTURES"; - - /// - /// Specifies whether the FBX importer will read cameras. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_READ_CAMERAS = "IMPORT_FBX_READ_CAMERAS"; - - /// - /// Specifies whether the FBX importer will read light sources. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_READ_LIGHTS = "IMPORT_FBX_READ_LIGHTS"; - - /// - /// Specifies whether the FBX importer will read animations. - /// Type: Bool. default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_READ_ANIMATIONS = "IMPORT_FBX_READ_ANIMATIONS"; - - /// - /// Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - /// format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - /// format is best supported and well-tested. - /// Type: Bool. Default: false. - /// - public const String AI_CONFIG_IMPORT_FBX_STRICT_MODE = "IMPORT_FBX_STRICT_MODE"; - - /// - /// Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - /// and offsets will be evaluated whenever possible. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS = "IMPORT_FBX_PRESERVE_PIVOTS"; - - /// - /// Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - /// transformation over their entire defined range. - /// Type: Bool. Default: true. - /// - public const String AI_CONFIG_IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES = "IMPORT_FBX_OPTIMIZE_EMPTY_ANIMATION_CURVES"; - - #endregion - - #region Exporter Settings - - /// - /// Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - /// Type: Bool. Default: false. - /// - public const String AI_CONFIG_EXPORT_XFILE_64BIT = "EXPORT_XFILE_64BIT"; - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/AiDefines.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/AiDefines.cs deleted file mode 100644 index 342a26ab..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/AiDefines.cs +++ /dev/null @@ -1,130 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; - -namespace Assimp.Unmanaged -{ - /// - /// Static class that has a number of constants that are found in Assimp. These can be limits to configuration property default values. The constants - /// are grouped according to their usage or where they're found in the Assimp include files. - /// - public static class AiDefines - { - - #region Config Defaults - - /// - /// Default value for . - /// - public const int AI_SLM_DEFAULT_MAX_TRIANGLES = 1000000; - - /// - /// Default value for . - /// - public const int AI_SLM_DEFAULT_MAX_VERTICES = 1000000; - - /// - /// Default value for . - /// - public const int AI_LBW_MAX_WEIGHTS = 0x4; - - /// - /// Default value for . - /// - public const int PP_ICL_PTCACHE_SIZE = 12; - - /// - /// Default value for - /// - public const int AI_UVTRAFO_ALL = (int) (UVTransformFlags.Rotation | UVTransformFlags.Scaling | UVTransformFlags.Translation); - - #endregion - - #region Mesh Limits - - /// - /// Defines the maximum number of indices per face (polygon). - /// - public const int AI_MAX_FACE_INDICES = 0x7fff; - - /// - /// Defines the maximum number of bone weights. - /// - public const int AI_MAX_BONE_WEIGHTS = 0x7fffffff; - - /// - /// Defines the maximum number of vertices per mesh. - /// - public const int AI_MAX_VERTICES = 0x7fffffff; - - /// - /// Defines the maximum number of faces per mesh. - /// - public const int AI_MAX_FACES = 0x7fffffff; - - /// - /// Defines the maximum number of vertex color sets per mesh. - /// - public const int AI_MAX_NUMBER_OF_COLOR_SETS = 0x8; - - /// - /// Defines the maximum number of texture coordinate sets (UV(W) channels) per mesh. - /// - public const int AI_MAX_NUMBER_OF_TEXTURECOORDS = 0x8; - - /// - /// Defines the default bone count limit. - /// - public const int AI_SBBC_DEFAULT_MAX_BONES = 60; - - /// - /// Defines the deboning threshold. - /// - public const float AI_DEBONE_THRESHOLD = 1.0f; - - #endregion - - #region Types limits - - /// - /// Defines the maximum length of a string used in AiString. - /// - public const int MAX_LENGTH = 1024; - - #endregion - - #region Material limits - - /// - /// Defines the default color material. - /// - public const String AI_DEFAULT_MATERIAL_NAME = "DefaultMaterial"; - - /// - /// Defines the default textured material (if the meshes have UV coords). - /// - public const String AI_DEFAULT_TEXTURED_MATERIAL_NAME = "TexturedDefaultMaterial"; - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/AiMatKeys.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/AiMatKeys.cs deleted file mode 100644 index 6a3e3d4c..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/AiMatKeys.cs +++ /dev/null @@ -1,299 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; - -namespace Assimp.Unmanaged -{ - /// - /// Static class containing material key constants. A fully qualified mat key - /// name here means that it's a string that combines the mat key (base) name, its - /// texture type semantic, and its texture index into a single string delimited by - /// commas. For non-texture material properties, the texture type semantic and texture - /// index are always zero. - /// - public static class AiMatKeys - { - /// - /// Material name (String) - /// - public const String NAME_BASE = "?mat.name"; - - /// - /// Material name (String) - /// - public const String NAME = "?mat.name,0,0"; - - /// - /// Two sided property (boolean) - /// - public const String TWOSIDED_BASE = "$mat.twosided"; - - /// - /// Two sided property (boolean) - /// - public const String TWOSIDED = "$mat.twosided,0,0"; - - /// - /// Shading mode property (ShadingMode) - /// - public const String SHADING_MODEL_BASE = "$mat.shadingm"; - - /// - /// Shading mode property (ShadingMode) - /// - public const String SHADING_MODEL = "$mat.shadingm,0,0"; - - /// - /// Enable wireframe property (boolean) - /// - public const String ENABLE_WIREFRAME_BASE = "$mat.wireframe"; - - /// - /// Enable wireframe property (boolean) - /// - public const String ENABLE_WIREFRAME = "$mat.wireframe,0,0"; - - /// - /// Blending function (BlendMode) - /// - public const String BLEND_FUNC_BASE = "$mat.blend"; - - /// - /// Blending function (BlendMode) - /// - public const String BLEND_FUNC = "$mat.blend,0,0"; - - /// - /// Opacity (float) - /// - public const String OPACITY_BASE = "$mat.opacity"; - - /// - /// Opacity (float) - /// - public const String OPACITY = "$mat.opacity,0,0"; - - /// - /// Bumpscaling (float) - /// - public const String BUMPSCALING_BASE = "$mat.bumpscaling"; - - /// - /// Bumpscaling (float) - /// - public const String BUMPSCALING = "$mat.bumpscaling,0,0"; - - /// - /// Shininess (float) - /// - public const String SHININESS_BASE = "$mat.shininess"; - - /// - /// Shininess (float) - /// - public const String SHININESS = "$mat.shininess,0,0"; - - /// - /// Reflectivity (float) - /// - public const String REFLECTIVITY_BASE = "$mat.reflectivity"; - - /// - /// Reflectivity (float) - /// - public const String REFLECTIVITY = "$mat.reflectivity,0,0"; - - /// - /// Shininess strength (float) - /// - public const String SHININESS_STRENGTH_BASE = "$mat.shinpercent"; - - /// - /// Shininess strength (float) - /// - public const String SHININESS_STRENGTH = "$mat.shinpercent,0,0"; - - /// - /// Refracti (float) - /// - public const String REFRACTI_BASE = "$mat.refracti"; - - /// - /// Refracti (float) - /// - public const String REFRACTI = "$mat.refracti,0,0"; - - /// - /// Diffuse color (Color4D) - /// - public const String COLOR_DIFFUSE_BASE = "$clr.diffuse"; - - /// - /// Diffuse color (Color4D) - /// - public const String COLOR_DIFFUSE = "$clr.diffuse,0,0"; - - /// - /// Ambient color (Color4D) - /// - public const String COLOR_AMBIENT_BASE = "$clr.ambient"; - - /// - /// Ambient color (Color4D) - /// - public const String COLOR_AMBIENT = "$clr.ambient,0,0"; - - /// - /// Specular color (Color4D) - /// - public const String COLOR_SPECULAR_BASE = "$clr.specular"; - - /// - /// Specular color (Color4D) - /// - public const String COLOR_SPECULAR = "$clr.specular,0,0"; - - /// - /// Emissive color (Color4D) - /// - public const String COLOR_EMISSIVE_BASE = "$clr.emissive"; - - /// - /// Emissive color (Color4D) - /// - public const String COLOR_EMISSIVE = "$clr.emissive,0,0"; - - /// - /// Transparent color (Color4D) - /// - public const String COLOR_TRANSPARENT_BASE = "$clr.transparent"; - - /// - /// Transparent color (Color4D) - /// - public const String COLOR_TRANSPARENT = "$clr.transparent,0,0"; - - /// - /// Reflective color (Color4D) - /// - public const String COLOR_REFLECTIVE_BASE = "$clr.reflective"; - - /// - /// Reflective color (Color4D) - /// - public const String COLOR_REFLECTIVE = "$clr.reflective,0,0"; - - /// - /// Background image (String) - /// - public const String GLOBAL_BACKGROUND_IMAGE_BASE = "?bg.global"; - - /// - /// Background image (String) - /// - public const String GLOBAL_BACKGROUND_IMAGE = "?bg.global,0,0"; - - /// - /// Texture base name - /// - public const String TEXTURE_BASE = "$tex.file"; - - /// - /// UVWSRC base name - /// - public const String UVWSRC_BASE = "$tex.uvwsrc"; - - /// - /// Texture op base name - /// - public const String TEXOP_BASE = "$tex.op"; - - /// - /// Mapping base name - /// - public const String MAPPING_BASE = "$tex.mapping"; - - /// - /// Texture blend base name. - /// - public const String TEXBLEND_BASE = "$tex.blend"; - - /// - /// Mapping mode U base name - /// - public const String MAPPINGMODE_U_BASE = "$tex.mapmodeu"; - - /// - /// Mapping mode V base name - /// - public const String MAPPINGMODE_V_BASE = "$tex.mapmodev"; - - /// - /// Texture map axis base name - /// - public const String TEXMAP_AXIS_BASE = "$tex.mapaxis"; - - /// - /// UV transform base name - /// - public const String UVTRANSFORM_BASE = "$tex.uvtrafo"; - - /// - /// Texture flags base name - /// - public const String TEXFLAGS_BASE = "$tex.flags"; - - /// - /// Helper function to get the fully qualified name of a texture property type name. Takes - /// in a base name constant, a texture type, and a texture index and outputs the name in the format: - /// "baseName,TextureType,texIndex" - /// - /// Base name - /// Texture type - /// Texture index - /// Fully qualified texture name - public static String GetFullTextureName(String baseName, TextureType texType, int texIndex) - { - return String.Format("{0},{1},{2}", baseName, (int) texType, texIndex); - } - - /// - /// Helper function to get the base name from a fully qualified name of a material property type name. The format - /// of such a string is: - /// "baseName,TextureType,texIndex" - /// - /// Fully qualified material property name. - /// Base name of the property type. - public static String GetBaseName(String fullyQualifiedName) - { - if(String.IsNullOrEmpty(fullyQualifiedName)) - return String.Empty; - - String[] substrings = fullyQualifiedName.Split(','); - if(substrings != null && substrings.Length == 3) - return substrings[0]; - - return String.Empty; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/AssimpLibrary.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/AssimpLibrary.cs deleted file mode 100644 index c2010c10..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/AssimpLibrary.cs +++ /dev/null @@ -1,1344 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Runtime.InteropServices; - -namespace Assimp.Unmanaged -{ - /// - /// Singleton that governs access to the unmanaged Assimp library functions. - /// - [CLSCompliant(false)] - public sealed class AssimpLibrary : UnmanagedLibrary - { - private static readonly Object s_sync = new Object(); - - /// - /// Default name of the unmanaged library. Based on runtime implementation the prefix ("lib" on non-windows) and extension (.dll, .so, .dylib) will be appended automatically. - /// - private const String DefaultLibName = "assimp"; - - private static AssimpLibrary s_instance; - - private bool m_enableVerboseLogging = false; - - /// - /// Gets the AssimpLibrary instance. - /// - public static AssimpLibrary Instance - { - get - { - lock(s_sync) - { - if(s_instance == null) - s_instance = CreateInstance(); - - return s_instance; - } - } - } - - /// - /// Gets if the Assimp unmanaged library supports multithreading. If it was compiled for single threading only, - /// then it will not utilize multiple threads during import. - /// - public bool IsMultithreadingSupported - { - get - { - return !((GetCompileFlags() & CompileFlags.SingleThreaded) == CompileFlags.SingleThreaded); - } - } - - private AssimpLibrary(String defaultLibName, Type[] unmanagedFunctionDelegateTypes) - : base(defaultLibName, unmanagedFunctionDelegateTypes) { } - - private static AssimpLibrary CreateInstance() - { - return new AssimpLibrary(DefaultLibName, PlatformHelper.GetNestedTypes(typeof(Functions))); - } - - #region Import Methods - - /// - /// Imports a file. - /// - /// Valid filename - /// Post process flags specifying what steps are to be run after the import. - /// Property store containing config name-values, may be null. - /// Pointer to the unmanaged data structure. - public IntPtr ImportFile(String file, PostProcessSteps flags, IntPtr propStore) - { - return ImportFile(file, flags, IntPtr.Zero, propStore); - } - - /// - /// Imports a file. - /// - /// Valid filename - /// Post process flags specifying what steps are to be run after the import. - /// Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - /// any associated file the loader needs to open, passing NULL uses the default implementation. - /// Property store containing config name-values, may be null. - /// Pointer to the unmanaged data structure. - public IntPtr ImportFile(String file, PostProcessSteps flags, IntPtr fileIO, IntPtr propStore) - { - LoadIfNotLoaded(); - - Functions.aiImportFileExWithProperties func = GetFunction(FunctionNames.aiImportFileExWithProperties); - - return func(file, (uint) flags, fileIO, propStore); - } - - /// - /// Imports a scene from a stream. This uses the "aiImportFileFromMemory" function. The stream can be from anyplace, - /// not just a memory stream. It is up to the caller to dispose of the stream. - /// - /// Stream containing the scene data - /// Post processing flags - /// A hint to Assimp to decide which importer to use to process the data - /// Property store containing the config name-values, may be null. - /// Pointer to the unmanaged data structure. - public IntPtr ImportFileFromStream(Stream stream, PostProcessSteps flags, String formatHint, IntPtr propStore) - { - LoadIfNotLoaded(); - - Functions.aiImportFileFromMemoryWithProperties func = GetFunction(FunctionNames.aiImportFileFromMemoryWithProperties); - - byte[] buffer = MemoryHelper.ReadStreamFully(stream, 0); - - return func(buffer, (uint) buffer.Length, (uint) flags, formatHint, propStore); - } - - /// - /// Releases the unmanaged scene data structure. This should NOT be used for unmanaged scenes that were marshaled - /// from the managed scene structure - only for scenes whose memory was allocated by the native library! - /// - /// Pointer to the unmanaged scene data structure. - public void ReleaseImport(IntPtr scene) - { - LoadIfNotLoaded(); - - if(scene == IntPtr.Zero) - return; - - Functions.aiReleaseImport func = GetFunction(FunctionNames.aiReleaseImport); - - func(scene); - } - - /// - /// Applies a post-processing step on an already imported scene. - /// - /// Pointer to the unmanaged scene data structure. - /// Post processing steps to run. - /// Pointer to the unmanaged scene data structure. - public IntPtr ApplyPostProcessing(IntPtr scene, PostProcessSteps flags) - { - LoadIfNotLoaded(); - - if(scene == IntPtr.Zero) - return IntPtr.Zero; - - Functions.aiApplyPostProcessing func = GetFunction(FunctionNames.aiApplyPostProcessing); - - return func(scene, (uint) flags); - } - - #endregion - - #region Export Methods - - /// - /// Gets all supported export formats. - /// - /// Array of supported export formats. - public ExportFormatDescription[] GetExportFormatDescriptions() - { - LoadIfNotLoaded(); - - int count = (int) GetFunction(FunctionNames.aiGetExportFormatCount)().ToUInt32(); - - if(count == 0) - return new ExportFormatDescription[0]; - - ExportFormatDescription[] descriptions = new ExportFormatDescription[count]; - - Functions.aiGetExportFormatDescription func = GetFunction(FunctionNames.aiGetExportFormatDescription); - Functions.aiReleaseExportFormatDescription releaseFunc = GetFunction(FunctionNames.aiReleaseExportFormatDescription); - - for(int i = 0; i < count; i++) - { - IntPtr formatDescPtr = func(new UIntPtr((uint) i)); - if(formatDescPtr != IntPtr.Zero) - { - AiExportFormatDesc desc = MemoryHelper.Read(formatDescPtr); - descriptions[i] = new ExportFormatDescription(desc); - - releaseFunc(formatDescPtr); - } - } - - return descriptions; - } - - - /// - /// Exports the given scene to a chosen file format. Returns the exported data as a binary blob which you can embed into another data structure or file. - /// - /// Scene to export, it is the responsibility of the caller to free this when finished. - /// Format id describing which format to export to. - /// Pre processing flags to operate on the scene during the export. - /// Exported binary blob, or null if there was an error. - public ExportDataBlob ExportSceneToBlob(IntPtr scene, String formatId, PostProcessSteps preProcessing) - { - LoadIfNotLoaded(); - - if(String.IsNullOrEmpty(formatId) || scene == IntPtr.Zero) - return null; - - Functions.aiExportSceneToBlob exportBlobFunc = GetFunction(FunctionNames.aiExportSceneToBlob); - Functions.aiReleaseExportBlob releaseExportBlobFunc = GetFunction(FunctionNames.aiReleaseExportBlob); - - IntPtr blobPtr = exportBlobFunc(scene, formatId, (uint) preProcessing); - - if(blobPtr == IntPtr.Zero) - return null; - - AiExportDataBlob blob = MemoryHelper.Read(blobPtr); - ExportDataBlob dataBlob = new ExportDataBlob(ref blob); - releaseExportBlobFunc(blobPtr); - - return dataBlob; - } - - /// - /// Exports the given scene to a chosen file format and writes the result file(s) to disk. - /// - /// The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - /// this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - /// Format id describing which format to export to. - /// Output filename to write to - /// Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - /// conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - /// Return code specifying if the operation was a success. - public ReturnCode ExportScene(IntPtr scene, String formatId, String fileName, PostProcessSteps preProcessing) - { - return ExportScene(scene, formatId, fileName, IntPtr.Zero, preProcessing); - } - - /// - /// Exports the given scene to a chosen file format and writes the result file(s) to disk. - /// - /// The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - /// this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - /// Format id describing which format to export to. - /// Output filename to write to - /// Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - /// any associated file the loader needs to open, passing NULL uses the default implementation. - /// Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - /// conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - /// Return code specifying if the operation was a success. - public ReturnCode ExportScene(IntPtr scene, String formatId, String fileName, IntPtr fileIO, PostProcessSteps preProcessing) - { - LoadIfNotLoaded(); - - if(String.IsNullOrEmpty(formatId) || scene == IntPtr.Zero) - return ReturnCode.Failure; - - Functions.aiExportSceneEx exportFunc = GetFunction(FunctionNames.aiExportSceneEx); - - return exportFunc(scene, formatId, fileName, fileIO, (uint) preProcessing); - } - - /// - /// Creates a modifyable copy of a scene, useful for copying the scene that was imported so its topology can be modified - /// and the scene be exported. - /// - /// Valid scene to be copied - /// Modifyable copy of the scene - public IntPtr CopyScene(IntPtr sceneToCopy) - { - if(sceneToCopy == IntPtr.Zero) - return IntPtr.Zero; - - IntPtr copiedScene; - - Functions.aiCopyScene func = GetFunction(FunctionNames.aiCopyScene); - - func(sceneToCopy, out copiedScene); - - return copiedScene; - } - - #endregion - - #region Logging Methods - - /// - /// Attaches a log stream callback to catch Assimp messages. - /// - /// Pointer to an instance of AiLogStream. - public void AttachLogStream(IntPtr logStreamPtr) - { - LoadIfNotLoaded(); - - Functions.aiAttachLogStream func = GetFunction(FunctionNames.aiAttachLogStream); - - func(logStreamPtr); - } - - /// - /// Enables verbose logging. - /// - /// True if verbose logging is to be enabled or not. - public void EnableVerboseLogging(bool enable) - { - LoadIfNotLoaded(); - - Functions.aiEnableVerboseLogging func = GetFunction(FunctionNames.aiEnableVerboseLogging); - - func(enable); - - m_enableVerboseLogging = enable; - } - - /// - /// Gets if verbose logging is enabled. - /// - /// True if verbose logging is enabled, false otherwise. - public bool GetVerboseLoggingEnabled() - { - return m_enableVerboseLogging; - } - - /// - /// Detaches a logstream callback. - /// - /// Pointer to an instance of AiLogStream. - /// A return code signifying if the function was successful or not. - public ReturnCode DetachLogStream(IntPtr logStreamPtr) - { - LoadIfNotLoaded(); - - Functions.aiDetachLogStream func = GetFunction(FunctionNames.aiDetachLogStream); - - return func(logStreamPtr); - } - - /// - /// Detaches all logstream callbacks currently attached to Assimp. - /// - public void DetachAllLogStreams() - { - LoadIfNotLoaded(); - - Functions.aiDetachAllLogStreams func = GetFunction(FunctionNames.aiDetachAllLogStreams); - - func(); - } - - #endregion - - #region Import Properties Setters - - /// - /// Create an empty property store. Property stores are used to collect import settings. - /// - /// Pointer to property store - public IntPtr CreatePropertyStore() - { - LoadIfNotLoaded(); - - Functions.aiCreatePropertyStore func = GetFunction(FunctionNames.aiCreatePropertyStore); - - return func(); - } - - /// - /// Deletes a property store. - /// - /// Pointer to property store - public void ReleasePropertyStore(IntPtr propertyStore) - { - LoadIfNotLoaded(); - - if(propertyStore == IntPtr.Zero) - return; - - Functions.aiReleasePropertyStore func = GetFunction(FunctionNames.aiReleasePropertyStore); - - func(propertyStore); - } - - /// - /// Sets an integer property value. - /// - /// Pointer to property store - /// Property name - /// Property value - public void SetImportPropertyInteger(IntPtr propertyStore, String name, int value) - { - LoadIfNotLoaded(); - - if(propertyStore == IntPtr.Zero || String.IsNullOrEmpty(name)) - return; - - Functions.aiSetImportPropertyInteger func = GetFunction(FunctionNames.aiSetImportPropertyInteger); - - func(propertyStore, name, value); - } - - /// - /// Sets a float property value. - /// - /// Pointer to property store - /// Property name - /// Property value - public void SetImportPropertyFloat(IntPtr propertyStore, String name, float value) - { - LoadIfNotLoaded(); - - if(propertyStore == IntPtr.Zero || String.IsNullOrEmpty(name)) - return; - - Functions.aiSetImportPropertyFloat func = GetFunction(FunctionNames.aiSetImportPropertyFloat); - - func(propertyStore, name, value); - } - - /// - /// Sets a string property value. - /// - /// Pointer to property store - /// Property name - /// Property value - public void SetImportPropertyString(IntPtr propertyStore, String name, String value) - { - LoadIfNotLoaded(); - - if(propertyStore == IntPtr.Zero || String.IsNullOrEmpty(name)) - return; - - Functions.aiSetImportPropertyString func = GetFunction(FunctionNames.aiSetImportPropertyString); - - AiString str = new AiString(); - if(str.SetString(value)) - func(propertyStore, name, ref str); - } - - /// - /// Sets a matrix property value. - /// - /// Pointer to property store - /// Property name - /// Property value - public void SetImportPropertyMatrix(IntPtr propertyStore, String name, Matrix4x4 value) - { - LoadIfNotLoaded(); - - if(propertyStore == IntPtr.Zero || String.IsNullOrEmpty(name)) - return; - - Functions.aiSetImportPropertyMatrix func = GetFunction(FunctionNames.aiSetImportPropertyMatrix); - func(propertyStore, name, ref value); - } - - #endregion - - #region Material Getters - - /// - /// Retrieves a color value from the material property table. - /// - /// Material to retrieve the data from - /// Ai mat key (base) name to search for - /// Texture Type semantic, always zero for non-texture properties - /// Texture index, always zero for non-texture properties - /// The color if it exists. If not, the default Color4D value is returned. - public Color4D GetMaterialColor(ref AiMaterial mat, String key, TextureType texType, uint texIndex) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialColor func = GetFunction(FunctionNames.aiGetMaterialColor); - - IntPtr ptr = IntPtr.Zero; - try - { - ptr = MemoryHelper.AllocateMemory(MemoryHelper.SizeOf()); - ReturnCode code = func(ref mat, key, (uint) texType, texIndex, ptr); - Color4D color = new Color4D(); - if(code == ReturnCode.Success && ptr != IntPtr.Zero) - color = MemoryHelper.Read(ptr); - - return color; - } - finally - { - if(ptr != IntPtr.Zero) - MemoryHelper.FreeMemory(ptr); - } - } - - /// - /// Retrieves an array of float values with the specific key from the material. - /// - /// Material to retrieve the data from - /// Ai mat key (base) name to search for - /// Texture Type semantic, always zero for non-texture properties - /// Texture index, always zero for non-texture properties - /// The maximum number of floats to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - /// the available floats, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - /// The float array, if it exists - public float[] GetMaterialFloatArray(ref AiMaterial mat, String key, TextureType texType, uint texIndex, uint floatCount) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialFloatArray func = GetFunction(FunctionNames.aiGetMaterialFloatArray); - - IntPtr ptr = IntPtr.Zero; - try - { - ptr = MemoryHelper.AllocateMemory(IntPtr.Size); - ReturnCode code = func(ref mat, key, (uint) texType, texIndex, ptr, ref floatCount); - float[] array = null; - if(code == ReturnCode.Success && floatCount > 0) - { - array = new float[floatCount]; - MemoryHelper.Read(ptr, array, 0, (int) floatCount); - } - return array; - } - finally - { - if(ptr != IntPtr.Zero) - { - MemoryHelper.FreeMemory(ptr); - } - } - } - - /// - /// Retrieves an array of integer values with the specific key from the material. - /// - /// Material to retrieve the data from - /// Ai mat key (base) name to search for - /// Texture Type semantic, always zero for non-texture properties - /// Texture index, always zero for non-texture properties - /// The maximum number of integers to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - /// the available integers, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - /// The integer array, if it exists - public int[] GetMaterialIntegerArray(ref AiMaterial mat, String key, TextureType texType, uint texIndex, uint intCount) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialIntegerArray func = GetFunction(FunctionNames.aiGetMaterialIntegerArray); - - IntPtr ptr = IntPtr.Zero; - try - { - ptr = MemoryHelper.AllocateMemory(IntPtr.Size); - ReturnCode code = func(ref mat, key, (uint) texType, texIndex, ptr, ref intCount); - int[] array = null; - if(code == ReturnCode.Success && intCount > 0) - { - array = new int[intCount]; - MemoryHelper.Read(ptr, array, 0, (int) intCount); - } - return array; - } - finally - { - if(ptr != IntPtr.Zero) - { - MemoryHelper.FreeMemory(ptr); - } - } - } - - /// - /// Retrieves a material property with the specific key from the material. - /// - /// Material to retrieve the property from - /// Ai mat key (base) name to search for - /// Texture Type semantic, always zero for non-texture properties - /// Texture index, always zero for non-texture properties - /// The material property, if found. - public AiMaterialProperty GetMaterialProperty(ref AiMaterial mat, String key, TextureType texType, uint texIndex) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialProperty func = GetFunction(FunctionNames.aiGetMaterialProperty); - - IntPtr ptr; - ReturnCode code = func(ref mat, key, (uint) texType, texIndex, out ptr); - AiMaterialProperty prop = new AiMaterialProperty(); - if(code == ReturnCode.Success && ptr != IntPtr.Zero) - prop = MemoryHelper.Read(ptr); - - return prop; - } - - /// - /// Retrieves a string from the material property table. - /// - /// Material to retrieve the data from - /// Ai mat key (base) name to search for - /// Texture Type semantic, always zero for non-texture properties - /// Texture index, always zero for non-texture properties - /// The string, if it exists. If not, an empty string is returned. - public String GetMaterialString(ref AiMaterial mat, String key, TextureType texType, uint texIndex) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialString func = GetFunction(FunctionNames.aiGetMaterialString); - - AiString str; - ReturnCode code = func(ref mat, key, (uint) texType, texIndex, out str); - if(code == ReturnCode.Success) - return str.GetString(); - - return String.Empty; - } - - /// - /// Gets the number of textures contained in the material for a particular texture type. - /// - /// Material to retrieve the data from - /// Texture Type semantic - /// The number of textures for the type. - public uint GetMaterialTextureCount(ref AiMaterial mat, TextureType type) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialTextureCount func = GetFunction(FunctionNames.aiGetMaterialTextureCount); - - return func(ref mat, type); - } - - /// - /// Gets the texture filepath contained in the material. - /// - /// Material to retrieve the data from - /// Texture type semantic - /// Texture index - /// The texture filepath, if it exists. If not an empty string is returned. - public String GetMaterialTextureFilePath(ref AiMaterial mat, TextureType type, uint index) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialTexture func = GetFunction(FunctionNames.aiGetMaterialTexture); - - AiString str; - TextureMapping mapping; - uint uvIndex; - float blendFactor; - TextureOperation texOp; - TextureWrapMode[] wrapModes = new TextureWrapMode[2]; - uint flags; - - ReturnCode code = func(ref mat, type, index, out str, out mapping, out uvIndex, out blendFactor, out texOp, wrapModes, out flags); - - if(code == ReturnCode.Success) - { - return str.GetString(); - } - - return String.Empty; - } - - /// - /// Gets all values pertaining to a particular texture from a material. - /// - /// Material to retrieve the data from - /// Texture type semantic - /// Texture index - /// Returns the texture slot struct containing all the information. - public TextureSlot GetMaterialTexture(ref AiMaterial mat, TextureType type, uint index) - { - LoadIfNotLoaded(); - - Functions.aiGetMaterialTexture func = GetFunction(FunctionNames.aiGetMaterialTexture); - - AiString str; - TextureMapping mapping; - uint uvIndex; - float blendFactor; - TextureOperation texOp; - TextureWrapMode[] wrapModes = new TextureWrapMode[2]; - uint flags; - - ReturnCode code = func(ref mat, type, index, out str, out mapping, out uvIndex, out blendFactor, out texOp, wrapModes, out flags); - - return new TextureSlot(str.GetString(), type, (int) index, mapping, (int) uvIndex, blendFactor, texOp, wrapModes[0], wrapModes[1], (int) flags); - } - - #endregion - - #region Error and Info Methods - - /// - /// Gets the last error logged in Assimp. - /// - /// The last error message logged. - public String GetErrorString() - { - LoadIfNotLoaded(); - - Functions.aiGetErrorString func = GetFunction(FunctionNames.aiGetErrorString); - - IntPtr ptr = func(); - - if(ptr == IntPtr.Zero) - return String.Empty; - - return Marshal.PtrToStringAnsi(ptr); - } - - /// - /// Checks whether the model format extension is supported by Assimp. - /// - /// Model format extension, e.g. ".3ds" - /// True if the format is supported, false otherwise. - public bool IsExtensionSupported(String extension) - { - LoadIfNotLoaded(); - - Functions.aiIsExtensionSupported func = GetFunction(FunctionNames.aiIsExtensionSupported); - - return func(extension); - } - - /// - /// Gets all the model format extensions that are currently supported by Assimp. - /// - /// Array of supported format extensions - public String[] GetExtensionList() - { - LoadIfNotLoaded(); - - Functions.aiGetExtensionList func = GetFunction(FunctionNames.aiGetExtensionList); - - AiString aiString = new AiString(); - func(ref aiString); - return aiString.GetString().Split(new String[] { "*", ";*" }, StringSplitOptions.RemoveEmptyEntries); - } - - /// - /// Gets a collection of importer descriptions that detail metadata and feature support for each importer. - /// - /// Collection of importer descriptions - public ImporterDescription[] GetImporterDescriptions() - { - LoadIfNotLoaded(); - - Functions.aiGetImportFormatCount funcGetCount = GetFunction(FunctionNames.aiGetImportFormatCount); - Functions.aiGetImportFormatDescription funcGetDescr = GetFunction(FunctionNames.aiGetImportFormatDescription); - - int count = (int) funcGetCount().ToUInt32(); - ImporterDescription[] descrs = new ImporterDescription[count]; - - for(int i = 0; i < count; i++) - { - IntPtr descrPtr = funcGetDescr(new UIntPtr((uint) i)); - if(descrPtr != IntPtr.Zero) - { - ref AiImporterDesc descr = ref MemoryHelper.AsRef(descrPtr); - descrs[i] = new ImporterDescription(descr); - } - } - - return descrs; - } - - /// - /// Gets the memory requirements of the scene. - /// - /// Pointer to the unmanaged scene data structure. - /// The memory information about the scene. - public AiMemoryInfo GetMemoryRequirements(IntPtr scene) - { - LoadIfNotLoaded(); - - Functions.aiGetMemoryRequirements func = GetFunction(FunctionNames.aiGetMemoryRequirements); - - AiMemoryInfo info = new AiMemoryInfo(); - if(scene != IntPtr.Zero) - { - func(scene, ref info); - } - - return info; - } - - #endregion - - #region Math Methods - - /// - /// Creates a quaternion from the 3x3 rotation matrix. - /// - /// Quaternion struct to fill - /// Rotation matrix - public void CreateQuaternionFromMatrix(out Quaternion quat, ref Matrix3x3 mat) - { - LoadIfNotLoaded(); - - Functions.aiCreateQuaternionFromMatrix func = GetFunction(FunctionNames.aiCreateQuaternionFromMatrix); - - func(out quat, ref mat); - } - - /// - /// Decomposes a 4x4 matrix into its scaling, rotation, and translation parts. - /// - /// 4x4 Matrix to decompose - /// Scaling vector - /// Quaternion containing the rotation - /// Translation vector - public void DecomposeMatrix(ref Matrix4x4 mat, out Vector3D scaling, out Quaternion rotation, out Vector3D position) - { - LoadIfNotLoaded(); - - Functions.aiDecomposeMatrix func = GetFunction(FunctionNames.aiDecomposeMatrix); - - func(ref mat, out scaling, out rotation, out position); - } - - /// - /// Transposes the 4x4 matrix. - /// - /// Matrix to transpose - public void TransposeMatrix4(ref Matrix4x4 mat) - { - LoadIfNotLoaded(); - - Functions.aiTransposeMatrix4 func = GetFunction(FunctionNames.aiTransposeMatrix4); - - func(ref mat); - } - - /// - /// Transposes the 3x3 matrix. - /// - /// Matrix to transpose - public void TransposeMatrix3(ref Matrix3x3 mat) - { - LoadIfNotLoaded(); - - Functions.aiTransposeMatrix3 func = GetFunction(FunctionNames.aiTransposeMatrix3); - - func(ref mat); - } - - /// - /// Transforms the vector by the 3x3 rotation matrix. - /// - /// Vector to transform - /// Rotation matrix - public void TransformVecByMatrix3(ref Vector3D vec, ref Matrix3x3 mat) - { - LoadIfNotLoaded(); - - Functions.aiTransformVecByMatrix3 func = GetFunction(FunctionNames.aiTransformVecByMatrix3); - - func(ref vec, ref mat); - } - - /// - /// Transforms the vector by the 4x4 matrix. - /// - /// Vector to transform - /// Matrix transformation - public void TransformVecByMatrix4(ref Vector3D vec, ref Matrix4x4 mat) - { - LoadIfNotLoaded(); - - Functions.aiTransformVecByMatrix4 func = GetFunction(FunctionNames.aiTransformVecByMatrix4); - - func(ref vec, ref mat); - } - - /// - /// Multiplies two 4x4 matrices. The destination matrix receives the result. - /// - /// First input matrix and is also the Matrix to receive the result - /// Second input matrix, to be multiplied with "dst". - public void MultiplyMatrix4(ref Matrix4x4 dst, ref Matrix4x4 src) - { - LoadIfNotLoaded(); - - Functions.aiMultiplyMatrix4 func = GetFunction(FunctionNames.aiMultiplyMatrix4); - - func(ref dst, ref src); - } - - /// - /// Multiplies two 3x3 matrices. The destination matrix receives the result. - /// - /// First input matrix and is also the Matrix to receive the result - /// Second input matrix, to be multiplied with "dst". - public void MultiplyMatrix3(ref Matrix3x3 dst, ref Matrix3x3 src) - { - LoadIfNotLoaded(); - - Functions.aiMultiplyMatrix3 func = GetFunction(FunctionNames.aiMultiplyMatrix3); - - func(ref dst, ref src); - } - - /// - /// Creates a 3x3 identity matrix. - /// - /// Matrix to hold the identity - public void IdentityMatrix3(out Matrix3x3 mat) - { - LoadIfNotLoaded(); - - Functions.aiIdentityMatrix3 func = GetFunction(FunctionNames.aiIdentityMatrix3); - - func(out mat); - } - - /// - /// Creates a 4x4 identity matrix. - /// - /// Matrix to hold the identity - public void IdentityMatrix4(out Matrix4x4 mat) - { - LoadIfNotLoaded(); - - Functions.aiIdentityMatrix4 func = GetFunction(FunctionNames.aiIdentityMatrix4); - - func(out mat); - } - - #endregion - - #region Version Info - - /// - /// Gets the Assimp legal info. - /// - /// String containing Assimp legal info. - public String GetLegalString() - { - LoadIfNotLoaded(); - - Functions.aiGetLegalString func = GetFunction(FunctionNames.aiGetLegalString); - - IntPtr ptr = func(); - - if(ptr == IntPtr.Zero) - return String.Empty; - - return Marshal.PtrToStringAnsi(ptr); - } - - /// - /// Gets the native Assimp DLL's minor version number. - /// - /// Assimp minor version number - public uint GetVersionMinor() - { - LoadIfNotLoaded(); - - Functions.aiGetVersionMinor func = GetFunction(FunctionNames.aiGetVersionMinor); - - return func(); - } - - /// - /// Gets the native Assimp DLL's major version number. - /// - /// Assimp major version number - public uint GetVersionMajor() - { - LoadIfNotLoaded(); - - Functions.aiGetVersionMajor func = GetFunction(FunctionNames.aiGetVersionMajor); - - return func(); - } - - /// - /// Gets the native Assimp DLL's revision version number. - /// - /// Assimp revision version number - public uint GetVersionRevision() - { - LoadIfNotLoaded(); - - Functions.aiGetVersionRevision func = GetFunction(FunctionNames.aiGetVersionRevision); - - return func(); - } - - /// - /// Gets the native Assimp DLL's current version number as "major.minor.revision" string. This is the - /// version of Assimp that this wrapper is currently using. - /// - /// Unmanaged DLL version - public String GetVersion() - { - uint major = GetVersionMajor(); - uint minor = GetVersionMinor(); - uint rev = GetVersionRevision(); - - return String.Format("{0}.{1}.{2}", major.ToString(), minor.ToString(), rev.ToString()); - } - - /// - /// Gets the native Assimp DLL's current version number as a .NET version object. - /// - /// Unmanaged DLL version - public Version GetVersionAsVersion() - { - return new Version((int) GetVersionMajor(), (int) GetVersionMinor(), 0, (int) GetVersionRevision()); - } - - /// - /// Get the compilation flags that describe how the native Assimp DLL was compiled. - /// - /// Compilation flags - public CompileFlags GetCompileFlags() - { - LoadIfNotLoaded(); - - Functions.aiGetCompileFlags func = GetFunction(FunctionNames.aiGetCompileFlags); - - return (CompileFlags) func(); - } - - #endregion - - #region Function names - - /// - /// Defines all the unmanaged assimp C-function names. - /// - internal static class FunctionNames - { - - #region Import Function Names - - public const String aiImportFile = "aiImportFile"; - public const String aiImportFileEx = "aiImportFileEx"; - public const String aiImportFileExWithProperties = "aiImportFileExWithProperties"; - public const String aiImportFileFromMemory = "aiImportFileFromMemory"; - public const String aiImportFileFromMemoryWithProperties = "aiImportFileFromMemoryWithProperties"; - public const String aiReleaseImport = "aiReleaseImport"; - public const String aiApplyPostProcessing = "aiApplyPostProcessing"; - - #endregion - - #region Export Function Names - - public const String aiGetExportFormatCount = "aiGetExportFormatCount"; - public const String aiGetExportFormatDescription = "aiGetExportFormatDescription"; - public const String aiReleaseExportFormatDescription = "aiReleaseExportFormatDescription"; - public const String aiExportSceneToBlob = "aiExportSceneToBlob"; - public const String aiReleaseExportBlob = "aiReleaseExportBlob"; - public const String aiExportScene = "aiExportScene"; - public const String aiExportSceneEx = "aiExportSceneEx"; - public const String aiCopyScene = "aiCopyScene"; - - #endregion - - #region Logging Function Names - - public const String aiAttachLogStream = "aiAttachLogStream"; - public const String aiEnableVerboseLogging = "aiEnableVerboseLogging"; - public const String aiDetachLogStream = "aiDetachLogStream"; - public const String aiDetachAllLogStreams = "aiDetachAllLogStreams"; - - #endregion - - #region Import Properties Function Names - - public const String aiCreatePropertyStore = "aiCreatePropertyStore"; - public const String aiReleasePropertyStore = "aiReleasePropertyStore"; - public const String aiSetImportPropertyInteger = "aiSetImportPropertyInteger"; - public const String aiSetImportPropertyFloat = "aiSetImportPropertyFloat"; - public const String aiSetImportPropertyString = "aiSetImportPropertyString"; - public const String aiSetImportPropertyMatrix = "aiSetImportPropertyMatrix"; - - #endregion - - #region Material Getters Function Names - - public const String aiGetMaterialColor = "aiGetMaterialColor"; - public const String aiGetMaterialFloatArray = "aiGetMaterialFloatArray"; - public const String aiGetMaterialIntegerArray = "aiGetMaterialIntegerArray"; - public const String aiGetMaterialProperty = "aiGetMaterialProperty"; - public const String aiGetMaterialString = "aiGetMaterialString"; - public const String aiGetMaterialTextureCount = "aiGetMaterialTextureCount"; - public const String aiGetMaterialTexture = "aiGetMaterialTexture"; - - #endregion - - #region Error and Info Function Names - - public const String aiGetErrorString = "aiGetErrorString"; - public const String aiIsExtensionSupported = "aiIsExtensionSupported"; - public const String aiGetExtensionList = "aiGetExtensionList"; - public const String aiGetImportFormatCount = "aiGetImportFormatCount"; - public const String aiGetImportFormatDescription = "aiGetImportFormatDescription"; - public const String aiGetMemoryRequirements = "aiGetMemoryRequirements"; - - #endregion - - #region Math Function Names - - public const String aiCreateQuaternionFromMatrix = "aiCreateQuaternionFromMatrix"; - public const String aiDecomposeMatrix = "aiDecomposeMatrix"; - public const String aiTransposeMatrix4 = "aiTransposeMatrix4"; - public const String aiTransposeMatrix3 = "aiTransposeMatrix3"; - public const String aiTransformVecByMatrix3 = "aiTransformVecByMatrix3"; - public const String aiTransformVecByMatrix4 = "aiTransformVecByMatrix4"; - public const String aiMultiplyMatrix4 = "aiMultiplyMatrix4"; - public const String aiMultiplyMatrix3 = "aiMultiplyMatrix3"; - public const String aiIdentityMatrix3 = "aiIdentityMatrix3"; - public const String aiIdentityMatrix4 = "aiIdentityMatrix4"; - - #endregion - - #region Version Info Function Names - - public const String aiGetLegalString = "aiGetLegalString"; - public const String aiGetVersionMinor = "aiGetVersionMinor"; - public const String aiGetVersionMajor = "aiGetVersionMajor"; - public const String aiGetVersionRevision = "aiGetVersionRevision"; - public const String aiGetCompileFlags = "aiGetCompileFlags"; - - #endregion - } - - #endregion - - #region Function delegates - - /// - /// Defines all of the delegates that represent the unmanaged assimp functions. - /// - internal static class Functions - { - - #region Import Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiImportFile)] - public delegate IntPtr aiImportFile([In, MarshalAs(UnmanagedType.LPStr)] String file, uint flags); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiImportFileEx)] - public delegate IntPtr aiImportFileEx([In, MarshalAs(UnmanagedType.LPStr)] String file, uint flags, IntPtr fileIO); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiImportFileExWithProperties)] - public delegate IntPtr aiImportFileExWithProperties([In, MarshalAs(UnmanagedType.LPStr)] String file, uint flag, IntPtr fileIO, IntPtr propStore); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiImportFileFromMemory)] - public delegate IntPtr aiImportFileFromMemory(byte[] buffer, uint bufferLength, uint flags, [In, MarshalAs(UnmanagedType.LPStr)] String formatHint); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiImportFileFromMemoryWithProperties)] - public delegate IntPtr aiImportFileFromMemoryWithProperties(byte[] buffer, uint bufferLength, uint flags, [In, MarshalAs(UnmanagedType.LPStr)] String formatHint, IntPtr propStore); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiReleaseImport)] - public delegate void aiReleaseImport(IntPtr scene); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiApplyPostProcessing)] - public delegate IntPtr aiApplyPostProcessing(IntPtr scene, uint Flags); - - #endregion - - #region Export Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetExportFormatCount)] - public delegate UIntPtr aiGetExportFormatCount(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetExportFormatDescription)] - public delegate IntPtr aiGetExportFormatDescription(UIntPtr index); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiReleaseExportFormatDescription)] - public delegate void aiReleaseExportFormatDescription(IntPtr desc); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiExportSceneToBlob)] - public delegate IntPtr aiExportSceneToBlob(IntPtr scene, [In, MarshalAs(UnmanagedType.LPStr)] String formatId, uint preProcessing); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiReleaseExportBlob)] - public delegate void aiReleaseExportBlob(IntPtr blobData); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiExportScene)] - public delegate ReturnCode aiExportScene(IntPtr scene, [In, MarshalAs(UnmanagedType.LPStr)] String formatId, [In, MarshalAs(UnmanagedType.LPStr)] String fileName, uint preProcessing); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiExportSceneEx)] - public delegate ReturnCode aiExportSceneEx(IntPtr scene, [In, MarshalAs(UnmanagedType.LPStr)] String formatId, [In, MarshalAs(UnmanagedType.LPStr)] String fileName, IntPtr fileIO, uint preProcessing); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiCopyScene)] - public delegate void aiCopyScene(IntPtr sceneIn, out IntPtr sceneOut); - - #endregion - - #region Logging Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiAttachLogStream)] - public delegate void aiAttachLogStream(IntPtr logStreamPtr); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiEnableVerboseLogging)] - public delegate void aiEnableVerboseLogging([In, MarshalAs(UnmanagedType.Bool)] bool enable); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiDetachLogStream)] - public delegate ReturnCode aiDetachLogStream(IntPtr logStreamPtr); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiDetachAllLogStreams)] - public delegate void aiDetachAllLogStreams(); - - #endregion - - #region Property Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiCreatePropertyStore)] - public delegate IntPtr aiCreatePropertyStore(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiReleasePropertyStore)] - public delegate void aiReleasePropertyStore(IntPtr propertyStore); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiSetImportPropertyInteger)] - public delegate void aiSetImportPropertyInteger(IntPtr propertyStore, [In, MarshalAs(UnmanagedType.LPStr)] String name, int value); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiSetImportPropertyFloat)] - public delegate void aiSetImportPropertyFloat(IntPtr propertyStore, [In, MarshalAs(UnmanagedType.LPStr)] String name, float value); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiSetImportPropertyString)] - public delegate void aiSetImportPropertyString(IntPtr propertyStore, [In, MarshalAs(UnmanagedType.LPStr)] String name, ref AiString value); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiSetImportPropertyMatrix)] - public delegate void aiSetImportPropertyMatrix(IntPtr propertyStore, [In, MarshalAs(UnmanagedType.LPStr)] String name, ref Matrix4x4 value); - - #endregion - - #region Material Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMaterialColor)] - public delegate ReturnCode aiGetMaterialColor(ref AiMaterial mat, [In, MarshalAs(UnmanagedType.LPStr)] String key, uint texType, uint texIndex, IntPtr colorOut); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMaterialFloatArray)] - public delegate ReturnCode aiGetMaterialFloatArray(ref AiMaterial mat, [In, MarshalAs(UnmanagedType.LPStr)] String key, uint texType, uint texIndex, IntPtr ptrOut, ref uint valueCount); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMaterialIntegerArray)] - public delegate ReturnCode aiGetMaterialIntegerArray(ref AiMaterial mat, [In, MarshalAs(UnmanagedType.LPStr)] String key, uint texType, uint texIndex, IntPtr ptrOut, ref uint valueCount); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMaterialProperty)] - public delegate ReturnCode aiGetMaterialProperty(ref AiMaterial mat, [In, MarshalAs(UnmanagedType.LPStr)] String key, uint texType, uint texIndex, out IntPtr propertyOut); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMaterialString)] - public delegate ReturnCode aiGetMaterialString(ref AiMaterial mat, [In, MarshalAs(UnmanagedType.LPStr)] String key, uint texType, uint texIndex, out AiString str); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMaterialTexture)] - public delegate ReturnCode aiGetMaterialTexture(ref AiMaterial mat, TextureType type, uint index, out AiString path, out TextureMapping mapping, out uint uvIndex, out float blendFactor, out TextureOperation textureOp, [In, Out] TextureWrapMode[] wrapModes, out uint flags); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMaterialTextureCount)] - public delegate uint aiGetMaterialTextureCount(ref AiMaterial mat, TextureType type); - - #endregion - - #region Math Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiCreateQuaternionFromMatrix)] - public delegate void aiCreateQuaternionFromMatrix(out Quaternion quat, ref Matrix3x3 mat); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiDecomposeMatrix)] - public delegate void aiDecomposeMatrix(ref Matrix4x4 mat, out Vector3D scaling, out Quaternion rotation, out Vector3D position); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiTransposeMatrix4)] - public delegate void aiTransposeMatrix4(ref Matrix4x4 mat); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiTransposeMatrix3)] - public delegate void aiTransposeMatrix3(ref Matrix3x3 mat); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiTransformVecByMatrix3)] - public delegate void aiTransformVecByMatrix3(ref Vector3D vec, ref Matrix3x3 mat); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiTransformVecByMatrix4)] - public delegate void aiTransformVecByMatrix4(ref Vector3D vec, ref Matrix4x4 mat); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiMultiplyMatrix4)] - public delegate void aiMultiplyMatrix4(ref Matrix4x4 dst, ref Matrix4x4 src); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiMultiplyMatrix3)] - public delegate void aiMultiplyMatrix3(ref Matrix3x3 dst, ref Matrix3x3 src); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiIdentityMatrix3)] - public delegate void aiIdentityMatrix3(out Matrix3x3 mat); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiIdentityMatrix4)] - public delegate void aiIdentityMatrix4(out Matrix4x4 mat); - - #endregion - - #region Error and Info Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetErrorString)] - public delegate IntPtr aiGetErrorString(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetExtensionList)] - public delegate void aiGetExtensionList(ref AiString extensionsOut); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetMemoryRequirements)] - public delegate void aiGetMemoryRequirements(IntPtr scene, ref AiMemoryInfo memoryInfo); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiIsExtensionSupported)] - [return: MarshalAs(UnmanagedType.Bool)] - public delegate bool aiIsExtensionSupported([In, MarshalAs(UnmanagedType.LPStr)] String extension); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetImportFormatCount)] - public delegate UIntPtr aiGetImportFormatCount(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetImportFormatDescription)] - public delegate IntPtr aiGetImportFormatDescription(UIntPtr index); - - #endregion - - #region Version Info Delegates - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetLegalString)] - public delegate IntPtr aiGetLegalString(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetVersionMinor)] - public delegate uint aiGetVersionMinor(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetVersionMajor)] - public delegate uint aiGetVersionMajor(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetVersionRevision)] - public delegate uint aiGetVersionRevision(); - - [UnmanagedFunctionPointer(CallingConvention.Cdecl), UnmanagedFunctionName(FunctionNames.aiGetCompileFlags)] - public delegate uint aiGetCompileFlags(); - - #endregion - } - - #endregion - } -} \ No newline at end of file diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/PlatformHelper.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/PlatformHelper.cs deleted file mode 100644 index 2825ae5a..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/PlatformHelper.cs +++ /dev/null @@ -1,175 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using System.IO; -using System.Reflection; -using System.Runtime.InteropServices; - -namespace Assimp.Unmanaged -{ -#if !NETSTANDARD1_3 - internal enum OSPlatform - { - Windows = 0, - Linux = 1, - OSX = 2 - } - - internal static class RuntimeInformation - { - private static OSPlatform s_platform; - - static RuntimeInformation() - { - switch (Environment.OSVersion.Platform) - { - case PlatformID.Unix: - if (Directory.Exists("/Applications") && Directory.Exists("/System") && Directory.Exists("/Users") && Directory.Exists("/Volumes")) - s_platform = OSPlatform.OSX; - else - s_platform = OSPlatform.Linux; - break; - case PlatformID.MacOSX: - s_platform = OSPlatform.OSX; - break; - default: - s_platform = OSPlatform.Windows; - break; - } - } - - public static bool IsOSPlatform(OSPlatform osPlat) - { - return s_platform == osPlat; - } - } -#endif - - //Helper class for making it easier to access certain reflection methods on types between .Net framework and .Net standard (pre-netstandard 2.0) - internal class PlatformHelper - { - public static String GetInformationalVersion() - { -#if NETSTANDARD1_3 - AssemblyInformationalVersionAttribute attr = typeof(PlatformHelper).GetTypeInfo().Assembly.GetCustomAttribute(); - return (attr != null) ? attr.InformationalVersion : null; -#else - object[] attributes = Assembly.GetExecutingAssembly().GetCustomAttributes(typeof(AssemblyInformationalVersionAttribute), false); - if(attributes == null || attributes.Length == 0) - return null; - - AssemblyInformationalVersionAttribute attr = attributes[0] as AssemblyInformationalVersionAttribute; - return (attr != null) ? attr.InformationalVersion : null; -#endif - } - - public static String GetAssemblyName() - { -#if NETSTANDARD1_3 - return typeof(PlatformHelper).GetTypeInfo().Assembly.GetName().Name; -#else - return Assembly.GetExecutingAssembly().GetName().Name; -#endif - } - - public static String GetAppBaseDirectory() - { -#if NETSTANDARD1_3 - return AppContext.BaseDirectory; -#else - return AppDomain.CurrentDomain.BaseDirectory; -#endif - } - - public static bool IsAssignable(Type baseType, Type subType) - { - if(baseType == null || subType == null) - return false; - -#if NETSTANDARD1_3 - return baseType.GetTypeInfo().IsAssignableFrom(subType.GetTypeInfo()); -#else - return baseType.IsAssignableFrom(subType); -#endif - } - - public static Type[] GetNestedTypes(Type type) - { - if(type == null) - return new Type[0]; - -#if NETSTANDARD1_3 - IEnumerable typeInfos = type.GetTypeInfo().DeclaredNestedTypes; - List types = new List(); - foreach(TypeInfo typeInfo in typeInfos) - types.Add(typeInfo.AsType()); - - return types.ToArray(); -#else - return type.GetNestedTypes(); -#endif - } - - public static Object[] GetCustomAttributes(Type type, Type attributeType, bool inherit) - { - if(type == null || attributeType == null) - return new Object[0]; - -#if NETSTANDARD1_3 - IEnumerable attributes = type.GetTypeInfo().GetCustomAttributes(attributeType, inherit); - List list = new List(); - list.AddRange(attributes); - - return list.ToArray(); -#else - return type.GetCustomAttributes(attributeType, inherit); -#endif - } - - //These methods are marked obsolete in netstandard and net451+ -#if NETSTANDARD1_3 -#pragma warning disable CS0618 -#endif - - public static Delegate GetDelegateForFunctionPointer(IntPtr procAddress, Type delegateType) - { - if(procAddress == IntPtr.Zero || delegateType == null) - return null; - - return Marshal.GetDelegateForFunctionPointer(procAddress, delegateType); - } - - public static IntPtr GetFunctionPointerForDelegate(Delegate func) - { - if(func == null) - return IntPtr.Zero; - - return Marshal.GetFunctionPointerForDelegate(func); - } - -#if NETSTANDARD1_3 -#pragma warning restore CS0618 -#endif - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedLibrary.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedLibrary.cs deleted file mode 100644 index b112e8c1..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedLibrary.cs +++ /dev/null @@ -1,755 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Collections.Generic; -using System.IO; -using System.Runtime.InteropServices; - -namespace Assimp.Unmanaged -{ - /// - /// Enumerates supported platforms. - /// - public enum Platform - { - /// - /// Windows platform. - /// - Windows, - - /// - /// Linux platform. - /// - Linux, - - /// - /// Mac platform. - /// - Mac - } - - /// - /// An attribute that represents the name of an unmanaged function to import. - /// - [AttributeUsage(AttributeTargets.Delegate)] - public class UnmanagedFunctionNameAttribute : Attribute - { - private String m_unmanagedFunctionName; - - /// - /// Name of the unmanaged function. - /// - public String UnmanagedFunctionName - { - get - { - return m_unmanagedFunctionName; - } - } - - /// - /// Constructs a new . - /// - /// Name of the function. - public UnmanagedFunctionNameAttribute(String unmanagedFunctionName) - { - m_unmanagedFunctionName = unmanagedFunctionName; - } - } - - /// - /// Represents management and access to an unmanaged library. An unmanaged library can be loaded and unloaded dynamically. The library then searches for a list - /// of exported functions to create managed delegates for, allowing callers to access the library. Each OS platform has its own implementation to determine how to load - /// unmanaged libraries. - /// - public abstract class UnmanagedLibrary - { - private static Object s_defaultLoadSync = new Object(); - - private UnmanagedLibraryImplementation m_impl; - private UnmanagedLibraryResolver m_resolver; - private String m_libraryPath = String.Empty; - private volatile bool m_checkNeedsLoading = true; - - /// - /// Occurs when the unmanaged library is loaded. - /// - public event EventHandler LibraryLoaded; - - /// - /// Occurs when the unmanaged library is freed. - /// - public event EventHandler LibraryFreed; - - /// - /// Queries if the unmanaged library has been loaded or not. - /// - public bool IsLibraryLoaded - { - get - { - return m_impl.IsLibraryLoaded; - } - } - - /// - /// Gets the default name of the unmanaged library DLL. This is dependent based on the platform extension and name prefix. Additional - /// names can be set in the (e.g. to load versioned DLLs) - /// - public String DefaultLibraryName - { - get - { - return m_impl.DefaultLibraryName; - } - } - - /// - /// Gets the path to the unmanaged library DLL that is currently loaded. - /// - public String LibraryPath - { - get - { - return m_libraryPath; - } - } - - /// - /// Gets the resolver used to find the unmanaged library DLL when loading. - /// - public UnmanagedLibraryResolver Resolver - { - get - { - return m_resolver; - } - } - - /// - /// Gets or sets whether an is thrown if the unmanaged DLL fails to load for whatever reason. By - /// default this is true. - /// - public bool ThrowOnLoadFailure - { - get - { - return m_impl.ThrowOnLoadFailure; - } - set - { - m_impl.ThrowOnLoadFailure = value; - } - } - - /// - /// Queries if the OS is 64-bit, if false then it is 32-bit. - /// - public static bool Is64Bit - { - get - { - return IntPtr.Size == 8; - } - } - - /// - /// Constructs a new . - /// - /// Default name (NOT path) of the unmanaged library. - /// Delegate types to instantiate and load. - protected UnmanagedLibrary(String defaultName, Type[] unmanagedFunctionDelegateTypes) - { - CreateRuntimeImplementation(defaultName, unmanagedFunctionDelegateTypes); - } - - /// - /// Gets an enum representing the current OS that is application is executing on. - /// - /// Platform enumeration. - public static Platform GetPlatform() - { - if(RuntimeInformation.IsOSPlatform(OSPlatform.Windows)) - return Platform.Windows; - - if(RuntimeInformation.IsOSPlatform(OSPlatform.Linux)) - return Platform.Linux; - - if(RuntimeInformation.IsOSPlatform(OSPlatform.OSX)) - return Platform.Mac; - - throw new InvalidOperationException("Cannot determine OS-specific implementation."); - } - - /// - /// Loads the unmanaged library using the . - /// - /// True if the library was found and successfully loaded. - public bool LoadLibrary() - { - String libPath = m_resolver.ResolveLibraryPath(DefaultLibraryName); - return LoadLibrary(libPath); - } - - /// - /// Loads the unmanaged library using the supplied 32 and 64 bit paths, the one chosen is based on the OS bitness. - /// - /// Path to the 32-bit DLL - /// Path to the 64-bit DLL - /// True if the library was found and successfully loaded. - public bool LoadLibrary(String lib32Path, String lib64Path) - { - return LoadLibrary((Is64Bit) ? lib64Path : lib32Path); - } - - /// - /// Loads the unmanaged library using the supplied path. - /// - /// Path to the unmanaged DLL. - /// True if the library was found and successfully loaded. - public bool LoadLibrary(String libPath) - { - if(IsLibraryLoaded) - { - //Ignore repeated calls...but do assert - System.Diagnostics.Debug.Assert(false, "Library already loaded"); - return true; - } - - //Automatically append extension if necessary - if(!String.IsNullOrEmpty(libPath) && !Path.HasExtension(libPath)) - libPath = Path.ChangeExtension(libPath, m_impl.DllExtension); - - if(m_impl.LoadLibrary(libPath)) - { - m_libraryPath = libPath; - - OnLibraryLoaded(); - - return true; - } - - return false; - } - - /// - /// Frees the unmanaged library that is currently loaded. - /// - /// True if the library was sucessfully freed. - public bool FreeLibrary() - { - if(IsLibraryLoaded) - { - OnLibraryFreed(); - - m_impl.FreeLibrary(); - m_libraryPath = String.Empty; - m_checkNeedsLoading = true; - - return true; - } - - return false; - } - - /// - /// Gets a delegate based on the unmanaged function name. - /// - /// Type of delegate. - /// Name of unmanaged function that is exported by the library. - /// The delegate, or null if not found. - public T GetFunction(String funcName) where T : class - { - return m_impl.GetFunction(funcName); - } - - /// - /// If library is not explicitly loaded by user, call this when trying to call an unmanaged function to load the unmanaged library - /// from the default path. This function is thread safe. - /// - protected void LoadIfNotLoaded() - { - //Check the loading flag so we don't have to lock every time we want to talk to the native library... - if(!m_checkNeedsLoading) - return; - - lock(s_defaultLoadSync) - { - if(!IsLibraryLoaded) - LoadLibrary(); - - m_checkNeedsLoading = false; - } - } - - /// - /// Called when the library is loaded. - /// - protected virtual void OnLibraryLoaded() - { - EventHandler evt = LibraryLoaded; - - if(evt != null) - evt(this, EventArgs.Empty); - } - - /// - /// Called when the library is freed. - /// - protected virtual void OnLibraryFreed() - { - EventHandler evt = LibraryFreed; - - if(evt != null) - evt(this, EventArgs.Empty); - } - - private void CreateRuntimeImplementation(String defaultLibName, Type[] unmanagedFunctionDelegateTypes) - { - Platform platform = GetPlatform(); - m_resolver = new UnmanagedLibraryResolver(platform); - - switch(platform) - { - case Platform.Windows: - m_impl = new UnmanagedWindowsLibraryImplementation(defaultLibName, unmanagedFunctionDelegateTypes); - break; - case Platform.Linux: - m_impl = new UnmanagedLinuxLibraryImplementation(defaultLibName, unmanagedFunctionDelegateTypes); - break; - case Platform.Mac: - m_impl = new UnmanagedMacLibraryImplementation(defaultLibName, unmanagedFunctionDelegateTypes); - break; - default: - throw new PlatformNotSupportedException(); - } - } - - #region Base Implementation - - internal abstract class UnmanagedLibraryImplementation : IDisposable - { - private String m_defaultLibName; - private Type[] m_unmanagedFunctionDelegateTypes; - private Dictionary m_nameToUnmanagedFunction; - private IntPtr m_libraryHandle; - private bool m_isDisposed; - private bool m_throwOnLoadFailure; - - public bool IsLibraryLoaded - { - get - { - return m_libraryHandle != IntPtr.Zero; - } - } - - public bool IsDisposed - { - get - { - return m_isDisposed; - } - } - - public String DefaultLibraryName - { - get - { - return m_defaultLibName; - } - } - - public bool ThrowOnLoadFailure - { - get - { - return m_throwOnLoadFailure; - } - set - { - m_throwOnLoadFailure = value; - } - } - - public abstract String DllExtension { get; } - - public virtual String DllPrefix { get { return String.Empty; } } - - public UnmanagedLibraryImplementation(String defaultLibName, Type[] unmanagedFunctionDelegateTypes) - { - m_defaultLibName = DllPrefix + Path.ChangeExtension(defaultLibName, DllExtension); - - m_unmanagedFunctionDelegateTypes = unmanagedFunctionDelegateTypes; - - m_nameToUnmanagedFunction = new Dictionary(); - m_isDisposed = false; - m_libraryHandle = IntPtr.Zero; - - m_throwOnLoadFailure = true; - } - - ~UnmanagedLibraryImplementation() - { - Dispose(false); - } - - public T GetFunction(String functionName) where T : class - { - if(String.IsNullOrEmpty(functionName)) - return null; - - Delegate function; - if(!m_nameToUnmanagedFunction.TryGetValue(functionName, out function)) - return null; - - Object obj = (Object) function; - - return (T) obj; - } - - public bool LoadLibrary(String path) - { - FreeLibrary(true); - - m_libraryHandle = NativeLoadLibrary(path); - - if(m_libraryHandle != IntPtr.Zero) - LoadFunctions(); - - return m_libraryHandle != IntPtr.Zero; - } - - public bool FreeLibrary() - { - return FreeLibrary(true); - } - - private bool FreeLibrary(bool clearFunctions) - { - if(m_libraryHandle != IntPtr.Zero) - { - NativeFreeLibrary(m_libraryHandle); - m_libraryHandle = IntPtr.Zero; - - if(clearFunctions) - m_nameToUnmanagedFunction.Clear(); - - return true; - } - - return false; - } - - private void LoadFunctions() - { - foreach(Type funcType in m_unmanagedFunctionDelegateTypes) - { - String funcName = GetUnmanagedName(funcType); - if(String.IsNullOrEmpty(funcName)) - { - System.Diagnostics.Debug.Assert(false, String.Format("No UnmanagedFunctionNameAttribute on {0} type.", funcType.AssemblyQualifiedName)); - continue; - } - - IntPtr procAddr = NativeGetProcAddress(m_libraryHandle, funcName); - if(procAddr == IntPtr.Zero) - { - System.Diagnostics.Debug.Assert(false, String.Format("No unmanaged function found for {0} type.", funcType.AssemblyQualifiedName)); - continue; - } - - Delegate function; - if(!m_nameToUnmanagedFunction.TryGetValue(funcName, out function)) - { - function = PlatformHelper.GetDelegateForFunctionPointer(procAddr, funcType); - m_nameToUnmanagedFunction.Add(funcName, function); - } - } - } - - private String GetUnmanagedName(Type funcType) - { - object[] attributes = PlatformHelper.GetCustomAttributes(funcType, typeof(UnmanagedFunctionNameAttribute), false); - foreach(object attr in attributes) - { - if(attr is UnmanagedFunctionNameAttribute) - return (attr as UnmanagedFunctionNameAttribute).UnmanagedFunctionName; - } - - return null; - } - - protected abstract IntPtr NativeLoadLibrary(String path); - protected abstract void NativeFreeLibrary(IntPtr handle); - protected abstract IntPtr NativeGetProcAddress(IntPtr handle, String functionName); - - public void Dispose() - { - Dispose(true); - - GC.SuppressFinalize(this); - } - - protected virtual void Dispose(bool isDisposing) - { - if(!m_isDisposed) - { - FreeLibrary(isDisposing); - - m_isDisposed = true; - } - } - } - - #endregion - - #region Windows Implementation - - internal sealed class UnmanagedWindowsLibraryImplementation : UnmanagedLibraryImplementation - { - public override String DllExtension - { - get - { - return ".dll"; - } - } - - public UnmanagedWindowsLibraryImplementation(String defaultLibName, Type[] unmanagedFunctionDelegateTypes) - : base(defaultLibName, unmanagedFunctionDelegateTypes) - { - } - - protected override IntPtr NativeLoadLibrary(String path) - { - IntPtr libraryHandle = WinLoadLibrary(path); - - if(libraryHandle == IntPtr.Zero && ThrowOnLoadFailure) - { - Exception innerException = null; - - //Keep the try-catch in case we're running on Mono. We're providing our own implementation of "Marshal.GetHRForLastWin32Error" which is NOT implemented - //in mono, but let's just be cautious. - try - { - int hr = GetHRForLastWin32Error(); - innerException = Marshal.GetExceptionForHR(hr); - } - catch(Exception) { } - - if(innerException != null) - throw new AssimpException(String.Format("Error loading unmanaged library from path: {0}\n\n{1}", path, innerException.Message), innerException); - else - throw new AssimpException(String.Format("Error loading unmanaged library from path: {0}", path)); - } - - return libraryHandle; - } - - protected override IntPtr NativeGetProcAddress(IntPtr handle, String functionName) - { - return GetProcAddress(handle, functionName); - } - - protected override void NativeFreeLibrary(IntPtr handle) - { - FreeLibrary(handle); - } - - private int GetHRForLastWin32Error() - { - //Mono, for some reason, throws in Marshal.GetHRForLastWin32Error(), but it should implement GetLastWin32Error, which is recommended than - //p/invoking it ourselves when SetLastError is set in DllImport - int dwLastError = Marshal.GetLastWin32Error(); - - if((dwLastError & 0x80000000) == 0x80000000) - return dwLastError; - else - return (dwLastError & 0x0000FFFF) | unchecked((int) 0x80070000); - } - - #region Native Methods - - [DllImport("kernel32.dll", CharSet = CharSet.Ansi, BestFitMapping = false, SetLastError = true, EntryPoint = "LoadLibrary")] - private static extern IntPtr WinLoadLibrary(String fileName); - - [DllImport("kernel32.dll", SetLastError = true)] - [return: MarshalAs(UnmanagedType.Bool)] - private static extern bool FreeLibrary(IntPtr hModule); - - [DllImport("kernel32.dll")] - private static extern IntPtr GetProcAddress(IntPtr hModule, String procName); - - #endregion - } - - #endregion - - #region Linux Implementation - - internal sealed class UnmanagedLinuxLibraryImplementation : UnmanagedLibraryImplementation - { - public override String DllExtension - { - get - { - return ".so"; - } - } - - public override String DllPrefix - { - get - { - return "lib"; - } - } - - public UnmanagedLinuxLibraryImplementation(String defaultLibName, Type[] unmanagedFunctionDelegateTypes) - : base(defaultLibName, unmanagedFunctionDelegateTypes) - { - } - - protected override IntPtr NativeLoadLibrary(String path) - { - IntPtr libraryHandle = dlopen(path, RTLD_NOW); - - if(libraryHandle == IntPtr.Zero && ThrowOnLoadFailure) - { - IntPtr errPtr = dlerror(); - String msg = Marshal.PtrToStringAnsi(errPtr); - if(!String.IsNullOrEmpty(msg)) - throw new AssimpException(String.Format("Error loading unmanaged library from path: {0}\n\n{1}", path, msg)); - else - throw new AssimpException(String.Format("Error loading unmanaged library from path: {0}", path)); - } - - return libraryHandle; - } - - protected override IntPtr NativeGetProcAddress(IntPtr handle, String functionName) - { - return dlsym(handle, functionName); - } - - protected override void NativeFreeLibrary(IntPtr handle) - { - dlclose(handle); - } - - #region Native Methods - - [DllImport("libdl.so")] - private static extern IntPtr dlopen(String fileName, int flags); - - [DllImport("libdl.so")] - private static extern IntPtr dlsym(IntPtr handle, String functionName); - - [DllImport("libdl.so")] - private static extern int dlclose(IntPtr handle); - - [DllImport("libdl.so")] - private static extern IntPtr dlerror(); - - private const int RTLD_NOW = 2; - - #endregion - } - - #endregion - - #region Mac Implementation - - internal sealed class UnmanagedMacLibraryImplementation : UnmanagedLibraryImplementation - { - public override String DllExtension - { - get - { - return ".dylib"; - } - } - - public override String DllPrefix - { - get - { - return "lib"; - } - } - - public UnmanagedMacLibraryImplementation(String defaultLibName, Type[] unmanagedFunctionDelegateTypes) - : base(defaultLibName, unmanagedFunctionDelegateTypes) - { - } - - protected override IntPtr NativeLoadLibrary(String path) - { - IntPtr libraryHandle = dlopen(path, RTLD_NOW); - - if(libraryHandle == IntPtr.Zero && ThrowOnLoadFailure) - { - IntPtr errPtr = dlerror(); - String msg = Marshal.PtrToStringAnsi(errPtr); - if(!String.IsNullOrEmpty(msg)) - throw new AssimpException(String.Format("Error loading unmanaged library from path: {0}\n\n{1}", path, msg)); - else - throw new AssimpException(String.Format("Error loading unmanaged library from path: {0}", path)); - } - - return libraryHandle; - } - - protected override IntPtr NativeGetProcAddress(IntPtr handle, String functionName) - { - return dlsym(handle, functionName); - } - - protected override void NativeFreeLibrary(IntPtr handle) - { - dlclose(handle); - } - - #region Native Methods - - [DllImport("libSystem.B.dylib")] - private static extern IntPtr dlopen(String fileName, int flags); - - [DllImport("libSystem.B.dylib")] - private static extern IntPtr dlsym(IntPtr handle, String functionName); - - [DllImport("libSystem.B.dylib")] - private static extern int dlclose(IntPtr handle); - - [DllImport("libSystem.B.dylib")] - private static extern IntPtr dlerror(); - - private const int RTLD_NOW = 2; - - #endregion - } - - #endregion - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedLibraryResolver.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedLibraryResolver.cs deleted file mode 100644 index a26dfbc8..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedLibraryResolver.cs +++ /dev/null @@ -1,344 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.IO; -using System.Runtime.InteropServices; - -namespace Assimp.Unmanaged -{ - /// - /// Resolves unmanaged DLLs for . The process is completely configurable, where the user can supply alternative library names (e.g. versioned libs), - /// an override library name, and probing paths. These can be set for both 32/64 bit, or seperately for 32 or 64 bit. See - /// for the search strategy. - /// - public sealed class UnmanagedLibraryResolver - { - private String[] m_32BitLibNames; - private String[] m_64BitLibNames; - - private String[] m_32BitProbingPaths; - private String[] m_64BitProbingPaths; - - private String m_override32BitName; - private String m_override64BitName; - - private Platform m_platform; - - /// - /// Gets the platform that the application is running on. - /// - public Platform Platform - { - get - { - return m_platform; - } - } - - /// - /// Constructs a new instance of the class. - /// - /// Platform we're resolving binaries for. - internal UnmanagedLibraryResolver(Platform platformHint) - { - m_platform = platformHint; - } - - /// - /// Sets the collection of fallback library names (e.g. versioned libs) for 32-bit probing. - /// - /// Null to clear, or set of fallback library names. - public void SetFallbackLibraryNames32(params String[] fallbackLibNames) - { - m_32BitLibNames = fallbackLibNames; - } - - /// - /// Sets the collection of fallback library names (e.g. versioned libs) for 64-bit probing. - /// - /// Null to clear, or set of fallback library names. - public void SetFallbackLibraryNames64(params String[] fallbackLibNames) - { - m_64BitLibNames = fallbackLibNames; - } - - /// - /// Sets the collection of fallback library names (e.g. versioned libs) for both 32-bit and 64-bit probing. - /// - /// Null to clear, or set of fallback library names. - public void SetFallbackLibraryNames(params String[] fallbackLibNames) - { - m_32BitLibNames = fallbackLibNames; - m_64BitLibNames = fallbackLibNames; - } - - /// - /// Sets the collection of file paths to probe for 32-bit libraries. These paths always are first to be searched, in the order - /// that they are given. - /// - /// Null to clear, or set of paths to probe. - public void SetProbingPaths32(params String[] probingPaths) - { - m_32BitProbingPaths = probingPaths; - } - - /// - /// Sets the collection of file paths to probe for 64-bit libraries. These paths always are first to be searched, in the order - /// that they are given. - /// - /// Null to clear, or set of paths to probe. - public void SetProbingPaths64(params String[] probingPaths) - { - m_64BitProbingPaths = probingPaths; - } - - /// - /// Sets the collection of file paths to probe for both 32-bit and 64-bit libraries. These paths always are first to be searched, in the order - /// that they are given. - /// - /// Null to clear, or set of paths to probe. - public void SetProbingPaths(params String[] probingPaths) - { - m_32BitProbingPaths = probingPaths; - m_64BitProbingPaths = probingPaths; - } - - /// - /// Sets an override 32-bit library name. By default, the implementations creates a default name for the library, which - /// is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - /// to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - /// - /// Null to clear, or override library name. - public void SetOverrideLibraryName32(String overrideName) - { - m_override32BitName = overrideName; - } - - /// - /// Sets an override 64-bit library name. By default, the implementations creates a default name for the library, which - /// is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - /// to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - /// - /// Null to clear, or override library name. - public void SetOverrideLibraryName64(String overrideName) - { - m_override64BitName = overrideName; - } - - /// - /// Sets an override 32-bit and 64-bit library name. By default, the implementations creates a default name for the library, which - /// is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - /// to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - /// - /// Null to clear, or override library name. - public void SetOverrideLibraryName(String overrideName) - { - m_override32BitName = overrideName; - m_override64BitName = overrideName; - } - - /// - /// Given a library name, this function attempts to resolve the file path from which it can be loaded. Each step of the search strategy uses the fallback - /// library names if the given name was not found in the current step. If the search is unsuccessfully, the library name is returned which means the OS will try - /// and do its own search strategy when attempting to load the library (this is dependent on the OS). The search strategy is the following, in order of execution: - /// - /// - /// Search user-specified probing paths. - /// Search {AppBaseDirectory}/runtimes/{RID}/native/. - /// Search {AppBaseDirectory}/. - /// Search nuget package path, e.g. {UserProfile}/.nuget/packages/{PackageId}/{PackageVersion}/runtimes/{RID}/native/. - /// - /// - /// - /// The search strategy gives priority to user-specified probing paths, then local paths to the application, then finally examining the global nuget cache. The RID - /// is the Runtime Identifier based on the platform/architecture, see also Microsoft's RID Catalog. - /// - /// - /// Name of the library to attempt to resolve. - /// Full file path to the library, or the file name if not found (e.g. "libXYZ.so"). - public String ResolveLibraryPath(String libName) - { - //Determine bitness to control which names + paths we use - bool is64Bit = UnmanagedLibrary.Is64Bit; - - //If any override name, replace incoming name with that - String overrideName = (is64Bit) ? m_override64BitName : m_override32BitName; - if(!String.IsNullOrEmpty(overrideName)) - libName = overrideName; - - //If incoming lib name does not exist, abort - if(String.IsNullOrEmpty(libName)) - return libName; - - //Pick fallbacks and proving paths - String[] fallbackNames = (is64Bit) ? m_64BitLibNames : m_32BitLibNames; - String[] probingPaths = (is64Bit) ? m_64BitProbingPaths : m_32BitProbingPaths; - String rid = GetRuntimeIdentifier(); - - return ResolveLibraryPathInternal(libName, rid, fallbackNames, probingPaths); - } - - private String ResolveLibraryPathInternal(String libName, String rid, String[] fallbackNames, String[] probingPaths) - { - //Check user-specified probing paths - if(probingPaths != null) - { - foreach(String probingPath in probingPaths) - { - String potentialPath = TryGetExistingFile(probingPath, libName, fallbackNames); - if(!String.IsNullOrEmpty(potentialPath)) - return potentialPath; - } - } - - //Check runtimes folder based on RID - String runtimeFolder = Path.Combine(PlatformHelper.GetAppBaseDirectory(), Path.Combine("runtimes", Path.Combine(rid, "native"))); - if(Directory.Exists(runtimeFolder)) - { - String potentialPath = TryGetExistingFile(runtimeFolder, libName, fallbackNames); - if(!String.IsNullOrEmpty(potentialPath)) - return potentialPath; - } - - //Check base directory - String pathInAppFolder = TryGetExistingFile(PlatformHelper.GetAppBaseDirectory(), libName, fallbackNames); - if(!String.IsNullOrEmpty(pathInAppFolder)) - return pathInAppFolder; - - //Check nuget path - String nugetRidFolder = GetPackageRuntimeFolder(GetNugetPackagePath(), rid); - String pathInNugetCache = TryGetExistingFile(nugetRidFolder, libName, fallbackNames); - if(!String.IsNullOrEmpty(pathInNugetCache)) - return pathInNugetCache; - - //Resolve failed, just return the lib name as we received it and hope the OS can resolve it - return libName; - } - - private String GetPackageRuntimeFolder(String packagePath, String rid) - { - if(String.IsNullOrEmpty(packagePath)) - return null; - - return Path.Combine(packagePath, Path.Combine("runtimes", Path.Combine(rid, "native"))); - } - - private String GetNugetPackagePath() - { - //Resolve packageId based on assembly informational version - String packageId = PlatformHelper.GetAssemblyName().ToLowerInvariant(); - String packageVersion = PlatformHelper.GetInformationalVersion(); - if(String.IsNullOrEmpty(packageId) || String.IsNullOrEmpty(packageVersion)) - return null; - - String nugetPackage = Path.Combine(packageId, packageVersion); - - //Check if a non-default path is set as an environment variable - String packageDir = Environment.GetEnvironmentVariable("NUGET_PACKAGES"); - - //Make sure its valid and exists, otherwise we'll try the default location - if(!String.IsNullOrEmpty(packageDir) && Directory.Exists(packageDir)) - return Path.Combine(packageDir, nugetPackage); - - //Build a path to the default cache in the user's folder - if(m_platform == Platform.Windows) - { - packageDir = Environment.GetEnvironmentVariable("USERPROFILE"); - } - else - { - packageDir = Environment.GetEnvironmentVariable("HOME"); - } - - if(!String.IsNullOrEmpty(packageDir)) - return Path.Combine(packageDir, Path.Combine(Path.Combine(".nuget", "packages"), nugetPackage)); - - return null; - } - - private String TryGetExistingFile(String basePath, String libName, String[] fallbackNames) - { - //Do not attempt if the base directory does not exist - if(String.IsNullOrEmpty(basePath) || !Directory.Exists(basePath)) - return null; - - //Check the initial lib name - String combinedPath = Path.Combine(basePath, libName); - if(File.Exists(combinedPath)) - return combinedPath; - - //If not found, fallback to any other names - if(fallbackNames != null) - { - foreach(String fallbackName in fallbackNames) - { - combinedPath = Path.Combine(basePath, fallbackName); - if(File.Exists(combinedPath)) - return combinedPath; - } - } - - return null; - } - - private String GetRuntimeIdentifier() - { - return String.Format("{0}-{1}", GetRIDOS(), GetRIDArch()); - } - - private String GetRIDOS() - { - switch(m_platform) - { - case Platform.Windows: - return "win"; - case Platform.Mac: - return "osx"; - case Platform.Linux: - return "linux"; - } - - return "unknown"; - } - - private String GetRIDArch() - { -#if NETSTANDARD1_3 - switch(RuntimeInformation.ProcessArchitecture) - { - case Architecture.Arm: - return "arm"; - case Architecture.Arm64: - return "arm64"; - case Architecture.X86: - return "x86"; - case Architecture.X64: - default: - return "x64"; - } -#else - return UnmanagedLibrary.Is64Bit ? "x64" : "x86"; -#endif - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedStructures.cs b/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedStructures.cs deleted file mode 100644 index 86c88d58..00000000 --- a/Dependencies/assimpnet/AssimpNet/Unmanaged/UnmanagedStructures.cs +++ /dev/null @@ -1,1560 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Runtime.InteropServices; -using System.Text; - -namespace Assimp.Unmanaged -{ - /// - /// Represents an aiScene struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiScene - { - /// - /// unsigned int, flags about the state of the scene - /// - public SceneFlags Flags; - - /// - /// aiNode*, root node of the scenegraph. - /// - public IntPtr RootNode; - - /// - /// Number of meshes contained. - /// - public uint NumMeshes; - - /// - /// aiMesh**, meshes in the scene. - /// - public IntPtr Meshes; - - /// - /// Number of materials contained. - /// - public uint NumMaterials; - - /// - /// aiMaterial**, materials in the scene. - /// - public IntPtr Materials; - - /// - /// Number of animations contained. - /// - public uint NumAnimations; - - /// - /// aiAnimation**, animations in the scene. - /// - public IntPtr Animations; - - /// - /// Number of embedded textures contained. - /// - public uint NumTextures; - - /// - /// aiTexture**, textures in the scene. - /// - public IntPtr Textures; - - /// - /// Number of lights contained. - /// - public uint NumLights; - - /// - /// aiLight**, lights in the scene. - /// - public IntPtr Lights; - - /// - /// Number of cameras contained. - /// - public uint NumCameras; - - /// - /// aiCamera**, cameras in the scene. - /// - public IntPtr Cameras; - - /// - /// void*, Private data do not touch! - /// - public IntPtr PrivateData; - } - - /// - /// Represents an aiNode struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiNode - { - /// - /// Name of the node. - /// - public AiString Name; - - /// - /// Node's transform relative to its parent. - /// - public Matrix4x4 Transformation; - - /// - /// aiNode*, node's parent. - /// - public IntPtr Parent; - - /// - /// Number of children the node owns. - /// - public uint NumChildren; - - /// - /// aiNode**, array of nodes this node owns. - /// - public IntPtr Children; - - /// - /// Number of meshes referenced by this node. - /// - public uint NumMeshes; - - /// - /// unsigned int*, array of mesh indices. - /// - public IntPtr Meshes; - - /// - /// aiMetadata*, pointer to a metadata container. May be NULL, if an importer doesn't document metadata then it doesn't write any. - /// - public IntPtr MetaData; - } - - /// - /// Represents an aiMetadataEntry struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMetadataEntry - { - /// - /// Type of metadata. - /// - public MetaDataType DataType; - - /// - /// Pointer to data. - /// - public IntPtr Data; - } - - /// - /// Represents an aiMetadata struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMetadata - { - /// - /// Length of the Keys and Values arrays. - /// - public uint NumProperties; - - /// - /// aiString*, array of keys. May not be NULL. Each entry must exist. - /// - public IntPtr keys; - - /// - /// aiMetadataEntry*, array of values. May not be NULL. Entries may be NULL if the corresponding property key has no assigned value. - /// - public IntPtr Values; - } - - /// - /// Represents an aiMesh struct. Note: This structure requires marshaling, due to the arrays of IntPtrs. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMesh - { - /// - /// unsigned int, bitwise flag detailing types of primitives contained. - /// - public PrimitiveType PrimitiveTypes; - - /// - /// Number of vertices in the mesh, denotes length of - /// -all- per-vertex arrays. - /// - public uint NumVertices; - - /// - /// Number of faces in the mesh. - /// - public uint NumFaces; - - /// - /// aiVector3D*, array of positions. - /// - public IntPtr Vertices; - - /// - /// aiVector3D*, array of normals. - /// - public IntPtr Normals; - - /// - /// aiVector3D*, array of tangents. - /// - public IntPtr Tangents; - - /// - /// aiVector3D*, array of bitangents. - /// - public IntPtr BiTangents; - - /// - /// aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - /// - public AiMeshColorArray Colors; - - /// - /// aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - /// - public AiMeshTextureCoordinateArray TextureCoords; - - /// - /// unsigned int[Max_Value], array of ints denoting the number of components for each set of texture coordinates - UV (2), UVW (3) for example. - /// Max_Value is defined as . - /// - public AiMeshUVComponentArray NumUVComponents; - - /// - /// aiFace*, array of faces. - /// - public IntPtr Faces; - - /// - /// Number of bones in the mesh. - /// - public uint NumBones; - - /// - /// aiBone**, array of bones. - /// - public IntPtr Bones; - - /// - /// Material index referencing the material in the scene. - /// - public uint MaterialIndex; - - /// - /// Optional name of the mesh. - /// - public AiString Name; - - /// - /// Number of attachment meshes. NOT CURRENTLY IN USE. - /// - public uint NumAnimMeshes; - - /// - /// aiAnimMesh**, array of attachment meshes for vertex-based animation. NOT CURRENTLY IN USE. - /// - public IntPtr AnimMeshes; - - /// - /// unsigned int, method of morphing when anim meshes are specified. - /// - public MeshMorphingMethod MorphMethod; - } - - /// - /// Represents an aiTexture struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public unsafe struct AiTexture - { - //Internal use only - private static readonly char[] s_nullFormat = new char[] { '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0', '\0' }; - - /// - /// Width of the texture. - /// - public uint Width; - - /// - /// Height of the texture. - /// - public uint Height; - - /// - /// sbyte[9], format extension hint. Fixed size char is two bytes regardless of encoding. Unmanaged assimp uses a char that - /// maps to one byte. 8 for string + 1 for terminator. - /// - public fixed sbyte FormatHint[9]; - - /// - /// aiTexel*, array of texel data. - /// - public IntPtr Data; - - /// - /// Sets the format hint. - /// - /// Format hint - must be 3 characters or less - public void SetFormatHint(String formatHint) - { - int maxLen = s_nullFormat.Length; - char[] hintChars = (String.IsNullOrEmpty(formatHint)) ? s_nullFormat : formatHint.ToLowerInvariant().ToCharArray(); - - int count = hintChars.Length; - - fixed(sbyte* charPtr = FormatHint) - { - for(int i = 0; i < maxLen; i++) - charPtr[i] = (sbyte) ((count > i) ? hintChars[i] : '\0'); - } - } - - /// - /// Gets the format hint. - /// - /// The format hint - public String GetFormatHint() - { - return GetFormatHint(this); - } - - /// - /// Gets the format hint. Use this to avoid struct copy if the string was passed by read-only ref. - /// - /// AiTexture - /// The format hint - public static String GetFormatHint(in AiTexture aiTex) - { - fixed (sbyte* charPtr = aiTex.FormatHint) - { -#if !NETSTANDARD1_3 - return new String(charPtr); -#else - //Determine how many actual characters there are... - int maxLen = s_nullFormat.Length; - int nonTerminatorCount = 0; - for(int i = 0; i < maxLen; i++) - { - if(aiTex.FormatHint[i] == '\0') - break; - - nonTerminatorCount++; - } - - if(nonTerminatorCount == 0) - return String.Empty; - - return Encoding.ASCII.GetString((byte*) charPtr, nonTerminatorCount); -#endif - } - } - } - - /// - /// Represents an aiFace struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiFace - { - /// - /// Number of indices in the face. - /// - public uint NumIndices; - - /// - /// unsigned int*, array of indices. - /// - public IntPtr Indices; - } - - /// - /// Represents an aiBone struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiBone - { - /// - /// Name of the bone. - /// - public AiString Name; - - /// - /// Number of weights. - /// - public uint NumWeights; - - /// - /// VertexWeight*, array of vertex weights. - /// - public IntPtr Weights; - - /// - /// Matrix that transforms the vertex from mesh to bone space in bind pose - /// - public Matrix4x4 OffsetMatrix; - } - - /// - /// Represents an aiMaterialProperty struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMaterialProperty - { - /// - /// Name of the property (key). - /// - public AiString Key; - - /// - /// Textures: Specifies texture usage. None texture properties - /// have this zero (or None). - /// - public TextureType Semantic; - - /// - /// Textures: Specifies the index of the texture. For non-texture properties - /// this is always zero. - /// - public uint Index; - - /// - /// Size of the buffer data in bytes. This value may not be zero. - /// - public uint DataLength; - - /// - /// Type of value contained in the buffer. - /// - public PropertyType Type; - - /// - /// char*, byte buffer to hold the property's value. - /// - public IntPtr Data; - } - - /// - /// Represents an aiMaterial struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMaterial - { - /// - /// aiMaterialProperty**, array of material properties. - /// - public IntPtr Properties; - - /// - /// Number of key-value properties. - /// - public uint NumProperties; - - /// - /// Storage allocated for key-value properties. - /// - public uint NumAllocated; - } - - /// - /// Represents an aiNodeAnim struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiNodeAnim - { - /// - /// Name of the node affected by the animation. The node must exist - /// and be unique. - /// - public AiString NodeName; - - /// - /// Number of position keys. - /// - public uint NumPositionKeys; - - /// - /// VectorKey*, position keys of this animation channel. Positions - /// are 3D vectors and are accompanied by at least one scaling and one rotation key. - /// - public IntPtr PositionKeys; - - /// - /// The number of rotation keys. - /// - public uint NumRotationKeys; - - /// - /// QuaternionKey*, rotation keys of this animation channel. Rotations are 4D vectors (quaternions). - /// If there are rotation keys there will be at least one scaling and one position key. - /// - public IntPtr RotationKeys; - - /// - /// Number of scaling keys. - /// - public uint NumScalingKeys; - - /// - /// VectorKey*, scaling keys of this animation channel. Scalings are specified as a - /// 3D vector, and if there are scaling keys, there will at least be one position - /// and one rotation key. - /// - public IntPtr ScalingKeys; - - /// - /// Defines how the animation behaves before the first key is encountered. - /// - public AnimationBehaviour Prestate; - - /// - /// Defines how the animation behaves after the last key was processed. - /// - public AnimationBehaviour PostState; - } - - /// - /// Represents an aiMeshAnim struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMeshAnim - { - /// - /// Name of the mesh to be animated. Empty string not allowed. - /// - public AiString Name; - - /// - /// Number of keys, there is at least one. - /// - public uint NumKeys; - - /// - /// aiMeshkey*, the key frames of the animation. There must exist at least one. - /// - public IntPtr Keys; - } - - /// - /// Represents an aiMeshMorphKey struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMeshMorphKey - { - /// - /// The time of this key. - /// - public double Time; - - /// - /// unsigned int*, values at the time of this key. - /// - public IntPtr Values; - - /// - /// double*, weights at the time of this key. - /// - public IntPtr Weights; - - /// - /// unsigned int, the number of values/weights. - /// - public uint NumValuesAndWeights; - } - - /// - /// Represents an aiMeshMorphAnim struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMeshMorphAnim - { - /// - /// aiString, the name of the mesh to be animated. Empty strings are not allowed, animated meshes need to be named (not necessarily uniquely, - /// the name can basically serve as a wildcard to select a group of meshes with similar animation setup). - /// - public AiString Name; - - /// - /// unsigned int, number of key frames. Must be at least one. - /// - public uint NumKeys; - - /// - /// aiMeshMorphKey*, key frames of the animation. - /// - public IntPtr Keys; - } - - /// - /// Represents an aiAnimation struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiAnimation - { - /// - /// Name of the animation. - /// - public AiString Name; - - /// - /// Duration of the animation in ticks. - /// - public double Duration; - - /// - /// Ticks per second, 0 if not specified in imported file. - /// - public double TicksPerSecond; - - /// - /// Number of bone animation channels, each channel affects a single node. - /// - public uint NumChannels; - - /// - /// aiNodeAnim**, node animation channels. Each channel affects a single node. - /// - public IntPtr Channels; - - /// - /// Number of mesh animation channels. Each channel affects a single mesh and defines - /// vertex-based animation. - /// - public uint NumMeshChannels; - - /// - /// aiMeshAnim**, mesh animation channels. Each channel affects a single mesh. - /// - public IntPtr MeshChannels; - - /// - /// Number of mesh morph animation channels. Each channel affects a single mesh and defines - /// morphing animation. - /// - public uint NumMeshMorphChannels; - - /// - /// aiMeshMorphAnim**, mesh morph animation channels. Each channel affects a single mesh. - /// - public IntPtr MeshMorphChannels; - } - - /// - /// Represents an aiLight struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiLight - { - /// - /// Name of the light. - /// - public AiString Name; - - /// - /// Type of light. - /// - public LightSourceType Type; - - /// - /// Position of the light. - /// - public Vector3D Position; - - /// - /// Direction of the spot/directional light. - /// - public Vector3D Direction; - - /// - /// Up direction of the light source in space. Undefined for point lights. - /// - public Vector3D Up; - - /// - /// Attenuation constant value. - /// - public float AttenuationConstant; - - /// - /// Attenuation linear value. - /// - public float AttenuationLinear; - - /// - /// Attenuation quadratic value. - /// - public float AttenuationQuadratic; - - /// - /// Diffuse color. - /// - public Color3D ColorDiffuse; - - /// - /// Specular color. - /// - public Color3D ColorSpecular; - - /// - /// Ambient color. - /// - public Color3D ColorAmbient; - - /// - /// Spot light inner angle. - /// - public float AngleInnerCone; - - /// - /// Spot light outer angle. - /// - public float AngleOuterCone; - - /// - /// Width (X) and Height (Y) of the area that represents an light. - /// - public Vector2D AreaSize; - } - - /// - /// Represents an aiCamera struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiCamera - { - /// - /// Name of the camera. - /// - public AiString Name; - - /// - /// Position of the camera. - /// - public Vector3D Position; - - /// - /// Up vector of the camera. - /// - public Vector3D Up; - - /// - /// Viewing direction of the camera. - /// - public Vector3D LookAt; - - /// - /// Field Of View of the camera. - /// - public float HorizontalFOV; - - /// - /// Near clip plane distance. - /// - public float ClipPlaneNear; - - /// - /// Far clip plane distance. - /// - public float ClipPlaneFar; - - /// - /// The Aspect ratio. - /// - public float Aspect; - } - - /// - /// Represents an aiString struct. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public unsafe struct AiString - { - /// - /// Byte length of the UTF-8 string. - /// - public UIntPtr Length; - - /// - /// Actual string data. - /// - public fixed byte Data[AiDefines.MAX_LENGTH]; - - /// - /// Constructs a new instance of the struct. - /// - /// The string data - public AiString(String data) - { - Length = UIntPtr.Zero; - - SetString(data); - } - - /// - /// Convienence method for getting the AiString string - if the length is not greater than zero, it returns - /// an empty string rather than garbage. Use this to avoid struct copy if the string was passed by read-only ref. - /// - /// AiString - /// AiString string data - public unsafe static String GetString(in AiString aiStr) - { - int length = (int) aiStr.Length.ToUInt32(); - - if(length > 0) - { - byte[] copy = new byte[length]; - - fixed (byte* bytePtr = aiStr.Data) - MemoryHelper.Read(new IntPtr(bytePtr), copy, 0, length); - - //Note: aiTypes.h specifies aiString is UTF-8 encoded string. - return Encoding.UTF8.GetString(copy, 0, length); - } - else - { - return String.Empty; - } - } - - /// - /// Convienence method for getting the AiString string - if the length is not greater than zero, it returns - /// an empty string rather than garbage. - /// - /// AiString string data - public String GetString() - { - return GetString(this); - } - - /// - /// Convienence method for setting the AiString string (and length). - /// - /// String data to set - /// True if the operation was successful, false otherwise. - public unsafe bool SetString(String data) - { - if(String.IsNullOrEmpty(data)) - { - Length = new UIntPtr(0); - fixed(byte* bytePtr = Data) - MemoryHelper.ClearMemory(new IntPtr(bytePtr), 0, AiDefines.MAX_LENGTH); - - return true; - } - - //Note: aiTypes.h specifies aiString is UTF-8 encoded string. - if(Encoding.UTF8.GetByteCount(data) <= AiDefines.MAX_LENGTH) - { - byte[] copy = Encoding.UTF8.GetBytes(data); - - //Write bytes to data field - if(copy.Length > 0) - { - fixed(byte* bytePtr = Data) - MemoryHelper.Write(new IntPtr(bytePtr), copy, 0, copy.Length); - } - - Length = new UIntPtr((uint) copy.Length); - - return true; - } - - return false; - } - - /// - /// Returns the fully qualified type name of this instance. - /// - /// A containing a fully qualified type name. - public override String ToString() - { - return GetString(); - } - } - - /// - /// Represents a log stream, which receives all log messages and streams them somewhere. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiLogStream - { - /// - /// Function pointer that gets called when a message is to be logged. - /// - public IntPtr Callback; - - /// - /// char*, user defined opaque data. - /// - public IntPtr UserData; - } - - /// - /// Represents the memory requirements for the different components of an imported - /// scene. All sizes in in bytes. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMemoryInfo - { - /// - /// Size of the storage allocated for texture data, in bytes. - /// - public uint Textures; - - /// - /// Size of the storage allocated for material data, in bytes. - /// - public uint Materials; - - /// - /// Size of the storage allocated for mesh data, in bytes. - /// - public uint Meshes; - - /// - /// Size of the storage allocated for node data, in bytes. - /// - public uint Nodes; - - /// - /// Size of the storage allocated for animation data, in bytes. - /// - public uint Animations; - - /// - /// Size of the storage allocated for camera data, in bytes. - /// - public uint Cameras; - - /// - /// Size of the storage allocated for light data, in bytes. - /// - public uint Lights; - - /// - /// Total storage allocated for the imported scene, in bytes. - /// - public uint Total; - } - - /// - /// Represents an aiAnimMesh struct. Note: This structure requires marshaling, due to the array of IntPtrs. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiAnimMesh - { - /// - /// aiVector3D*, replacement position array. - /// - public IntPtr Vertices; - - /// - /// aiVector3D*, replacement normal array. - /// - public IntPtr Normals; - - /// - /// aiVector3D*, replacement tangent array. - /// - public IntPtr Tangents; - - /// - /// aiVector3D*, replacement bitangent array. - /// - public IntPtr BiTangents; - - /// - /// aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - /// - public AiMeshColorArray Colors; - - /// - /// aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - /// - public AiMeshTextureCoordinateArray TextureCoords; - - /// - /// unsigned int, number of vertices. - /// - public uint NumVertices; - - /// - /// float, weight of the AnimMesh. - /// - public float Weight; - } - - /// - /// Describes a variety of information about an importer. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiImporterDesc - { - /// - /// char*, full name of the importer (e.g. Blender3D Importer) - /// - public IntPtr Name; - - /// - /// char*, original author (blank if unknown or assimp team) - /// - public IntPtr Author; - - /// - /// char*, current maintainer, left blank if the author maintains. - /// - public IntPtr Maintainer; - - /// - /// char*, implementation comments. E.g. unimplemented features. - /// - public IntPtr Comments; - - /// - /// unsigned int, features supported by the importer. - /// - public ImporterFeatureFlags Flags; - - /// - /// unsigned int, max major version of format supported. If no version scheme or importer doesn't care, will be zero. - /// - public uint MinMajor; - - /// - /// unsigned int, min major version of format supported. If no version scheme or importer doesn't care, will be zero. - /// - public uint MinMinor; - - /// - /// unsigned int, max major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - /// - public uint MaxMajor; - - /// - /// unsigned int, min major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - /// - public uint MaxMinor; - - /// - /// char*, list of file extensions the importer can handle. Entries are separated by space characters, and all entries are lower case WITHOUT a leading dot. (e.g. "xml dae"). - /// Multiple importers may respond to the same file extension, assim - /// - public IntPtr FileExtensions; - } - - /// - /// Describes a file format which Assimp can export to. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiExportFormatDesc - { - /// - /// char*, a short string ID to uniquely identify the export format. e.g. "collada" or "obj" - /// - public IntPtr FormatId; - - /// - /// char*, a short description of the file format to present to users. - /// - public IntPtr Description; - - /// - /// char*, a recommended file extension of the exported file in lower case. - /// - public IntPtr FileExtension; - } - - /// - /// Describes a blob of exported scene data. Blobs can be nested, the first blob always has an empty name. Nested - /// blobs represent auxillary files produced by the exporter (e.g. material files) and are named accordingly. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiExportDataBlob - { - /// - /// size_t, size of the data in bytes. - /// - public UIntPtr Size; - - /// - /// void*, the data. - /// - public IntPtr Data; - - /// - /// AiString, name of the blob. - /// - public AiString Name; - - /// - /// aiExportDataBlob*, pointer to the next blob in the chain. - /// - public IntPtr NextBlob; - } - - /// - /// Contains callbacks to implement a custom file system to open and close files. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiFileIO - { - /// - /// Function pointer to open a new file. - /// - public IntPtr OpenProc; - - /// - /// Function pointer used to close an existing file. - /// - public IntPtr CloseProc; - - /// - /// Char*, user defined opaque data. - /// - public IntPtr UserData; - } - - /// - /// Contains callbacks to read and write to a file opened by a custom file system. - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiFile - { - /// - /// Function pointer to read from a file. - /// - public IntPtr ReadProc; - - /// - /// Function pointer to write to a file. - /// - public IntPtr WriteProc; - - /// - /// Function pointer to retrieve the current position of the file cursor. - /// - public IntPtr TellProc; - - /// - /// Function pointer to retrieve the size of the file. - /// - public IntPtr FileSizeProc; - - /// - /// Function pointer to set the current position of the file cursor. - /// - public IntPtr SeekProc; - - /// - /// Function pointer to flush the file contents. - /// - public IntPtr FlushProc; - - /// - /// Char*, user defined opaque data. - /// - public IntPtr UserData; - } - -#region Delegates - - /// - /// Callback delegate for Assimp's LogStream. - /// - /// Log message - /// char* pointer to user data that is passed to the callback - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate void AiLogStreamCallback([In, MarshalAs(UnmanagedType.LPStr)] String msg, IntPtr userData); - - /// - /// Callback delegate for a custom file system, to write to a file. - /// - /// Pointer to an AiFile instance - /// Char* pointer to data to write (casted from a void*) - /// Size of a single element in bytes to write - /// Number of elements to write - /// Number of elements successfully written. Should be zero if either size or numElements is zero. May be less than numElements if an error occured. - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate UIntPtr AiFileWriteProc(IntPtr file, IntPtr dataToWrite, UIntPtr sizeOfElemInBytes, UIntPtr numElements); - - /// - /// Callback delegate for a custom file system, to read from a file. - /// - /// Pointer to an AiFile instance. - /// Char* pointer that will store the data read (casted from a void*) - /// Size of a single element in bytes to read - /// Number of elements to read - /// Number of elements succesfully read. Should be zero if either size or numElements is zero. May be less than numElements if end of file is encountered, or if an error occured. - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate UIntPtr AiFileReadProc(IntPtr file, IntPtr dataToRead, UIntPtr sizeOfElemInBytes, UIntPtr numElements); - - /// - /// Callback delegate for a custom file system, to tell offset/size information about the file. - /// - /// Pointer to an AiFile instance. - /// Returns the current file cursor or the file size in bytes. May be -1 if an error has occured. - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate UIntPtr AiFileTellProc(IntPtr file); - - /// - /// Callback delegate for a custom file system, to flush the contents of the file to the disk. - /// - /// Pointer to an AiFile instance. - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate void AiFileFlushProc(IntPtr file); - - /// - /// Callback delegate for a custom file system, to set the current position of the file cursor. - /// - /// Pointer to An AiFile instance. - /// Offset from the origin. - /// Position used as a reference - /// Returns success, if successful - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate ReturnCode AiFileSeek(IntPtr file, UIntPtr offset, Origin seekOrigin); - - /// - /// Callback delegate for a custom file system, to open a given file and create a new AiFile instance. - /// - /// Pointer to an AiFileIO instance. - /// Path to the target file - /// Read-write permissions to request - /// Pointer to an AiFile instance. - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate IntPtr AiFileOpenProc(IntPtr fileIO, [In, MarshalAs(UnmanagedType.LPStr)] String pathToFile, [In, MarshalAs(UnmanagedType.LPStr)] String mode); - - /// - /// Callback delegate for a custom file system, to close a given file and free its memory. - /// - /// Pointer to an AiFileIO instance. - /// Pointer to an AiFile instance that will be closed. - [UnmanagedFunctionPointer(CallingConvention.Cdecl)] - [CLSCompliant(false)] - public delegate void AiFileCloseProc(IntPtr fileIO, IntPtr file); - - -#endregion - -#region Collections - - /// - /// Fixed length array for representing the color channels of a mesh. Length is equal - /// to . - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public unsafe struct AiMeshColorArray - { - //No fixed size intptrs - private IntPtr m_ptr0, m_ptr1, m_ptr2, m_ptr3, m_ptr4, m_ptr5, m_ptr6, m_ptr7; - - /// - /// Gets the length of the array. - /// - public int Length - { - get - { - return AiDefines.AI_MAX_NUMBER_OF_COLOR_SETS; - } - } - - /// - /// Gets or sets an array value at the specified index. - /// - /// Zero-based index. - public IntPtr this[int index] - { - get - { - switch(index) - { - case 0: - return m_ptr0; - case 1: - return m_ptr1; - case 2: - return m_ptr2; - case 3: - return m_ptr3; - case 4: - return m_ptr4; - case 5: - return m_ptr5; - case 6: - return m_ptr6; - case 7: - return m_ptr7; - default: - return IntPtr.Zero; - } - } - set - { - switch(index) - { - case 0: - m_ptr0 = value; - break; - case 1: - m_ptr1 = value; - break; - case 2: - m_ptr2 = value; - break; - case 3: - m_ptr3 = value; - break; - case 4: - m_ptr4 = value; - break; - case 5: - m_ptr5 = value; - break; - case 6: - m_ptr6 = value; - break; - case 7: - m_ptr7 = value; - break; - } - } - } - } - - /// - /// Fixed length array for representing the texture coordinate channels of a mesh. Length is equal - /// to . - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public unsafe struct AiMeshTextureCoordinateArray - { - //No fixed size intptrs - private IntPtr m_ptr0, m_ptr1, m_ptr2, m_ptr3, m_ptr4, m_ptr5, m_ptr6, m_ptr7; - - /// - /// Gets the length of the array. - /// - public int Length - { - get - { - return AiDefines.AI_MAX_NUMBER_OF_TEXTURECOORDS; - } - } - - /// - /// Gets or sets an array value at the specified index. - /// - /// Zero-based index. - public IntPtr this[int index] - { - get - { - switch(index) - { - case 0: - return m_ptr0; - case 1: - return m_ptr1; - case 2: - return m_ptr2; - case 3: - return m_ptr3; - case 4: - return m_ptr4; - case 5: - return m_ptr5; - case 6: - return m_ptr6; - case 7: - return m_ptr7; - default: - return IntPtr.Zero; - } - } - set - { - switch(index) - { - case 0: - m_ptr0 = value; - break; - case 1: - m_ptr1 = value; - break; - case 2: - m_ptr2 = value; - break; - case 3: - m_ptr3 = value; - break; - case 4: - m_ptr4 = value; - break; - case 5: - m_ptr5 = value; - break; - case 6: - m_ptr6 = value; - break; - case 7: - m_ptr7 = value; - break; - } - } - } - } - - /// - /// Fixed length array for representing the number of UV components for each texture coordinate channel of a mesh. Length is equal - /// to . - /// - [StructLayout(LayoutKind.Sequential)] - [CLSCompliant(false)] - public struct AiMeshUVComponentArray - { - //Could use fixed size array here, but have an inkling that constantly fixing for each indexer operation might be burdensome - private uint m_uvw0, m_uvw1, m_uvw2, m_uvw3, m_uvw4, m_uvw5, m_uvw6, m_uvw7; - - /// - /// Gets the length of the array. - /// - public int Length - { - get - { - return AiDefines.AI_MAX_NUMBER_OF_TEXTURECOORDS; - } - } - - /// - /// Gets or sets an array value at the specified index. - /// - /// Zero-based index. - public uint this[int index] - { - get - { - switch(index) - { - case 0: - return m_uvw0; - case 1: - return m_uvw1; - case 2: - return m_uvw2; - case 3: - return m_uvw3; - case 4: - return m_uvw4; - case 5: - return m_uvw5; - case 6: - return m_uvw6; - case 7: - return m_uvw7; - default: - return 0; - } - } - set - { - switch(index) - { - case 0: - m_uvw0 = value; - break; - case 1: - m_uvw1 = value; - break; - case 2: - m_uvw2 = value; - break; - case 3: - m_uvw3 = value; - break; - case 4: - m_uvw4 = value; - break; - case 5: - m_uvw5 = value; - break; - case 6: - m_uvw6 = value; - break; - case 7: - m_uvw7 = value; - break; - } - } - } - } - -#endregion -} diff --git a/Dependencies/assimpnet/AssimpNet/Vector2D.cs b/Dependencies/assimpnet/AssimpNet/Vector2D.cs deleted file mode 100644 index 855524af..00000000 --- a/Dependencies/assimpnet/AssimpNet/Vector2D.cs +++ /dev/null @@ -1,333 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a two-dimensional vector. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Vector2D : IEquatable - { - /// - /// X component. - /// - public float X; - - /// - /// Y component - /// - public float Y; - - /// - /// Gets or sets the component value at the specified zero-based index - /// in the order of XY (index 0 access X, 1 access Y. If - /// the index is not in range, a value of zero is returned. - /// - /// Zero-based index. - /// The component value - public float this[int index] - { - get - { - switch(index) - { - case 0: - return X; - case 1: - return Y; - default: - return 0; - } - } - set - { - switch(index) - { - case 0: - X = value; - break; - case 1: - Y = value; - break; - } - } - } - - /// - /// Constructs a new Vector2D. - /// - /// X component - /// Y component - public Vector2D(float x, float y) - { - X = x; - Y = y; - } - - /// - /// Constructs a new Vector2D with both components - /// set the same value. - /// - /// Value to set both X and Y to - public Vector2D(float value) - { - X = value; - Y = value; - } - - /// - /// Sets the X and Y values. - /// - /// X component - /// Y component - public void Set(float x, float y) - { - X = x; - Y = y; - } - - /// - /// Calculates the length of the vector. - /// - /// Vector's length - public float Length() - { - return (float) Math.Sqrt(LengthSquared()); - } - - /// - /// Calculates the length of the vector squared. - /// - /// Vector's length squared - public float LengthSquared() - { - return (X * X) + (Y * Y); - } - - /// - /// Normalizes the vector where all components add to one (Unit Vector), but preserves - /// the direction that the vector represents. - /// - public void Normalize() - { - float invLength = 1.0f / (float) System.Math.Sqrt((X * X) + (Y * Y)); - X *= invLength; - Y *= invLength; - } - - /// - /// Negates the vector. - /// - public void Negate() - { - X = -X; - Y = -Y; - } - - /// - /// Adds two vectors together. - /// - /// First vector - /// Second vector - /// Added vector - public static Vector2D operator +(Vector2D a, Vector2D b) - { - Vector2D v; - v.X = a.X + b.X; - v.Y = a.Y + b.Y; - return v; - } - - /// - /// Subtracts the second vector from the first vector. - /// - /// First vector - /// Second vector - /// Resulting vector - public static Vector2D operator -(Vector2D a, Vector2D b) - { - Vector2D v; - v.X = a.X - b.X; - v.Y = a.Y - b.Y; - return v; - } - - /// - /// Multiplies two vectors together. - /// - /// First vector - /// Second vector - /// Multiplied vector - public static Vector2D operator *(Vector2D a, Vector2D b) - { - Vector2D v; - v.X = a.X * b.X; - v.Y = a.Y * b.Y; - return v; - } - - /// - /// Multiplies a vector by a scalar. - /// - /// Source vector - /// Scalar value - /// Scaled vector - public static Vector2D operator *(Vector2D value, float scale) - { - Vector2D v; - v.X = value.X * scale; - v.Y = value.Y * scale; - return v; - } - - /// - /// Multiplies a vector by a scalar. - /// - /// Scalar value - /// Source vector - /// Scaled vector - public static Vector2D operator *(float scale, Vector2D value) - { - Vector2D v; - v.X = value.X * scale; - v.Y = value.Y * scale; - return v; - } - - /// - /// Divides the first vector by the second vector. - /// - /// First vector - /// Second vector - /// Divided vector - public static Vector2D operator /(Vector2D a, Vector2D b) - { - Vector2D v; - v.X = a.X / b.X; - v.Y = a.Y / b.Y; - return v; - } - - /// - /// Divides the vector by a divisor value. - /// - /// Source vector - /// Divisor - /// Divided vector - public static Vector2D operator /(Vector2D value, float divisor) - { - float invDivisor = 1.0f / divisor; - Vector2D v; - v.X = value.X * invDivisor; - v.Y = value.Y * invDivisor; - return v; - } - - /// - /// Negates the vector. - /// - /// Source vector - /// Negated vector - public static Vector2D operator -(Vector2D value) - { - Vector2D v; - v.X = -value.X; - v.Y = -value.Y; - return v; - } - - /// - /// Tests equality between two vectors. - /// - /// First vector - /// Second vector - /// True if the vectors are equal, false otherwise - public static bool operator ==(Vector2D a, Vector2D b) - { - return (a.X == b.X) && (a.Y == b.Y); - } - - /// - /// Tests inequality between two vectors. - /// - /// First vector - /// Second vector - /// True if the vectors are not equal, false otherwise - public static bool operator !=(Vector2D a, Vector2D b) - { - return (a.X != b.X) || (a.Y != b.Y); - } - - /// - /// Tests equality between this vector and another vector. - /// - /// Vector to test against - /// True if components are equal - public bool Equals(Vector2D other) - { - return (X == other.X) && (Y == other.Y); - } - - /// - /// Tests equality between this vector and another object. - /// - /// Object to test against - /// True if the object is a vector and the components are equal - public override bool Equals(object obj) - { - if(obj is Vector2D) - { - return Equals((Vector2D) obj); - } - return false; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return (X.GetHashCode() + Y.GetHashCode()); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{X:{0} Y:{1}}}", - new Object[] { X.ToString(info), Y.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/Vector3D.cs b/Dependencies/assimpnet/AssimpNet/Vector3D.cs deleted file mode 100644 index dab35d75..00000000 --- a/Dependencies/assimpnet/AssimpNet/Vector3D.cs +++ /dev/null @@ -1,426 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a three-dimensional vector. - /// - [StructLayout(LayoutKind.Sequential)] - public struct Vector3D : IEquatable - { - /// - /// X component. - /// - public float X; - - /// - /// Y component. - /// - public float Y; - - /// - /// Z component. - /// - public float Z; - - /// - /// Gets or sets the component value at the specified zero-based index - /// in the order of XYZ (index 0 access X, 1 access Y, etc). If - /// the index is not in range, a value of zero is returned. - /// - /// Zero-based index. - /// The component value - public float this[int index] - { - get - { - switch(index) - { - case 0: - return X; - case 1: - return Y; - case 2: - return Z; - default: - return 0; - } - } - set - { - switch(index) - { - case 0: - X = value; - break; - case 1: - Y = value; - break; - case 2: - Z = value; - break; - } - } - } - - /// - /// Constructs a new Vector3D. - /// - /// X component - /// Y component - /// Z component - public Vector3D(float x, float y, float z) - { - X = x; - Y = y; - Z = z; - } - - /// - /// Constructs a new Vector3D. - /// - /// Vector2D containing the X, Y values - /// Z component - public Vector3D(Vector2D value, float z) - { - X = value.X; - Y = value.Y; - Z = z; - } - - /// - /// Constructs a new Vector3D where each component is set - /// to the same value. - /// - /// Value to set X, Y, and Z to - public Vector3D(float value) - { - X = value; - Y = value; - Z = value; - } - - /// - /// Sets the X, Y, and Z values. - /// - /// X component - /// Y component - /// Z component - public void Set(float x, float y, float z) - { - X = x; - Y = y; - Z = z; - } - - /// - /// Calculates the length of the vector. - /// - /// Vector's length - public float Length() - { - return (float) Math.Sqrt(LengthSquared()); - } - - /// - /// Calculates the length of the vector squared. - /// - /// Vector's length squared - public float LengthSquared() - { - return (X * X) + (Y * Y) + (Z * Z); - } - - /// - /// Normalizes the vector where all components add to one (Unit Vector), but preserves - /// the direction that the vector represents. - /// - public void Normalize() - { - float invLength = 1.0f / (float) Math.Sqrt((X * X) + (Y * Y) + (Z * Z)); - X *= invLength; - Y *= invLength; - Z *= invLength; - } - - /// - /// Negates the vector. - /// - public void Negate() - { - X = -X; - Y = -Y; - Z = -Z; - } - - /// - /// Calculates the cross product of two vectors. - /// - /// First vector - /// Second vector - /// Resulting vector - public static Vector3D Cross(Vector3D a, Vector3D b) - { - Vector3D v; - v.X = (a.Y * b.Z) - (a.Z * b.Y); - v.Y = (a.Z * b.X) - (a.X * b.Z); - v.Z = (a.X * b.Y) - (a.Y * b.X); - return v; - } - - /// - /// Calculates the dot product of two vectors. - /// - /// First vector - /// Second vector - /// Resulting vector - public static float Dot(Vector3D a, Vector3D b) - { - return (a.X * b.X) + (a.Y * b.Y) + (a.Z * b.Z); - } - - /// - /// Adds two vectors together. - /// - /// First vector - /// Second vector - /// Added vector - public static Vector3D operator +(Vector3D a, Vector3D b) - { - Vector3D v; - v.X = a.X + b.X; - v.Y = a.Y + b.Y; - v.Z = a.Z + b.Z; - return v; - } - - /// - /// Subtracts the second vector from the first vector. - /// - /// First vector - /// Second vector - /// Resulting vector - public static Vector3D operator -(Vector3D a, Vector3D b) - { - Vector3D v; - v.X = a.X - b.X; - v.Y = a.Y - b.Y; - v.Z = a.Z - b.Z; - return v; - } - - /// - /// Multiplies two vectors together. - /// - /// First vector - /// Second vector - /// Multiplied vector - public static Vector3D operator *(Vector3D a, Vector3D b) - { - Vector3D v; - v.X = a.X * b.X; - v.Y = a.Y * b.Y; - v.Z = a.Z * b.Z; - return v; - } - - /// - /// Multiplies a vector by a scalar. - /// - /// Source vector - /// Scalar value - /// Scaled vector - public static Vector3D operator *(Vector3D value, float scale) - { - Vector3D v; - v.X = value.X * scale; - v.Y = value.Y * scale; - v.Z = value.Z * scale; - return v; - } - - /// - /// Multiplies a vector by a scalar. - /// - /// Scalar value - /// Source vector - /// Scaled vector - public static Vector3D operator *(float scale, Vector3D value) - { - Vector3D v; - v.X = value.X * scale; - v.Y = value.Y * scale; - v.Z = value.Z * scale; - return v; - } - - /// - /// Transforms this vector by a 3x3 matrix. This "post-multiplies" the two. - /// - /// Source matrix - /// Source vector - /// Transformed vector - public static Vector3D operator *(Matrix3x3 matrix, Vector3D vector) - { - Vector3D v; - v.X = (vector.X * matrix.A1) + (vector.Y * matrix.A2) + (vector.Z * matrix.A3); - v.Y = (vector.X * matrix.B1) + (vector.Y * matrix.B2) + (vector.Z * matrix.B3); - v.Z = (vector.X * matrix.C1) + (vector.Y * matrix.C2) + (vector.Z * matrix.C3); - return v; - } - - /// - /// Transforms this vector by a 4x4 matrix. This "post-multiplies" the two. - /// - /// Source matrix - /// Source vector - /// Transformed vector - public static Vector3D operator *(Matrix4x4 matrix, Vector3D vector) - { - Vector3D v; - v.X = (vector.X * matrix.A1) + (vector.Y * matrix.A2) + (vector.Z * matrix.A3) + matrix.A4; - v.Y = (vector.X * matrix.B1) + (vector.Y * matrix.B2) + (vector.Z * matrix.B3) + matrix.B4; - v.Z = (vector.X * matrix.C1) + (vector.Y * matrix.C2) + (vector.Z * matrix.C3) + matrix.C4; - return v; - } - - /// - /// Divides the first vector by the second vector. - /// - /// First vector - /// Second vector - /// Divided vector - public static Vector3D operator /(Vector3D a, Vector3D b) - { - Vector3D v; - v.X = a.X / b.X; - v.Y = a.Y / b.Y; - v.Z = a.Z / b.Z; - return v; - } - - /// - /// Divides the vector by a divisor value. - /// - /// Source vector - /// Divisor - /// Divided vector - public static Vector3D operator /(Vector3D value, float divisor) - { - float invDivisor = 1.0f / divisor; - Vector3D v; - v.X = value.X * invDivisor; - v.Y = value.Y * invDivisor; - v.Z = value.Z * invDivisor; - return v; - } - - /// - /// Negates the vector. - /// - /// Source vector - /// Negated vector - public static Vector3D operator -(Vector3D value) - { - Vector3D v; - v.X = -value.X; - v.Y = -value.Y; - v.Z = -value.Z; - return v; - } - - /// - /// Tests equality between two vectors. - /// - /// First vector - /// Second vector - /// True if the vectors are equal, false otherwise - public static bool operator ==(Vector3D a, Vector3D b) - { - return (a.X == b.X) && (a.Y == b.Y) && (a.Z == b.Z); - } - - /// - /// Tests inequality between two vectors. - /// - /// First vector - /// Second vector - /// True if the vectors are not equal, false otherwise - public static bool operator !=(Vector3D a, Vector3D b) - { - return (a.X != b.X) || (a.Y != b.Y) || (a.Z != b.Z); - } - - /// - /// Tests equality between this vector and another vector. - /// - /// Vector to test against - /// True if components are equal - public bool Equals(Vector3D other) - { - return (X == other.X) && (Y == other.Y) && (Z == other.Z); - } - - /// - /// Tests equality between this vector and another object. - /// - /// Object to test against - /// True if the object is a vector and the components are equal - public override bool Equals(object obj) - { - if(obj is Vector3D) - { - return Equals((Vector3D) obj); - } - return false; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return (X.GetHashCode() + Y.GetHashCode()); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{X:{0} Y:{1} Z:{2}}}", - new Object[] { X.ToString(info), Y.ToString(info), Z.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/VectorKey.cs b/Dependencies/assimpnet/AssimpNet/VectorKey.cs deleted file mode 100644 index cbe54c34..00000000 --- a/Dependencies/assimpnet/AssimpNet/VectorKey.cs +++ /dev/null @@ -1,150 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Time-value pair specifying a 3D vector for a given time. - /// - [StructLayout(LayoutKind.Sequential)] - public struct VectorKey : IEquatable - { - /// - /// The time of this key. - /// - public double Time; - - /// - /// The 3D vector value of this key. - /// - public Vector3D Value; - - /// - /// Constructs a new VectorKey. - /// - /// The time of this key. - /// The 3D vector value of this key. - public VectorKey(double time, Vector3D vector) - { - Time = time; - Value = vector; - } - - /// - /// Tests equality between two keys. - /// - /// The first key - /// The second key - /// True if the key's 3D vectors are the same, false otherwise. - public static bool operator ==(VectorKey a, VectorKey b) - { - return a.Value == b.Value; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the key's 3D vectors are not the same, false otherwise. - public static bool operator !=(VectorKey a, VectorKey b) - { - return a.Value != b.Value; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the first key's time is less than the second key's. - public static bool operator <(VectorKey a, VectorKey b) - { - return a.Time < b.Time; - } - - /// - /// Tests inequality between two keys. - /// - /// The first key - /// The second key - /// True if the first key's time is greater than the second key's. - public static bool operator >(VectorKey a, VectorKey b) - { - return a.Time > b.Time; - } - - /// - /// Determines whether the specified is equal to this instance. - /// - /// The to compare with this instance. - /// - /// true if the specified is equal to this instance; otherwise, false. - /// - public override bool Equals(object obj) - { - if(obj is VectorKey) - { - return Equals((VectorKey) obj); - } - return false; - } - - /// - /// Tests equality between this key and another. - /// - /// Other key to test - /// True if their 3D vectors are equal. - public bool Equals(VectorKey key) - { - return Value == key.Value; - } - - /// - /// Returns a hash code for this instance. - /// - /// - /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - /// - public override int GetHashCode() - { - return Value.GetHashCode(); - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{Time:{0} Vector:{1}}}", - new Object[] { Time.ToString(info), Value.ToString() }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/VertexWeight.cs b/Dependencies/assimpnet/AssimpNet/VertexWeight.cs deleted file mode 100644 index 928d6229..00000000 --- a/Dependencies/assimpnet/AssimpNet/VertexWeight.cs +++ /dev/null @@ -1,70 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using System; -using System.Globalization; -using System.Runtime.InteropServices; - -namespace Assimp -{ - /// - /// Represents a single influence of a bone on a vertex. - /// - [StructLayout(LayoutKind.Sequential)] - public struct VertexWeight - { - /// - /// Index of the vertex which is influenced by the bone. - /// - public int VertexID; - - /// - /// Strength of the influence in range of (0...1). All influences - /// from all bones at one vertex amounts to 1. - /// - public float Weight; - - /// - /// Constructs a new VertexWeight. - /// - /// Index of the vertex. - /// Weight of the influence. - public VertexWeight(int vertID, float weight) - { - VertexID = vertID; - Weight = weight; - } - - /// - /// Returns a that represents this instance. - /// - /// - /// A that represents this instance. - /// - public override string ToString() - { - CultureInfo info = CultureInfo.CurrentCulture; - return String.Format(info, "{{VertexID:{0} Weight:{1}}}", - new Object[] { VertexID.ToString(info), Weight.ToString(info) }); - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/AssimpNet.4.1.1.nupkg b/Dependencies/assimpnet/AssimpNet/bin/Release/AssimpNet.4.1.1.nupkg deleted file mode 100644 index 4154b419..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/AssimpNet.4.1.1.nupkg and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll deleted file mode 100644 index 150c4c55..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll.meta b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll.meta deleted file mode 100644 index 0574536e..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll.meta +++ /dev/null @@ -1,30 +0,0 @@ -fileFormatVersion: 2 -guid: 5e8964cf498e14a429ddf7f32dede07f -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 0 - settings: - DefaultValueInitialized: true - - first: - Windows Store Apps: WindowsStoreApps - second: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.xml b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.xml deleted file mode 100644 index 04097be1..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpNet.xml +++ /dev/null @@ -1,11454 +0,0 @@ - - - - AssimpNet - - - - - An animation consists of keyframe data for a number of nodes. For - each node affected by the animation, a separate series of data is given. - - - - - Gets or sets the name of the animation. If the modeling package the - data was exported from only supports a single animation channel, this - name is usually empty. - - - - - Gets or sets the duration of the animation in number of ticks. - - - - - Gets or sets the number of ticks per second. It may be zero - if it is not specified in the imported file. - - - - - Gets if the animation has node animation channels. - - - - - Gets the number of node animation channels where each channel - affects a single node. - - - - - Gets the node animation channels. - - - - - Gets if the animation has mesh animations. - - - - - Gets the number of mesh animation channels. - - - - - Gets the number of mesh morph animation channels. - - - - - Gets the mesh animation channels. - - - - - Gets the mesh morph animation channels. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an Assimp Import/Export context that load or save models using the unmanaged library. Additionally, conversion - functionality is offered to bypass loading model data into managed memory. - - - - - Gets if the context has been disposed. - - - - - Gets or sets the uniform scale for the model. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the X-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation abut the Y-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the Z-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets whether this context is using a user-defined IO system for file handling. - - - - - Gets the property configurations set to this context. This is only used during import. - - - - - Constructs a new instance of the class. - - - - - Imports a model from the stream without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the stream. The importer sets configurations and loads the model into managed memory, releasing the unmanaged memory - used by Assimp. It is up to the caller to dispose of the stream. If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Post processing flags, if any - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - Post processing flags, if any - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Post processing steps used for the import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Post processing steps used for the import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Sets a custom file system implementation that is used by this importer. If it is null, then the default assimp file system - is used instead. - - Custom file system implementation - - - - Removes the currently set custom file system implementation from the importer. - - - - - Gets the model formats that are supported for export by Assimp. - - Export formats supported - - - - Gets the model formats that are supported for import by Assimp. - - Import formats supported - - - - Gets descriptions for each importer that assimp has registered. - - Descriptions of supported importers. - - - - Gets an importer description for the specified file extension. If no importers support it, null is returned. Multiple importers may support the file extension, - they are called in the order that they were registered. - - File extension to query importer support for. - Importer description or null if it does not exist. - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for import. - - Model format - True if the format is supported, false otherwise - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for export. - - Model format - True if the format is supported, false otherwise - - - - Sets a configuration property to the context. This is only used during import. - - Config to set - - - - Removes a set configuration property by name. - - Name of the config property - - - - Removes all configuration properties from the context. - - - - - Checks if the context has a config set by the specified name. - - Name of the config property - True if the config is present, false otherwise - - - - Disposes of resources held by the context. These include IO systems still attached. - - - - - Releases unmanaged and - optionally - managed resources - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - AssimpNet general exception. - - - - - Initializes a new instance of the class. - - - - - Initializes a new instance of the class. - - The error message. - - - - Initializes a new instance of the class. - - Name of the param. - The error message. - - - - Initializes a new instance of the class. - - The error message - The inner exception. - - - - Represents a single bone of a mesh. A bone has a name which allows it to be found in the frame - hierarchy and by which it can be addressed by animations. In addition it has a number of - influences on vertices. - - - - - Gets or sets the name of the bone. - - - - - Gets the number of vertex influences the bone contains. - - - - - Gets if the bone has vertex weights - this should always be true. - - - - - Gets the vertex weights owned by the bone. - - - - - Gets or sets the matrix that transforms from mesh space to bone space in bind pose. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the bone - Bone's offset matrix - Vertex weights - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes a right-handed camera in the scene. An important aspect is that - the camera itself is also part of the scenegraph, meaning any values such - as the direction vector are not *absolute*, they can be relative to the coordinate - system defined by the node which corresponds to the camera. This allows for camera - animations. - - - - - Gets or sets the name of the camera. This corresponds to a node in the - scenegraph with the same name. This node specifies the position of the - camera in the scene hierarchy and can be animated. - - - - - Gets or sets the position of the camera relative to the coordinate space defined by - the corresponding node. THe default value is 0|0|0. - - - - - Gets or sets the 'up' vector of the camera, relative to the coordinate space defined by the - corresponding node. The 'right' vector of the camera is the cross product of the up - and direction vectors. The default value is 0|1|0. - - - - - Gets or sets the viewing direction of the camera, relative to the coordinate space defined by the corresponding node. - The default value is 0|0|1. - - - - - Gets or sets the half horizontal field of view angle, in radians. The FoV angle is - the angle between the center line of the screen and the left or right border. The default - value is 1/4PI. - - - - - Gets or sets the distance of the near clipping plane from the camera. The value may not - be 0.0f for arithmetic reasons to prevent a division through zero. The default value is 0.1f; - - - - - Gets or sets the distance of the far clipping plane from the camera. The far clippling plane must - be further than the near clippling plane. The default value is 1000.0f. The ratio between - the near and far plane should not be too large (between 1000 - 10000 should be ok) to avoid - floating-point inaccuracies which can lead to z-fighting. - - - - - Gets or sets the screen aspect ratio. This is the ratio between the width and height of the screen. Typical - values are 4/3, 1/2, or 1/1. This value is 0 if the aspect ratio is not defined in the source file. - The default value is zero. - - - - - Gets a right-handed view matrix. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a RGB color. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color3D. - - Red component - Green component - Blue component - - - - Constructs a Color3D where each component is - set to the same value. - - Value to set R, G, B components - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a Red-Green-Blue-Alpha (RGBA) color. - Color values range from 0 to 1. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Alpha component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color4D. - - Red component - Green component - Blue component - Alpha component - - - - Constructs a Color4D. Alpha is set to 1.0. - - Red component - Green component - Blue component - - - - Constructs a Color4D where each component is - set to the same value. - - Value to set R, G, B, A components - - - - Constructs a Color4D from a Color3D. Alpha is set to 1.0. - - RGB values - - - - Constructs a Color4D from a Color3D and alpha value. - - RGB values - Alpha value - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Base property config. - - - - - Gets the property name. - - - - - Creates a new property config that has no active Assimp property store. - - Name of the property. - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes an integer configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new IntengerPropertyConfig. - - Name of the property - Property value - - - - constructs a new IntegerPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a float configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new FloatPropertyConfig. - - Name of the property - Property value - - - - Constructs a new FloatPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a boolean configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new BooleanPropertyConfig. - - Name of the property - Property value - - - - Constructs a new BooleanPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a string configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new StringPropertyConfig. - - Name of the property - Property value - - - - Constructs a new StringPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Convience method for constructing a whitespace delimited name list. - - Array of names - White-space delimited list as a string - - - - Configuration to enable time measurements. If enabled, each - part of the loading process is timed and logged. Default value is false. - - - - - Gets the string name used by MeasureTimeConfig. - - - - - Constructs a new MeasureTimeConfig. - - True if the loading process should be timed or not. - - - - Configuration to set Assimp's multithreading policy. Possible - values are -1 to let Assimp decide, 0 to disable multithreading, or - any number larger than zero to force a specific number of threads. This - is only a hint and may be ignored by Assimp. Default value is -1. - - - - - Gets the string name used by MultithreadingConfig. - - - - - Constructs a new MultithreadingConfig. - - A value of -1 will let Assimp decide, - a value of zero to disable multithreading, and a value greater than zero - to force a specific number of threads. - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. Default value is false. - - - - - Gets the string name used by NoSkeletonMeshConfig. - - - - - Constructs a new NoSkeletonMeshConfig. - - True if dummy skeleton mesh generation should be disabled, false otherwise. - - - - Configuration to set the maximum angle that may be between two vertex tangents/bitangents - when they are smoothed during the step to calculate the tangent basis. The default - value is 45 degrees. - - - - - Gets the string name used by TangentSmoothingAngleConfig. - - - - - Constructs a new TangentSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the maximum angle between two face normals at a vertex when - they are smoothed during the step to calculate smooth normals. This is frequently - called the "crease angle". The maximum and default value is 175 degrees. - - - - - Gets the string name used by NormalSmoothingAngleConfig. - - - - - Constructs a new NormalSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the colormap (palette) to be used to decode embedded textures in MDL (Quake or 3DG5) - files. This must be a valid path to a file. The file is 768 (256 * 3) bytes alrge and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a - default palette (from Quake 1) is used. The default value is "colormap.lmp". - - - - - Gets the string name used by MDLColorMapConfig. - - - - - Constructs a new MDLColorMapConfig. - - Colormap filename - - - - Configuration for the the step - to determine what materials to keep. If a material matches one of these names it will not - be modified or removed by the post processing step. Default is an empty string. - - - - - Gets the string name used by MaterialExcludeListConfig. - - - - - Constructs a new MaterialExcludeListConfig. Material names containing whitespace - must be enclosed in single quotation marks. - - List of material names that will not be modified or replaced by the remove redundant materials post process step. - - - - Configuration for the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization is performed - where meshes with the same materials are not joined. This option can be useful - if you have a scene hierarchy that contains important additional information - which you intend to parse. The default value is false. - - - - - Gets the string name used by KeepSceneHierarchyConfig. - - - - - Constructs a new KeepHierarchyConfig. - - True to keep the hierarchy, false otherwise. - - - - Configuration for the step - to normalize all vertex components into the -1...1 range. The default value is - false. - - - - - Gets the string name used by NormalizeVertexComponentsConfig. - - - - - Constructs a new NormalizeVertexComponentsConfig. - - True if the post process step should normalize vertex components, false otherwise. - - - - Configuration for the step to - remove degenerted primitives from the import immediately. The default value is false, - where degenerated triangles are converted to lines, and degenerated lines to points. - - - - - Gets the string name used by RemoveDegeneratePrimitivesConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesConfig. - - True if the post process step should remove degenerate primitives, false otherwise. - - - - Configuration for the step. If true, the area of the triangles are checked - to see if they are greater than 1e-6. If so, the triangle is removed if is set to true. - - - - - Gets the string name used by RemoveDegeneratePrimitivesCheckAreaConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesCheckAreaConfig. - - True if the post process step should check the area of triangles when finding degenerate primitives, false otherwise. - - - - Configuration for the step - to preserve nodes matching a name in the given list. Nodes that match the names in the list - will not be modified or removed. Identifiers containing whitespaces - must be enclosed in single quotation marks. The default value is an - empty string. - - - - - Gets the string name used by NodeExcludeListConfig. - - - - - Constructs a new NodeExcludeListConfig. - - List of node names - - - - Configuration for the step - that specifies the maximum number of triangles a mesh can contain. The - default value is MeshTriangleLimitConfigDefaultValue. - - - - - Gets the string name used by MeshTriangleLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshTriangleLimitConfig. - - Max number of triangles a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of vertices a mesh can contain. The - default value is MeshVertexLimitConfigDefaultValue. - - - - - Gets the string name used by MeshVertexLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshVertexLimitConfig. - - Max number of vertices a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of bone weights per vertex. The default - value is VertexBoneWeightLimitConfigDefaultValue. - - - - - gets the string name used by VertexBoneWeightLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new VertexBoneWeightLimitConfig. - - Max number of bone weights per vertex. - - - - Configuration for the step - that specifies the size of the post-transform vertex cache. The size is - given in number of vertices and the default value is VertexCacheSizeConfigDefaultValue. - - - - - Gets the string name used by VertexCacheConfig. - - - - - Gets the defined default vertex cache size, this corresponds to - the . - - - - - Constructs a new VertexCacheSizeConfig. - - Size of the post-transform vertex cache, in number of vertices. - - - - Configuration for the step that - specifies which parts of the data structure is to be removed. If no valid mesh - remains after the step, the import fails. The default value i . - - - - - Gets the string name used by RemoveComponentConfig. - - - - - Constructs a new RemoveComponentConfig. - - Bit-wise combination of components to exclude. - - - - Configuration for the step that - specifies which primitive types are to be removed by the step. Specifying all - primitive types is illegal. The default value is zero specifying none. - - - - - Gets the string name used by SortByPrimitiveTypeConfig. - - - - - Constructs a new SortByPrimitiveTypeConfig. - - Bit-wise combination of primitive types to remove - - - - Configuration for the step that - specifies the floating point accuracy for animation values, specifically - the episilon during comparisons. The default value is 0.0f. - - - - - Gets the string name used by AnimationAccuracyConfig. - - - - - Constructs a new AnimationAccuracyConfig. - - Episilon for animation value comparisons. - - - - Configuration for the step that - specifies which UV transformations are to be evaluated. The default value - is for all combinations (scaling, rotation, translation). - - - - - Gets the string name used by TransformUVConfig. - - - - - Constructs a new TransformUVConfig. - - Bit-wise combination specifying which UV transforms that should be evaluated. - - - - Configuration that is a hint to Assimp to favor speed against import quality. Enabling this - option may result in faster loading, or it may not. It is just a hint to loaders - and post-process steps to use faster code paths if possible. The default value is false. - - - - - Gets the string name used by FavorSpeedConfig. - - - - - Constructs a new FavorSpeedConfig. - - True if Assimp should favor speed at the expense of quality, false otherwise. - - - - Configures the maximum bone count per mesh for the step. Meshes are - split until the maximum number of bones is reached. - - - - - Gets the string name used by MaxBoneCountConfig. - - - - - Constructs a new MaxBoneCountConfig. - - The maximum bone count. - - - - Configures which texture channel is used for tangent space computations. The channel must exist or an error will be raised. - - - - - Gets the string name used by TangentTextureChannelIndexConfig. - - - - - Constructs a new TangentTextureChannelIndexConfig. - - The zero-based texture channel index. - - - - Configures the threshold that is used to determine what bones are removed. - - - - - Gets the string name used by DeboneThresholdConfig. - - - - - Constructs a new DeboneThresholdConfig. - - The debone threshold. - - - - Configuration that requires all bones to qualify for deboning before any are removed. - - - - - Gets the string name used by DeboneAllOrNoneConfig. - - - - - Constructs a new DeboneAllOrNoneConfig. - - True if all are required, false if none need to qualify. - - - - Configuration for that sets a user defined matrix as the scene root node transformation before - transforming vertices. Default value is the identity matrix. - - - - - Gets the string name used by RootTransformationConfig. - - - - - Constructs a new RootTransformationConfig. - - Root transformation matrix to be set to the root scene node during the pretransform post process step. - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - - - - - - Gets the string name used by GlobalScaleConfig. - - - - - Constructs a new GlobalScaleConfig. - - Value to scale the entire scene by. - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the "global" keyframe that will be imported. There are other configs - for specific importers that will override the global setting. - - - - - Gets the string name used by GlobalKeyFrameImportConfig. - - - - - Constructs a new GlobalKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD3 format. - - - - - Gets the string name used by MD3KeyFrameImportConfig. - - - - - Constructs a new MD3KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD2 format. - - - - - Gets the string name used by MD2KeyFrameImportConfig. - - - - - Constructs a new MD2KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MDL format. - - - - - Gets the string name used by MDLKeyFrameImportConfig. - - - - - Constructs a new MDLKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the SMD format. - - - - - Gets the string name used by SMDKeyFrameImportConfig. - - - - - Constructs a new SMDKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the Unreal format. - - - - - Gets the string name used by UnrealKeyFrameImportConfig. - - - - - Constructs a new UnrealKeyFrameImportConfig. - - Keyframe index - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. The default value is true. - - - - - Gets the string name used by ACSeparateBackfaceCullConfig. - - - - - Constructs a new ACSeparateBackfaceCullConfig. - - True if all surfaces that have the "backface cull" flag set should be collected in separate meshes, false otherwise. - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. The default value is true. - - - - - Gets the string name used by ACEvaluateSubdivisionConfig. - - - - - Constructs a new ACEvaluateSubdivisionConfig. - - True if the AC loader should evaluate subdivisions, false otherwise. - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - The default value is true. - - - - - Gets the string name used by UnrealHandleFlagsConfig. - - - - - Constructs a new UnrealHandleFlagsConfig. - - True if the unreal loader should separate faces with different surface flags, false otherwise. - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. The default value is false. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - - - - - Gets the string name used by TerragenComputeTexCoordsConfig. - - - - - Constructs a new TerragenComputeTexCoordsConfig. - - True if terran UV coordinates should be computed, false otherwise. - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. The default value is true. - - - - - Gets the string name used by ASEReconstructNormalsConfig. - - - - - Constructs a new ASEReconstructNormalsConfig. - - True if normals should be re-computed, false otherwise. - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. The - default value is true. - - - - - Gets the string name used by MD3HandleMultiPartConfig. - - - - - Constructs a new MD3HandleMultiPartConfig. - - True if the split files should be loaded and combined, false otherwise. - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. The default string value is "default". - - - - - Gets the string name used by MD3SkinNameConfig. - - - - - Constructs a new MD3SkinNameConfig. - - The skin name. - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. the default string value is an empty string. - - - - - Gets the string name used by MD3ShaderSourceConfig. - - - - - Constructs a new MD3ShaderSourceConfig. - - The shader file. - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - The default value is false (all layers are loaded). - - - - - Gets the string name used by LWOImportOneLayerConfig. - - - - - Constructs a new LWOImportOneLayerConfig. - - True if only one layer should be imported, false if all layers should be imported. - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default value is false. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - - - - - Gets the string name used by MD5NoAnimationAutoLoadConfig. - - - - - Constructs a new MD5NoAnimationAutoLoadConfig. - - True if animations should not be automatically loaded, false if they should be. - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - - - - - Gets the string name used by LWSAnimationStartConfig. - - - - - Constructs a new LWSAnimationStartConfig. - - Beginning of the time range - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - - - - - Gets the string name used by LWSAnimationEndConfig. - - - - - Constructs a new LWSAnimationEndConfig. - - Ending of the time range - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - The default value is 100 frames per second. - - - - - Gets the string name used by IRRAnimationFrameRateConfig. - - - - - Constructs a new IRRAnimationFramerateConfig. - - Number of frames per second to output. - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. The default value is "Scene.Material". - - - - - Gets the string name used by OgreMaterialFileConfig. - - - - - Constructs a new OgreMaterialFileConfig. - - Material file name to load. - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. The default value is false. - - - - - Gets the string name used by OgreTextureTypeFromFilenameConfig. - - - - - Constructs a new OgreTextureTypeFromFilenameConfig. - - True if the filename defines texture usage, false otherwise. - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - - - - - Gets the string name used by IFCSkipSpaceRepresentationsConfig. - - - - - Constructs a new IFCSkipSpaceRepresentationsConfig. - - True if the IfcSpace elements are skipped, false if otherwise. - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - - - - - Gets the string name used by IFCUseCustomTriangulationConfig. - - - - - Constructs a new IFCUseCustomTriangulationConfig. - - True if the loader should use its own triangulation routine for walls/floors, false otherwise. - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - - - - - Gets the string name used by IFCSmoothingAngleConfig. - - - - - Constructs a new IFCSmoothingAngleConfig. - - Smoothing angle when tessellating curves. Needs to be in the range of [5, 120]. - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - - - - - Gets the string name used by IFCCylindricalTessellationConfig. - - - - - Constructs a new IFCCylindricalTessellationConfig. - - Tessellation of cylindrical shapes (e.g. the number of segments used to approximate a circle). Needs to be in the range of [3, 180]. - - - - Specifies whether the collada loader will ignore the up direction. Default is false. - - - - - Gets the string name used by ColladaIgnoreUpDirectionConfig. - - - - - Constructs a new ColladaIgnoreUpDirectionConfig. - - True if the loader should ignore the up direction, false otherwise. - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or import only the first. Default is true. - - - - - Gets the string name used by FBXImportAllGeometryLayersConfig. - - - - - Constructs a new FBXImportAllGeometryLayersConfig. - - True if all geometry layers should be merged, false otherwise to take only the first layer. - - - - Specifies whether the FBX importer will import all materials present in the source file or take only the referenced materials, - if the importer is configured to import materials at all. Otherwise this will have no effect. Default is false. - - - - - Gets the string name used by FBXImportAllMaterialsConfig. - - - - - Constructs a new FBXImportAllMaterialsConfig. - - True if the FBX importer should import ALL materials even if not referenced, false otherwise (take only the referenced materials). - - - - Specifies whether the FBX importer will import materials. Default is true. - - - - - Gets the string name used by FBXImportMaterialsConfig. - - - - - Constructs a new FBXImportMaterialsConfig. - - True if the FBX importer should import materials, false otherwise. - - - - Specifies whether the FBX importer will import embedded textures. Default is true. - - - - - - Gets the string name used by FBXImportEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportEmbeddedTexturesConfig. - - True if the FBX importer should import embedded textures, false otherwise. - - - - Specifies if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. Default is false. - - - - - Gets the string name used by FBXImportSearchEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportSearchEmbeddedTexturesConfig. - - True if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. - - - - Specifies whether the FBX importer will import cameras. Default is true. - - - - - Gets the string name used by FBXImportCamerasConfig. - - - - - Constructs a new FBXImportCamerasConfig. - - True if the FBX importer should import cameras, false otherwise. - - - - Specifies whether the FBX importer will import lights. Default is true. - - - - - Gets the string name used by FBXImportLightsConfig. - - - - - Constructs a new FBXImportLightsConfig. - - True if the FBX importer should import lights, false otherwise. - - - - Specifies whether the FBX importer will import animations. Default is true. - - - - - Gets the string name used by FBXImportAnimationsConfig. - - - - - Constructs a new FBXImportAnimationsConfig. - - True if the FBX importer should import animations, false otherwise. - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. Default is false. - - - - - Gets the string name used by FBXStrictModeConfig. - - - - - Constructs a new FBXStrictModeConfig. - - True if FBX strict mode should be used, false otherwise. - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. Default value is true. - - - - - Gets the string name used by FBXPreservePivotsConfig. - - - - - Constructs a new FBXPreservePivotsConfig. - - True if pivots should be preserved, false otherwise. - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. Default value is true. - - - - - Gets the string name used by FBXOptimizeEmptyAnimationCurvesConfig. - - - - - Constructs a new FBXOptimizeEmptyAnimationCurvesConfig. - - True if empty animation curves should be dropped, false otherwise. - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - - - - - Gets the string name used by XFileUseDoublesConfig. - - - - - Constructs a new XFileUseDoublesConfig. - - True if the x file uses 64-bit double values rather than 32-bit float values. - - - - Represents an embedded texture. Some file formats directly embed texture assets. - Embedded textures may be uncompressed, where the data is given in an uncompressed format. - Or it may be compressed in a format like png or jpg. In the latter case, the raw - file bytes are given so the application must utilize an image decoder (e.g. DevIL) to - get access to the actual color data. This object represents both types, so some properties may or may not be valid depending - if it is compressed or not. - - - - - Gets if the texture is compressed or not. - - - - - Gets the width of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets the height of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets if the texture has non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the size of the non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the non-compressed texel data, the array is of size Width * Height. Only valid for non-compressed textures. - - - - - Gets if the embedded texture has compressed data. Only valid for compressed textures. - - - - - Gets the size of the compressed data. Only valid for compressed textures. - - - - - Gets the raw byte data representing the compressed texture. Only valid for compressed textures. - - - - - Gets the format hint to determine the type of compressed data. This hint - is a three-character lower-case hint like "dds", "jpg", "png". - - - - - Constructs a new instance of the class. Should use only if - reading from a native value. - - - - - Constructs a new instance of the class. This creates a compressed - embedded texture. - - The 3 character format hint. - The compressed data. - - - - Constructs a new instance of the class. This creates an uncompressed - embedded texture. - - Width of the texture - Height of the texture - Color data - Thrown if the data size does not match width * height. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Enumerates metadata data types. - - - - - Metadata is a boolean. - - - - - Metadata is an integer. - - - - - Metadata is an unsigned 64-bit integer. - - - - - Metadata is a float. - - - - - Metadata is a double. - - - - - Metadata is a string. - - - - - Metadata is a . - - - - - Post processing flag options, specifying a number of steps - that can be run on the data to either generate additional vertex - data or optimize the imported data. - - - - - No flags enabled. - - - - - Calculates the tangents and binormals (bitangents) - for the imported meshes. - - This does nothing if a mesh does not have normals. You might - want this post processing step to be executed if you plan - to use tangent space calculations such as normal mapping. There is a - config setting AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE which - allows you to specify a maximimum smoothing angle for the algorithm. - However, usually you'll want to leave it at the default value. - - - - - - Identifies and joins identical vertex data sets within all - imported meshes. - - After this step is run each mesh does contain only unique vertices - anymore, so a vertex is possibly used by multiple faces. You usually - want to use this post processing step. If your application deals with - indexed geometry, this step is compulsory or you'll just waste rendering - time. - If this flag is not specified, no vertices are referenced by more than one - face and no index buffer is required for rendering. - - - - - Converts all imported data to a left handed coordinate space. - - By default the data is returned in a right-handed coordinate space, - where +X points to the right, +Z towards the viewer, and +Y upwards. - - - - - Triangulates all faces of all meshes. - - By default the imported mesh data might contain faces with more than - three indices. For rendering you'll usually want all faces to - be triangles. This post processing step splits up all - higher faces to triangles. Line and point primitives are *not* - modified. If you want 'triangles only' with no other kinds of primitives, - try the following: - - - - Specify both and . - - - Ignore all point and line meshes when you process Assimp's output - - - - - - - Removes some parts of the data structure (animations, materials, - light sources, cameras, textures, vertex components). - - The components to be removed are specified in a separate configuration - option, AI_CONFIG_PP_RVC_FLAGS. This is quite useful if you don't - need all parts of the output structure. Especially vertex colors are rarely used today...calling this step to remove - unrequired stuff from the pipeline as early as possible results in an increased - performance and a better optimized output data structure. - - - This step is also useful if you want to force Assimp to recompute normals - or tangents. the corresponding steps don't recompute them if they're already - there (loaded from the source asset). By using this step you can make sure - they are NOT there. - - - - - Generates normals for all faces of all meshes. It may not be - specified together with . - - This is ignored if normals are already there at the time where this - flag is evaluated. Model importers try to load them from the source file, - so they're usually already there. Face normals are shared between all - points of a single face, so a single point can have multiple normals, - which in other words, forces the library to duplicate vertices in - some cases. This makes senseless then. - - - - - - Generates smooth normals for all vertices of all meshes. It - may not be specified together with . - - This is ignored if normals are already there at the time where - this flag is evaluated. Model importers try to load them from the - source file, so they're usually already there. - - The configuration option AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE - allows you to specify an angle maximum for the normal smoothing algorithm. - Normals exceeding this limit are not smoothed, resulting in a 'hard' seam - between two faces. using a decent angle here (e.g. 80 degrees) results in a very good visual - appearance. - - - - - Splits large meshes into smaller submeshes. - - This is useful for realtime rendering where the number - of triangles which can be maximally processed in a single draw call is - usually limited by the video driver/hardware. The maximum vertex buffer - is usually limited, too. Both requirements can be met with this step: - you may specify both a triangle and a vertex limit for a single mesh. - - The split limits can be set through the AI_CONFIG_PP_SLM_VERTEX_LIMIT - and AI_CONFIG_PP_SLM_TRIANGLE_LIMIT config settings. The default - values are 1,000,000. - - Warning: This can be a time consuming task. - - - - - Removes the node graph and "bakes" (pre-transforms) all - vertices with the local transformation matrices of their nodes. - The output scene does still contain nodes, however, there is only - a root node with children, each one referencing only one mesh. - Each mesh referencing one material. For rendering, you can simply render - all meshes in order, you don't need to pay attention to local transformations - and the node hierarchy. - - Warning: Animations are removed during this step. - - - - - Limits the number of bones simultaneously affecting a single - vertex to a maximum value. - - If any vertex is affected by more than that number of bones, - the least important vertex weights are removed and the remaining vertex - weights are re-normalized so that the weights still sum up to 1. - - The default bone weight limit is 4 and uses the - AI_LMW_MAX_WEIGHTS config. If you intend to perform the skinning in hardware, this post processing - step might be of interest for you. - - - - - Validates the imported scene data structure. - - This makes sure that all indices are valid, all animations - and bones are linked correctly, all material references are - correct, etc. - - It is recommended to capture Assimp's log output if you use this flag, - so you can easily find out what's actually wrong if a file fails the - validation. The validator is quite rude and will find *all* inconsistencies - in the data structure. There are two types of failures: - - - Error: There's something wrong with the imported data. Further - postprocessing is not possible and the data is not usable at all. The import - fails. - - - Warning: There are some minor issues (e.g. 1000000 animation keyframes - with the same time), but further postprocessing and use of the data structure is still - safe. Warning details are written to the log file. - - - - - - - Re-orders triangles for better vertex cache locality. - - This step tries to improve the ACMR (average post-transform vertex cache - miss ratio) for all meshes. The implementation runs in O(n) time - and is roughly based on the 'tipsify' algorithm. - - If you intend to render huge models in hardware, this step might be of interest for you. - The AI_CONFIG_PP_ICL_PTCACHE_SIZE config setting can be used to fine tune - the cache optimization. - - - - - Searches for redundant/unreferenced materials and removes them. - - This is especially useful in combination with the PreTransformVertices - and OptimizeMeshes flags. Both join small meshes with equal characteristics, but - they can't do their work if two meshes have different materials. Because several - material settings are always lost during Assimp's import filders and because many - exporters don't check for redundant materials, huge models often have materials which - are defined several times with exactly the same settings. - - Several material settings not contributing to the final appearance of a surface - are ignored in all comparisons ... the material name is one of them. So, if you're passing - additional information through the content pipeline (probably using *magic* material names), - don't specify this flag. Alternatively, take a look at the AI_CONFIG_PP_RRM_EXCLUDE_LIST - setting. - - - - - This step tries to determine which meshes have normal vectors - that are facing inwards. - - The algorithm is simple but effective: - - The bounding box of all vertices and their normals are compared - against the volume of the bounding box of all vertices without their normals. - This works well for most objects, problems might occur with planar surfaces. However, - the step tries to filter such cases. The step inverts all in-facing normals. - Generally, it is recommended to enable this step, although the result is not - always correct. - - - - - This step splits meshes with more than one primitive type in homogeneous submeshes. - - This step is executed after triangulation and after it returns, just one - bit is set in aiMesh:mPrimitiveTypes. This is especially useful for real-time - rendering where point and line primitives are often ignored or rendered separately. - - - You can use AI_CONFIG_PP_SBP_REMOVE option to specify which primitive types you need. - This can be used to easily exclude lines and points, which are rarely used, - from the import. - - - - - - This step searches all meshes for degenerated primitives and - converts them to proper lines or points. A face is 'degenerated' if one or more of its points are identical. - - To have degenerated primitives removed, specify the flag - try one of the following procedures: - - - - To support lines and points: Set the - AI_CONFIG_PP_FD_REMOVE option to one. This will cause the step to remove degenerated triangles as - soon as they are detected. They won't pass any further pipeline steps. - - - If you don't support lines and points: Specify flag, which - will move line and point primitives to separate meshes. Then set the AI_CONFIG_PP_SBP_REMOVE - option to and to cause step - to reject point and line meshes from the scene. - - - - Degenerated polygons are not necessarily evil and that's why they are not removed by default. There are several - file formats which do not support lines or points where exporters bypass the format specification and write - them as degenerated triangles instead. - - - - - - This step searches all meshes for invalid data, such as zeroed - normal vectors or invalid UV coordinates and removes or fixes them. - This is intended to get rid of some common exporter rrors. - - This is especially useful for normals. If they are invalid, - and the step recognizes this, they will be removed and can later - be recomputed, e.g. by the GenerateSmoothNormals flag. The step - will also remove meshes that are infinitely small and reduce animation - tracks consisting of hundreds of redundant keys to a single key. The - AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides the accuracy of the check - for duplicate animation tracks. - - - - - This step converts non-UV mappings (such as spherical or - cylindrical mapping) to proper texture coordinate channels. - - Most applications will support UV mapping only, so you will - probably want to specify this step in every case. Note that Assimp - is not always able to match the original mapping implementation of the 3D - app which produced a model perfectly. It's always better - to let the father app compute the UV channels, at least 3DS max, maya, blender, - lightwave, modo, .... are able to achieve this. - - If this step is not requested, you'll need to process the MATKEY_MAPPING - material property in order to display all assets properly. - - - - - Applies per-texture UV transformations and bakes them to stand-alone vtexture - coordinate channels. - - UV Transformations are specified per-texture - see the MATKEY_UVTRANSFORM material - key for more information. This step processes all textures with transformed input UV coordinates - and generates new (pretransformed) UV channel transformations, so you will probably - want to specify this step. - - UV transformations are usually implemented in realtime apps by - transforming texture coordinates in a vertex shader stage with a 3x3 (homogenous) - transformation matrix. - - - - - Searches for duplicated meshes and replaces them with a reference - to the first mesh. - - This is time consuming, so don't use it if you have no time. Its - main purpose is to work around the limitation with some - file formats that don't support instanced meshes, so exporters - duplicate meshes. - - - - - - Attempts to reduce the number of meshes (and draw calls). - - This is recommended to be used together with - and is fully compatible with both and . - - - - - - Optimizes scene hierarchy. Nodes with no animations, bones, - lights, or cameras assigned are collapsed and joined. - - Node names can be lost during this step, you can specify - names of nodes that should'nt be touched or modified - with AI_CONFIG_PP_OG_EXCLUDE_LIST. - - Use this flag with caution. Most simple files will be collapsed to a - single node, complex hierarchies are usually completely lost. That's not - the right choice for editor environments, but probably a very effective - optimization if you just want to get the model data, convert it to your - own format and render it as fast as possible. - - This flag is designed to be used with for best - results. - - Scenes with thousands of extremely small meshes packed - in deeply nested nodes exist for almost all file formats. - Usage of this and usually fixes them all and - makes them renderable. - - - - - Flips all UV coordinates along the y-axis - and adjusts material settings/bitangents accordingly. - - - - - Flips face winding order from CCW (default) to CW. - - - - - Splits meshes with many bones into submeshes so that each submesh has fewer or as many bones as a given limit. - - - - - Removes bones losslessly or according to some threshold. In some cases (e.g. formats that require it) exporters - are faced to assign dummy bone weights to otherwise static meshes assigned to animated meshes. Full, weight-based skinning is expensive while - animating nodes is extremely cheap, so this step is offered to clean up the data in that regard. - - Usage of the configuration AI_CONFIG_PP_DB_THRESHOLD to control the threshold and AI_CONFIG_PP_DB_ALL_OR_NONE if you want bones - removed if and only if all bones within the scene qualify for removal. - - - - - This step will perform a global scale of the model. Some importers provide a mechanism to define a scaling unit for the model, which this processing step can utilize. - Use AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY to control this. - - - - - Enumerates components of the scene or mesh data that - can be excluded from the import using the post process step - RemoveComponent. - - - - - No components to be excluded. - - - - - Removes normal vectors - - - - - Removes tangents/binormals - - - - - Removes all color sets. - - - - - Removes all texture UV sets. - - - - - Remove all boneweights from all meshes. Scenegraph - nodes corresponding to the bones are NOT removed. - Use OptimizeGraph step to remove them. - - - - - Removes all node animations. Coressponding scenegraph - nodes are NOT removed. Use OptimizeGraph step to - remove them. - - - - - Removes all embedded textures. - - - - - Removes all light sources. The corresponding scenegraph nodes are - NOT removed. Use the OptimizeGraph step to do this. - - - - - Removes all cameras. The corresponding scenegraph - nodes are NOT removed. Use the OptimizeGraph step - to do this. - - - - - Removes all meshes. - - - - - Removes all materials. One default material will be generated. - - - - - Enumerates geometric primitive types. - - - - - Point primitive. This is just a single vertex - in the virtual world. A face has one index for such a primitive. - - - - - Line primitive. This is a line defined through a start and an - end position. A face contains exactly two indices for such a primitive. - - - - - Triangle primitive, consisting of three indices. - - - - - A n-Gon that has more than three edges (thus is not a triangle). - - - - - Defines an animation channel behaves outside the defined - time range. This corresponds to the prestate and poststates - of the animation node. - - - - - The value from the default node transformation is taken. - - - - - The nearest key value is used without interpolation. - - - - - The value of the nearest two keys is linearly extrapolated for the current - time value. - - - - - The animation is repeated. If the animation key goes from n to m - and the current time is t, use the value at (t - n ) % (|m-n|). - - - - - Defines the methods of mesh morphing supported. - - - - - No morphing. - - - - - Interpolation between morph targets. - - - - - Normalized morphing between morph targets. - - - - - Relative morphing between morph targets. - - - - - Enumerates all supported light sources. - - - - - Unknown light. - - - - - Directional light source that has a well-defined - direction but is infinitely far away, e.g. the sun. - - - - - Point light source that has a well-defined position in - space but is omni-directional, e.g. a light bulb. - - - - - Spot light source emits light from a position in space, - in a certain direction that is limited by an angle, like - a cone. - - - - - Generic light level of the world, including the bounces of all other light sources. Typically, there's at most one ambient light in a scene and - is usually just a constant color. This light does not have a valid position, direction, or other properties - just the color. - - - - - An area light is a rectangle with a predefined size that uniformly emits light from one of its sides. The position is center of the rectangle and the direction is its normal vector. - - - - - Defines alpha blending flags, how the final - color value of a pixel is computed, based on the following equation: - - sourceColor * sourceBlend + destColor * destBlend - - - Where the destColor is the previous color in the frame buffer - and sourceColor is the material color before the - transparency calculation. This corresponds to the AI_MATKEY_BLEND_FUNC property. - - - - - Default blending: sourceColor * sourceAlpha + destColor * (1 - sourceAlpha) - - - - - Additive blending: sourcecolor * 1 + destColor * 1. - - - - - Defines all shading models supported by the library. - - The list of shading modes has been taken from Blender. See Blender - documentation for more information. - - - - - - No shading mode defined. - - - - - Flat shading. Shading is done on a per-face basis and is diffuse only. Also known - as 'faceted shading'. - - - - - Simple Gouraud shading. - - - - - Phong Shading. - - - - - Phong-Blinn Shading. - - - - - Toon-shading, also known as a 'comic' shader. - - - - - OrenNayer shading model. Extension to standard Lambertian shading, taking the roughness - of the material into account. - - - - - Minnaert shading model. Extension to standard Lambertian shading, taking the "darkness" of - the material into account. - - - - - CookTorrance shading model. Special shader for metallic surfaces. - - - - - No shading at all. Constant light influence of 1.0. - - - - - Fresnel shading. - - - - - Defines some mixed flags for a particular texture. This corresponds - to the AI_MAT_KEY_TEXFLAGS property. - - - - - The texture's color values have to be inverted (componentwise 1-n). - - - - - Explicit request to the application to process the alpha channel of the texture. This is mutually - exclusive with . These flags are - set if the library can say for sure that the alpha channel is used/is not used. - If the model format does not define this, iti s left to the application to decide - whether the texture alpha channel - if any - is evaluated or not. - - - - - Explicit request to the application to ignore the alpha channel of the texture. This is mutually - exclusive with . - - - - - Defines how UV coordinates outside the [0..1] range are handled. Commonly - referred to as the 'wrapping mode' - - - - - A texture coordinate u|v is translated to u % 1| v % 1. - - - - - Texture coordinates outside [0...1] are clamped to the nearest valid value. - - - - - A texture coordinate u|v becomes u1|v1 if (u - (u % 1)) % 2 is zero - and 1 - (u % 1) | 1 - (v % 1) otherwise. - - - - - If the texture coordinates for a pixel are outside [0...1] the texture is not - applied to that pixel. - - - - - Defines how texture coordinates are generated - - Real-time applications typically require full UV coordinates. So the use - of step is highly recommended. - It generates proper UV channels for non-UV mapped objects, as long as an accurate - description of how the mapping should look like is given. - - - - - - Coordinates are taken from the an existing UV channel. - - The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates - are to be taken from since meshes can have more than one UV channel. - - - - - - Spherical mapping - - - - - Cylinder mapping - - - - - Cubic mapping - - - - - Planar mapping - - - - - Unknown mapping that is not recognied. - - - - - Defines how the Nth texture of a specific type is combined - with the result of all previous layers. - - Example (left: key, right: value): - - DiffColor0 - gray - DiffTextureOp0 - TextureOperation.Multiply - DiffTexture0 - tex1.png - DiffTextureOp0 - TextureOperation.Add - DiffTexture1 - tex2.png - - - Written as an equation, the final diffuse term for a specific - pixel would be: - - - diffFinal = DiffColor0 * sampleTex(DiffTexture0, UV0) + sampleTex(DiffTexture1, UV0) * diffContrib; - - - - - - - T = T1 * T2 - - - - - T = T1 + T2 - - - - - T = T1 - T2 - - - - - T = T1 / T2 - - - - - T = (T1 + T2) - (T1 * T2) - - - - - T = T1 + (T2 - 0.5) - - - - - Defines the purpose of a texture. - - - - - No texture, but the value can be used as a 'texture semantic'. - - - - - A diffuse texture that is combined with the result of the diffuse lighting equation. - - - - - A specular texture that is combined with the result of the specular lighting equation. - - - - - An ambient texture that is combined with the ambient lighting equation. - - - - - An emissive texture that is added to the result of the lighting calculation. It is not influenced - by incoming light, instead it represents the light that the object is naturally emitting. - - - - - A height map texture. by convention, higher gray-scale values stand for - higher elevations from some base height. - - - - - A tangent-space normal map. There are several conventions for normal maps - and Assimp does (intentionally) not distinguish here. - - - - - A texture that defines the glossiness of the material. This is the exponent of the specular (phong) - lighting equation. Usually there is a conversion function defined to map the linear color values - in the texture to a suitable exponent. - - - - - The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite - the opposite. - - - - - A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. - - - - - A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The - texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light. - - - - - A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications. - - - - - An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any - further postprocessing. - - - - - Defines the state of the imported scene data structure. - - - - - Default state of the scene, it imported successfully. - - - - - Specifies that the scene data structure that was imported is not complete. - This flag bypasses some internal validations and allows the import - of animation skeletons, material libaries, or camera animation paths - using Assimp. Most applications won't support such data. - - - - - This flag is set by the - post process step if validation is successful. In a validated scene you can be sure that any - cross references in the data structure (e.g. vertex indices) are valid. - - - - - This flag is set by the - post process step if validation is successful, but some issues have been found. This can for example - mean that a texture that does not exist is referenced by a material or that the bone weights for a vertex - do not sum to 1.0. In most cases you should still be able to use the import. This flag can be useful - for applications which do not capture Assimp's log output. - - - - - This flag is set by the post process step. - It indicates that the vertices of the output mesh are not in the internal verbose format anymore. In the - verbose format, all vertices are unique where no vertex is ever referenced by more than one face. - - - - - Denotes the scene is pure height-map terrain data. Pure terrains usually consist of quads, sometimes triangles, - in a regular grid. The x,y coordinates of all vertex positions refer to the x,y coordinates on the terrain height map, the - z-axis stores the elevation at a specific point. - - TER (Terragen) and HMP (3D Game Studio) are height map formats. - - - - - - Specifies that the scene data can be shared between structures. For example: one vertex in a few faces. This differs from as - that has internal meanings about postprocessing steps. - - - - - Enumerates Assimp function result codes. - - - - - Function returned successfully. - - - - - There was an error. - - - - - Assimp ran out of memory. - - - - - Seek origins for Assimp's virtual file system API. - - - - - Beginning of the file - - - - - Current position of the file pointer. - - - - - End of the file, offsets must be negative. - - - - - Enumerates predefined log streaming destinations. - - - - - Stream log to a file - - - - - Stream log to the standard output - - - - - Stream log to the standard error output. - - - - - MSVC only: Stream the log to the debugger (this relies - on OutputDebugString from the Win32 SDK). - - - - - Defines material property types. - - - - - Array of single-precision (32 bit) floats. - - - - - Array of double-precision (64 bit) floats. - - - - - Property is a string. - - - - - Array of 32 bit integers. - - - - - Byte buffer where the content is undefined. - - - - - Enumerates how the native Assimp DLL was compiled - - - - - Assimp compiled as a shared object (Windows: DLL); - - - - - Assimp was compiled against STLport - - - - - Assimp was compiled as a debug build - - - - - Assimp was compiled with the boost work around. - - - - - Assimp was compiled built to run single threaded. - - - - - Defines how UV coordinates should be transformed. - - - - - Scaling is evaluated. - - - - - Rotation is evaluated. - - - - - Translation is evaluated. - - - - - Defines the desired file I/O mode is when opening a new file. - - - - - Open the file for writing. - - - - - Open the file for writing binary data to it. - - - - - Open the file for writing text data to it. - - - - - Open the file for reading. - - - - - Open the file for reading binary data from it. - - - - - Open the file for reading text data from it. - - - - - Defines flags that indicate level of support for common features for a given importer. - - - - - Indicates there is a textual encoding of the file format and it is supported. - - - - - Indicates there is a binary encoding of the file format and it is supported. - - - - - Indicates there is a compressed encoding of the file format and it is supported. - - - - - Indicates that the importer reads only a very particular subset of the file format. This is common - for formats that cannot easily be mapped to the Scene data structure. - - - - - Indicates that the importer is experimental and used with caution - this is only reserved for importers still in - development, and not typically yet in released production code. - - - - - Describes a blob of exported scene data. Blobs can be nested - each blob may reference another blob, which in - turn can reference another and so on. This is used to allow exporters to write more than one output for a given - scene, such as material files. Existence of such files depends on the format. - - - The stream representation of an ExportDataBlob is as follows: - - String: Name of the Blob - int: Length of Binary Data - byte[]: Binary Data - bool: If has next data blob - String: Name of nested blob - int: Length of nested blob binary data - byte[]: Nested blob binary data - bool: If nested blob has next data blob - .... - - - - - - Gets the name of the blob. The first and primary blob always has an empty string for a name. Auxillary files - that are nested will have names. - - - - - Get the blob data. - - - - - Gets the next data blob. - - - - - Gets if the blob data is valid. - - - - - Creates a new ExportDataBlob. - - Unmanaged structure. - - - - Creates a new ExportDataBlob. - - Name - Data - - - - Writes the data blob to the specified stream. - - Output stream - - - - Reads a data blob from the specified stream. - - Input stream - Data blob - - - - Describes a file format which Assimp can export to. - - - - - Gets a short string ID to uniquely identify the export format. E.g. "collada" or "obj". - - - - - Gets a short description of the file format to present to users. - - - - - Gets the recommended file extension for the exported file in lower case. - - - - - Constructs a new ExportFormatDescription. - - Unmanaged structure - - - - A single face in a mesh, referring to multiple vertices. This can be a triangle - if the index count is equal to three, or a polygon if the count is greater than three. - - Since multiple primitive types can be contained in a single mesh, this approach - allows you to better examine how the mesh is constructed. If you use the - post process step flag during import, then each mesh will be homogenous where primitive type is concerned. - - - - - Gets the number of indices defined in the face. - - - - - Gets if the face has faces (should always be true). - - - - - Gets or sets the indices that refer to positions of vertex data in the mesh's vertex - arrays. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Face indices - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Simple implementation of an IOSystem that searches for files on the disk. This implementation - can be given a number of search directories that it will attempt to locate the file in first, before - using the file path given by Assimp. That way, you can load models that have files distributed in a number of other - directories besides the root model's. - - - - - Constructs a new FileIOSystem that does not have any search directories. - - - - - Constructs a new FileIOSystem that uses the specified search directories. - - Search directories to search for files in - - - - Sets the search directories the FileIOSystem will use when searching for files. - - Directory paths - - - - Gets the search directories the FileIOSystem is using. - - Directory paths - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Finds the first file that matches the file name (name + extension) in the search paths. - - File name (+ extension) to search for - Found file path - True if the file was found, false otherwise - - - - Wraps a FileStream. - - - - - Metadata and feature support information for a given importer. - - - - - Gets the name of the importer (e.g. Blender3D Importer) - - - - - Gets the original author (blank if unknown or assimp team). - - - - - Gets the name of the current maintainer, if empty then the author maintains. - - - - - Gets any implementation comments. - - - - - Gets the features supported by the importer. - - - - - Gets the minimum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the maximum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the list of file extensions the importer can handle. All entries are lower case and do NOT have a leading dot. - - - - - Represents an object that can be marshaled to and from a native representation. - - Managed object type - Native value type - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Custom marshaler for usage with the for performing marshaling - to-and-from unmanaged memory for non-blittable types. A type must be attributed with - to automatically have an instance of its marshaler be utilized. - - - - - Gets the native data size in bytes. - - - - - Marshals the managed object to the unmanaged chunk of memory. - - Managed object to marshal. - Unmanaged chunk of memory to write to. - - - - Marshals the managed object from the unmanaged chunk of memory. - - Unmanaged chunk of memory to read from. - Managed object marshaled. - - - - Defines a stream to some file input or output source. This object is responsible for reading/writing data - that is used by Assimp. - - - - - Gets whether or not this IOStream has been disposed. - - - - - Gets the original path to file given by Assimp. - - - - - Gets the original desired file access mode. - - - - - Gets whether the stream is in fact valid - that is, the input/output has been - properly located and can be read/written. - - - - - Constructs a new IOStream. - - Path to file given by Assimp - Desired file access mode - - - - Finalizes an instance of the class. - - - - - Disposes of resources held by the IOStream. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Writes data to the stream. - - Data to write - Number of bytes to write - Number of bytes actually written. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Reads data from the stream. - - Byte buffer to store the read data in - Number of bytes to read - Number of bytes actually read. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Sets the current file position pointer. - - Offset in bytes from the origin - Origin reference - ReturnCode indicating success or failure. - - - - Gets the current file position pointer (in bytes). - - Current file position pointer (in bytes) - - - - Gets the total file size (in bytes). - - File size in bytes - - - - Flushes all data currently in the stream buffers. - - - - - Closes the stream - flushing any data not yet read/written and disposes of resources. - - - - - Defines a custom IO handler that can be registered to an importer that will handle I/O for assimp. This includes searching/opening - files to read during import, and creating/writing to files during export. - - - - - Gets whether or not this IOSystem has been disposed. - - - - - Gets the number of currently opened streams. - - - - - Constructs a new IOSystem. - - - - - Finalizes an instance of the class. - - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Closes a stream that is owned by this IOSystem. - - Stream to close - - - - Closes all outstanding streams owned by this IOSystem. - - - - - Disposes of all resources held by this object. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Describes a light source in the scene. Assimp supports multiple light sources - including spot, point, and directional lights. All are defined by a single structure - and distinguished by their parameters. Lights have corresponding nodes in the scenegraph. - Some file formats such as 3DS and ASE export a "target point", e.g. the point - a spot light is looking at (it can even be animated). Assimp writes the target point as a subnode - of a spotlight's main node called "spotName.Target". However, this is just additional information - then, the transform tracks of the main node make the spot light already point in the right direction. - - - - - Gets or sets the name of the light source. This corresponds to a node present in the scenegraph. - - - - - Gets or sets the type of light source. This should never be undefined. - - - - - Gets or sets the inner angle of a spot light's light cone. The spot light has - maximum influence on objects inside this angle. The angle is given in radians, it - is 2PI for point lights and defined for directional lights. - - - - - Gets or sets the outer angle of a spot light's light cone. The spot light does not affect objects outside - this angle. The angle is given in radians. It is 2PI for point lights and undefined for - directional lights. The outer angle must be greater than or equal to the inner angle. - - - - - Gets or sets the constant light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att0 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the linear light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d) - This member corresponds to the att1 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the quadratic light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att2 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the position of the light source in space, relative to the - transformation of the node corresponding to the light. This is undefined for - directional lights. - - - - - Gets or sets the direction of the light source in space, relative to the transformation - of the node corresponding to the light. This is undefined for point lights. - - - - - Gets or sets the up vector of the light source in space, relative to the transformation of the node corresponding to the light. - This is undefined for point lights. - - - - - Gets or sets the diffuse color of the light source. The diffuse light color is multiplied with - the diffuse material color to obtain the final color that contributes to the diffuse shading term. - - - - - Gets or sets the specular color of the light source. The specular light color is multiplied with the - specular material color to obtain the final color that contributes to the specular shading term. - - - - - Gets or sets the ambient color of the light source. The ambient light color is multiplied with the ambient - material color to obtain the final color that contributes to the ambient shading term. - - - - - Gets or sets the Width (X) and Height (Y) of the area that represents an light. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Callback delegate for Assimp's LogStream. - - Log message - Supplied user data - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Gets or sets, if verbose logging is enabled globally. - - - - - Gets or sets the user data to be passed to the callback. - - - - - Gets whether the logstream has been disposed or not. - - - - - Gets whether or not the logstream is currently attached to the library. - - - - - Static constructor. - - - - - Constructs a new LogStream. - - - - - Constructs a new LogStream. - - User-supplied data - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - User-supplied data - - - - Finalizes an instance of the class. - - - - - Detaches all active logstreams from the library. - - - - - Gets all active logstreams that are currently attached to the library. - - Collection of active logstreams attached to the library. - - - - Attaches the logstream to the library. - - - - - Detaches the logstream from the library. - - - - - Logs a message. - - Message contents - - - - Releases unmanaged resources held by the LogStream. This should not be called by the user if the logstream is currently attached to an assimp importer. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Override this method to log a message for a subclass of Logstream, if no callback - was set. - - Message - User data - - - - Called when the log stream has been attached to the assimp importer. At this point it may start receiving messages. - - - - - Called when the log stream has been detatched from the assimp importer. After this point it will stop receiving - messages until it is re-attached. - - - - - Log stream that writes messages to the Console. - - - - - Constructs a new console logstream. - - - - - Constructs a new console logstream. - - User supplied data - - - - Log a message to the console. - - Message - Userdata - - - - A material contains all the information that describes how to render a mesh. E.g. textures, colors, and render states. Internally - all this information is stored as key-value pair properties. The class contains many convienence methods and properties for - accessing non-texture/texture properties without having to know the Assimp material key names. Not all properties may be present, - and if they aren't a default value will be returned. - - - - - Gets the number of properties contained in the material. - - - - - Checks if the material has a name property. - - - - - Gets the material name value, if any. Default value is an empty string. - - - - - Checks if the material has a two-sided property. - - - - - Gets if the material should be rendered as two-sided. Default value is false. - - - - - Checks if the material has a shading-mode property. - - - - - Gets the shading mode. Default value is , meaning it is not defined. - - - - - Checks if the material has a wireframe property. - - - - - Gets if wireframe should be enabled. Default value is false. - - - - - Checks if the material has a blend mode property. - - - - - Gets the blending mode. Default value is . - - - - - Checks if the material has an opacity property. - - - - - Gets the opacity. Default value is 1.0f. - - - - - Checks if the material has a bump scaling property. - - - - - Gets the bump scaling. Default value is 0.0f; - - - - - Checks if the material has a shininess property. - - - - - Gets the shininess. Default value is 0.0f; - - - - - Checks if the material has a shininess strength property. - - - - - Gets the shininess strength. Default vaulue is 1.0f. - - - - - Checks if the material has a reflectivty property. - - - - - Gets the reflectivity. Default value is 0.0f; - - - - - Checks if the material has a color diffuse property. - - - - - Gets the color diffuse. Default value is white. - - - - - Checks if the material has a color ambient property. - - - - - Gets the color ambient. Default value is (.2f, .2f, .2f, 1.0f). - - - - - Checks if the material has a color specular property. - - - - - Gets the color specular. Default value is black. - - - - - Checks if the material has a color emissive property. - - - - - Gets the color emissive. Default value is black. - - - - - Checks if the material has a color transparent property. - - - - - Gets the color transparent. Default value is black. - - - - - Checks if the material has a color reflective property. - - - - - Gets the color reflective. Default value is black. - - - - - Gets if the material has a diffuse texture in the first texture index. - - - - - Gets or sets diffuse texture properties in the first texture index. - - - - - Gets if the material has a specular texture in the first texture index. - - - - - Gets or sets specular texture properties in the first texture index. - - - - - Gets if the material has a ambient texture in the first texture index. - - - - - Gets or sets ambient texture properties in the first texture index. - - - - - Gets if the material has a emissive texture in the first texture index. - - - - - Gets or sets emissive texture properties in the first texture index. - - - - - Gets if the material has a height texture in the first texture index. - - - - - Gets or sets height texture properties in the first texture index. - - - - - Gets if the material has a normal texture in the first texture index. - - - - - Gets or sets normal texture properties in the first texture index. - - - - - Gets if the material has an opacity texture in the first texture index. - - - - - Gets or sets opacity texture properties in the first texture index. - - - - - Gets if the material has a displacement texture in the first texture index. - - - - - Gets or sets displacement texture properties in the first texture index. - - - - - Gets if the material has a light map texture in the first texture index. - - - - - Gets or sets light map texture properties in the first texture index. - - - - - Gets if the material has a reflection texture in the first texture index. - - - - - Gets or sets reflection texture properties in the first texture index. - - - - - Constructs a new instance of the class. - - - - - Helper method to construct a fully qualified name from the input parameters. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". This is the name that is used as the material dictionary key. - - Key basename, this must not be null or empty - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The fully qualified name - - - - Gets the non-texture properties contained in this Material. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - The material property, if it exists - - - - Gets the material property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The material property, if it exists - - - - Gets the material property by its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - The material property, if it exists - - - - Checks if the material has the specified non-texture property. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - True if the property exists, false otherwise. - - - - Checks if the material has the specified property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - True if the property exists, false otherwise. - - - - Checks if the material has the specified property by looking up its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - True if the property exists, false otherwise. - - - - Adds a property to this material. - - Material property - True if the property was successfully added, false otherwise (e.g. null or key already present). - - - - Removes a non-texture property from the material. - - Property name - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Name of the property - Property texture type - Property texture index - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Fully qualified name of the property ({basename},{texType},{texIndex}) - True if the property was removed, false otherwise - - - - Removes all properties from the material; - - - - - Gets -all- properties contained in the Material. - - All properties in the material property map. - - - - Gets all the number of textures that are of the specified texture type. - - Texture type - Texture count - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True if the texture properties were added or modified - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True to only set the texture's file path, false otherwise - True if the texture properties were added or modified - - - - Removes a texture from the material - this bulk removes a property for each field. - If the texture has no file path, nothing is removed - - Texture to remove - True if the texture was removed, false otherwise. - - - - Gets a texture that corresponds to the type/index. - - Texture type - Texture index - Texture description - True if the texture was found in the material - - - - Gets all textures that correspond to the type. - - Texture type - The array of textures - - - - Gets all textures in the material. - - The array of textures - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A key-value pairing that represents some material property. - - - - - Gets or sets the property key name. E.g. $tex.file. This corresponds to the - "AiMatKeys" base name constants. - - - - - Gets or sets the type of property. - - - - - Gets the raw byte data count. - - - - - Checks if the property has data. - - - - - Gets the raw byte data. To modify/read this data, see the Get/SetXXXValue methods. - - - - - Gets or sets the texture type semantic, for non-texture properties this is always . - - - - - Gets or sets the texture index, for non-texture properties this is always zero. - - - - - Gets the property's fully qualified name. Format: "{base name},{texture type semantic},{texture index}". E.g. "$clr.diffuse,0,0". This - is the key that is used to index the property in the material property map. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. Constructs a buffer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a float property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs an integer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a boolean property. - - Name of the property - Property value - - - - Constructs a new instance of the class. Creates a string property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a texture property. - - Base name of the property - Property value - Texture type - Texture index - - - - Constructs a new instance of the class. Creates a float array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a int array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a Color3D property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a Color4D property. - - Base name of the property - Property value - - - - Gets the property raw data as a float. - - Float - - - - Sets the property raw data with a float. - - Float. - True if successful, false otherwise - - - - Gets the property raw data as a double. - - Double - - - - Sets the property raw data with a double. - - Double. - True if successful, false otherwise. - - - - Gets the property raw data as an integer. - - Integer - - - - Sets the property raw data as an integer. - - Integer - True if successful, false otherwise - - - - Gets the property raw data as a string. - - String - - - - Sets the property raw data as string. - - String - True if successful, false otherwise - - - - Gets the property raw data as a float array. - - Number of elements to get - Float array - - - - Gets the property raw data as a float array. - - Float array - - - - Sets the property raw data as a float array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a double array. - - Double array - - - - Sets the property raw data as a double array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as an integer array. - - Number of elements to get - Integer array - - - - Gets the property raw data as an integer array. - - Integer array - - - - Sets the property raw data as an integer array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a boolean. - - Boolean - - - - Sets the property raw data as a boolean. - - Boolean value - True if successful, false otherwise - - - - Gets the property raw data as a Color3D. - - Color3D - - - - Sets the property raw data as a Color3D. - - Color3D - True if successful, false otherwise - - - - Gets the property raw data as a Color4D. - - Color4D - - - - Sets the property raw data as a Color4D. - - Color4D - True if successful, false otherwise - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a 3x3 matrix. Assimp docs say their matrices are always row-major, - and it looks like they're only describing the memory layout. Matrices are treated - as column vectors however (X base in the first column, Y base the second, and Z base the third) - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix3x3. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - - - - Constructs a new Matrix3x3. - - A 4x4 matrix to construct from, only taking the rotation/scaling part. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication.Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 4x4 matrix to a 3x3 matrix. - - 4x4 matrix - 3x3 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a 4x4 column-vector matrix (X base is the first column, Y base is the second, Z base the third, and translation the fourth). - Memory layout is row major. Right handed conventions are used by default. - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 1, column 4 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 2, column 4 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Value at row 3, column 4 of the matrix - - - - - Value at row 4, column 1 of the matrix - - - - - Value at row 4, column 2 of the matrix - - - - - Value at row 4, column 3 of the matrix - - - - - Value at row 4, column 4 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix4x4. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 1, column 4 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 2, column 4 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - Element at row 3, column 4 - Element at row 4, column 1 - Element at row 4, column 2 - Element at row 4, column 3 - Element at row 4, column 4 - - - - Constructs a new Matrix4x4. - - Rotation matrix to copy values from. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Decomposes a transformation matrix into its original scale, rotation, and translation components. The - scaling vector receives the scaling for the x, y, z axes. The rotation is returned as a hamilton quaternion. And - the translation is the output position for the x, y, z axes. - - Vector to hold the scaling component - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Decomposes a transformation matrix with no scaling. The rotation is returned as a hamilton - quaternion. The translation receives the output position for the x, y, z axes. - - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a translation matrix. - - Translation vector - The translation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication. Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 3x3 matrix to a 4x4 matrix. - - 3x3 matrix - 4x4 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Delegate for performing unmanaged memory cleanup. - - Location in unmanaged memory of the value to cleanup - True if the unmanaged memory should be freed, false otherwise - - - - Helper static class containing functions that aid dealing with unmanaged memory to managed memory conversions. - - - - - Marshals an array of managed values to a c-style unmanaged array (void*). - - Managed type - Native type - Array of managed values - Pointer to unmanaged memory - - - - Marshals an array of managed values to a c-style unmanaged array (void*). This also can optionally marshal to - an unmanaged array of pointers (void**). - - Managed type - Native type - Array of managed values - True if the pointer is an array of pointers, false otherwise. - Pointer to unmanaged memory - - - - Marshals an array of managed values from a c-style unmanaged array (void*). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - Marshaled managed values - - - - Marshals an array of managed values from a c-style unmanaged array (void*). This also can optionally marshal from - an unmanaged array of pointers (void**). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - True if the pointer is an array of pointers, false otherwise. - Marshaled managed values - - - - Marshals an array of blittable structs to a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Managed array of structs - Pointer to unmanaged memory - - - - Marshals an array of blittable structs from a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Pointer to unmanaged memory - Number of elements to read - Managed array - - - - Frees an unmanaged array and performs cleanup for each value. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - - - - Frees an unmanaged array and performs cleanup for each value. Optionally can free an array of pointers. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - True if the pointer is an array of pointers, false otherwise. - - - - Marshals a managed value to unmanaged memory. - - Managed type - Unmanaged type - Managed value to marshal - Pointer to unmanaged memory - - - - Marshals a managed value from unmanaged memory. - - Managed type - Unmanaged type - Pointer to unmanaged memory - The marshaled managed value - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a structure to a pointer. Only use if the type is not blittable, otherwise - use the write methods for blittable types. - - Struct type - Struct to marshal - Pointer to unmanaged chunk of memory which must be allocated prior to this call - - - - Computes the size of the struct type using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Size of the struct in bytes. - - - - Computes the size of the struct array using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Pins an object in memory, which allows a pointer to it to be returned. While the object remains pinned the runtime - cannot move the object around in memory, which may degrade performance. - - Object to pin. - Pointer to pinned object's memory location. - - - - Unpins an object in memory, allowing it to once again freely be moved around by the runtime. - - Object to unpin. - - - - Convienence method to dispose all items in the collection - - IDisposable type - Collection of disposables - - - - Casts an underlying value type to an enum type, WITHOUT first casting the value to an Object. So this avoid boxing the value. - - Underlying value type. - Enum type. - Value to cast. - Enum value. - - - - Allocates unmanaged memory. This memory should only be freed by this helper. - - Size to allocate - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Allocates unmanaged memory that is cleared to a certain value. This memory should only be freed by this helper. - - Size to allocate - Value the memory will be cleared to, by default zero. - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Frees unmanaged memory that was allocated by this helper. - - Pointer to unmanaged memory to free. - - - - Checks if the memory is aligned to the specified alignment. - - Pointer to the memory - Alignment value, by defauly 16-byte - True if is aligned, false otherwise. - - - - Swaps the value between two references. - - Type of data to swap. - First reference - Second reference - - - - Computes a hash code using the FNV modified algorithmm. - - Byte data to hash. - Hash code for the data. - - - - Reads a stream until the end is reached into a byte array. Based on - Jon Skeet's implementation. - It is up to the caller to dispose of the stream. - - Stream to read all bytes from - Initial buffer length, default is 32K - The byte array containing all the bytes from the stream - - - - Compares two arrays of bytes for equivalence. - - First array of data. - Second array of data. - True if both arrays contain the same data, false otherwise. - - - - Clears the memory to the specified value. - - Pointer to the memory. - Value the memory will be cleared to. - Number of bytes, starting from the memory pointer, to clear. - - - - Computes the size of the struct type. - - Struct type - Size of the struct in bytes. - - - - Casts the by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the readonly by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the pointer into a by-ref value of the specified type. - - Struct type. - Memory location. - By-ref value. - - - - Casts one by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Casts one readonly by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Computes the size of the struct array. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Adds an offset to the pointer. - - Pointer - Offset - Pointer plus the offset - - - - Performs a memcopy that copies data from the memory pointed to by the source pointer to the memory pointer by the destination pointer. - - Destination memory location - Source memory location - Number of bytes to copy - - - - Returns the number of elements in the enumerable. - - Type of element in collection. - Enumerable collection - The number of elements in the enumerable collection. - - - - Converts typed element array to a byte array. - - Struct type - Element array - Byte array copy or null if the source array was not valid. - - - - Converts a byte array to a typed element array. - - Struct type - Byte array - Typed element array or null if the source array was not valid. - - - - Copies bytes from a byte array to an element array. - - Struct type - Source byte array - Starting index in destination array - Destination element array - Starting index in destination array - Number of elements to copy - - - - Copies bytes from an element array to a byte array. - - Struct type - Source element array - Starting index in source array - Destination byte array - Starting index in destination array - Number of elements to copy - - - - Reads data from the memory location into the array. - - Struct type - Pointer to memory location - Array to store the copied data - Zero-based element index to start writing data to in the element array. - Number of elements to copy - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value. - - - - Writes data from the array to the memory location. - - Struct type - Pointer to memory location - Array containing data to write - Zero-based element index to start reading data from in the element array. - Number of elements to copy - - - - Writes a single element to the memory location. - - Struct type - Pointer to memory location - The value to write - - - - A mesh represents geometry with a single material. - - - - - Gets or sets the mesh name. This tends to be used - when formats name nodes and meshes independently, - vertex animations refer to meshes by their names, - or importers split meshes up, each mesh will reference - the same (dummy) name. - - - - - Gets or sets the primitive type. This may contain more than one - type unless if - option is not set. - - - - - Gets or sets the index of the material associated with this mesh. - - - - - Gets the number of vertices in this mesh. This is the count that all - per-vertex lists should be the size of. - - - - - Gets if the mesh has a vertex array. This should always return - true provided no special scene flags are set. - - - - - Gets the vertex position list. - - - - - Gets if the mesh as normals. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex normal list. - - - - - Gets if the mesh has tangents and bitangents. It is not - possible for one to be without the other. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of faces contained in the mesh. - - - - - Gets if the mesh contains faces. If no special - scene flags are set, this should always return true. - - - - - Gets the mesh's faces. Each face will contain indices - to the vertices. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets the array that contains the count of UV(W) components for each texture coordinate channel, usually 2 (UV) or 3 (UVW). A component - value of zero means the texture coordinate channel does not exist. The channel index (index in the array) corresponds - to the texture coordinate channel index. - - - - - Gets the number of bones that influence this mesh. - - - - - Gets if this mesh has bones. - - - - - Gets the bones that influence this mesh. - - - - - Gets the number of mesh animation attachments that influence this mesh. - - - - - Gets if this mesh has mesh animation attachments. - - - - - Gets the mesh animation attachments that influence this mesh. - - - - - Gets or sets the morph method used when animation attachments are used. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the mesh. - - - - Constructs a new instance of the class. - - Primitive types contained in the mesh. - - - - Constructs a new instance of the class. - - Name of the mesh - Primitive types contained in the mesh. - - - - Checks if the mesh has vertex colors for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh has texture coordinates for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if texture coordinates are present in the channel. - - - - Convienence method for setting this meshe's face list from an index buffer. - - Index buffer - Indices per face - True if the operation succeeded, false otherwise (e.g. not enough data) - - - - Convienence method for accumulating all face indices into a single - index array. - - int index array - - - - Convienence method for accumulating all face indices into a single index - array as unsigned integers (the default from Assimp, if you need them). - - uint index array - - - - Convienence method for accumulating all face indices into a single - index array. - - short index array - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A mesh attachment store per-vertex animations for a particular frame. You may - think of this as a 'patch' for the host mesh, since the mesh attachment replaces only certain - vertex data streams at a particular time. Each mesh stores 'n' attached meshes. The actual - relationship between the time line and mesh attachments is established by the mesh animation channel, - which references singular mesh attachments by their ID and binds them to a time offset. - - - - - Gets the number of vertices in this mesh. This is a replacement - for the host mesh's vertex count. Likewise, a mesh attachment - cannot add or remove per-vertex attributes, therefore the existance - of vertex data will match the existance of data in the mesh. - - - - - Checks whether the attachment mesh overrides the vertex positions - of its host mesh. - - - - - Gets the vertex position list. - - - - - Checks whether the attachment mesh overrides the vertex normals of - its host mesh. - - - - - Gets the vertex normal list. - - - - - Checks whether the attachment mesh overrides the vertex - tangents and bitangents of its host mesh. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets or sets the weight of the mesh animation. - - - - - Constructs a new instance of the class. - - - - - Checks if the mesh attachment overrides a particular set of vertex colors on - the host mesh. This returns false if the list is null or empty. The index is between - zero and the maximumb number of vertex color channels. - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh attachment overrides a particular set of texture coordinates on - the host mesh. This returns false if the list is null or empty. The index is - between zero and the maximum number of texture coordinate channels. - - Channel index - True if texture coordinates are present in the channel. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes vertex-based animations for a single mesh or a group of meshes. Meshes - carry the animation data for each frame. The purpose of this object is to define - keyframes, linking each mesh attachment to a particular point in a time. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of meshkeys in this animation channel. There will always - be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds an anim mesh (referenced by an index) to a specific point in time. - - - - - The time of this key. - - - - - Index of the anim mesh that corresponds to this keyframe. - - - - - Constructs a new MeshKey. - - The time of this key. - Index of the anim mesh that corresponds to this keyframe. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's indices are the same, false otherwise - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's indices are not equal, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes morph-based keyframe animations for a single mesh or a group of meshes. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of mesh morph keys in this animation channel. There will always be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh morph keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds a morph animation mesh to a specific point in time. - - - - - Gets or sets the time of this keyframe. - - - - - Gets the values at the time of this keyframe. Number of values must equal number of weights. - - - - - Gets the weights at the time of this keyframe. Number of weights must equal number of values. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a container for holding metadata, representing as key-value pairs. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an entry in a metadata container. - - - - - Gets the type of metadata. - - - - - Gets the metadata data stored in this entry. - - - - - Constructs a new instance of the struct. - - Type of the data. - The data. - - - - Tests equality between two entries. - - First entry - Second entry - True if the entries are equal, false otherwise - - - - Tests inequality between two entries. - - First entry - Second entry - True if the entries are not equal, false otherwise - - - - Gets the data as the specified type. If it cannot be casted to the type, then null is returned. - - Type to cast the data to. - Casted data or null. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - True if the specified is equal to this instance; otherwise, false. - - - - Indicates whether the current object is equal to another object of the same type. - - An object to compare with this object. - True if the current object is equal to the parameter; otherwise, false. - - - - Returns a hash code for this instance. - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Attribute for assocating a type with an instance. - - - - - Gets the associated marshaler. - - - - - Constructs a new instance of the class. - - Type that implements - Thrown if the type is null. - Thrown if the type does not implement . - - - - A node in the imported model hierarchy. - - - - - Gets or sets the name of the node. - - - - - Gets or sets the transformation of the node relative to its parent. - - - - - Gets the node's parent, if it exists. - - - - - Gets the number of children that is owned by this node. - - - - - Gets if the node contains children. - - - - - Gets the node's children. - - - - - Gets the number of meshes referenced by this node. - - - - - Gets if the node contains mesh references. - - - - - Gets the indices of the meshes referenced by this node. Meshes can be - shared between nodes, so there is a mesh collection owned by the scene - that each node can reference. - - - - - Gets the node's metadata container. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the node - - - - Constructs a new instance of the class. - - Name of the node - Parent of the node - - - - Finds a node with the specific name, which may be this node - or any children or children's children, and so on, if it exists. - - Node name - The node or null if it does not exist - - - - Gets a value indicating whether this instance is native blittable. - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes the animation of a single node. The name specifies the bone/node which is affected by - this animation chanenl. The keyframes are given in three separate seties of values, - one for each position, rotation, and scaling. The transformation matrix is computed from - these values and replaces the node's original transformation matrix at a specific time. - This means all keys are absolute and not relative to the bone default pose. - The order which the transformations are to be applied is scaling, rotation, and translation (SRT). - Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no - negative time values, but they are not forbidden. - - - - - Gets or sets the name of the node affected by this animation. It must exist and it must - be unique. - - - - - Gets the number of position keys in the animation channel. - - - - - Gets if this animation channel contains position keys. - - - - - Gets the position keys of this animation channel. Positions are - specified as a 3D vector. If there are position keys, there should - also be -at least- one scaling and one rotation key. - - - - - Gets the number of rotation keys in the animation channel. - - - - - Gets if the animation channel contains rotation keys. - - - - - Gets the rotation keys of this animation channel. Rotations are - given as quaternions. If this exists, there should be -at least- one - scaling and one position key. - - - - - Gets the number of scaling keys in the animation channel. - - - - - Gets if the animation channel contains scaling keys. - - - - - Gets the scaling keys of this animation channel. Scalings are - specified in a 3D vector. If there are scaling keys, there should - also be -at least- one position and one rotation key. - - - - - Gets or sets how the animation behaves before the first key is encountered. By default the original - transformation matrix of the affected node is used. - - - - - Gets or sets how the animation behaves after the last key was processed. By default the original - transformation matrix of the affected node is taken. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A collection of child nodes owned by a parent node. Manages access to the collection while maintaing parent-child linkage. - - - - - Gets the number of elements contained in the . - - - - - Gets or sets the element at the specified index. - - The child index - - - - Gets a value indicating whether the is read-only. - - true if the is read-only; otherwise, false. - - - - Constructs a new instance of the class. - - Parent node - - - - Adds an item to the . - - The object to add to the . - - - - Adds a range of items to the list. - - Item array - - - - Removes all items from the . - - - - - Determines whether the contains a specific value. - - The object to locate in the . - - true if is found in the ; otherwise, false. - - - - - Copies collection contents to the array - - The array to copy to. - Index of the array to start copying. - - - - Determines the index of a specific item in the . - - The object to locate in the . - - The index of if found in the list; otherwise, -1. - - - - - Inserts an item to the at the specified index. - - The zero-based index at which should be inserted. - The object to insert into the . - - - - Removes the item at the specified index. - - The zero-based index of the item to remove. - - - - Removes the first occurrence of a specific object from the . - - The object to remove from the . - - true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . - - - - - Copies elements in the collection to a new array. - - Array of copied elements - - - - Returns an enumerator that iterates through the collection. - - A that can be used to iterate through the collection. - - - - Returns an enumerator that iterates through a collection. - - An object that can be used to iterate through the collection. - - - - Represents a plane in three-dimensional euclidean space where - A, B, C are components of the plane normal and D is the distance along the - normal from the origin to the plane. - - - - - X component of the normal vector. - - - - - Y component of the normal vector. - - - - - Z component of the normal vector. - - - - - Distance from the origin to the plane along the normal vector. - - - - - Constructs a new Plane. - - X component of the normal vector. - Y component of the normal vector. - Z component of the normal vector. - Distance from the origin to the plane along the normal vector. - - - - Static class containing preset properties for post processing options. - - - - - PostProcess configuration for (some) Direct3D conventions, - left handed geometry, upper left origin for UV coordinates, - and clockwise face order, suitable for CCW culling. - - - - - PostProcess configuration for optimizing data for real-time. - Does the following steps: - - , , - , , - , and - - - - - PostProcess configuration for optimizing - data for real-time rendering. Does the following steps: - - , , - , , - , - , , - , , and - - - - - - PostProcess configuration for heavily optimizing the data - for real-time rendering. Includes all flags in - as well as - , , and - - - - - - A 4D vector that represents a rotation. - - - - - Rotation component of the quaternion/ - - - - - X component of the vector part of the quaternion. - - - - - Y component of the vector part of the quaternion. - - - - - Z component of the vector part of the quaternion. - - - - - Constructs a new Quaternion. - - W component - X component - Y component - Z component - - - - Constructs a new Quaternion from a rotation matrix. - - Rotation matrix to create the Quaternion from. - - - - Constructs a new Quaternion from three euler angles. - - Pitch - Yaw - Roll - - - - Constructs a new Quaternion from an axis-angle. - - Axis - Angle about the axis - - - - Normalizes the quaternion. - - - - - Transforms this quaternion into its conjugate. - - - - - Returns a matrix representation of the quaternion. - - Rotation matrix representing the quaternion. - - - - Spherical interpolation between two quaternions. - - Start rotation when factor == 0 - End rotation when factor == 1 - Interpolation factor between 0 and 1, values beyond this range yield undefined values - Interpolated quaternion. - - - - Rotates a point by this quaternion. - - Point to rotate - Quaternion representing the rotation - Rotated point. - - - - Multiplies two quaternions. - - First quaternion - Second quaternion - Resulting quaternion - - - - Tests equality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are equal, false otherwise. - - - - Tests inequality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are not equal, false otherwise. - - - - Tests equality between two quaternions. - - Quaternion to compare - True if the quaternions are equal. - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a rotation for a given time. - - - - - The time of this key. - - - - - The rotation of this key. - - - - - Constructs a new QuaternionKey. - - Time of the key. - Quaternion rotation at the time frame. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's rotations are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's rotations are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their rotations are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Defines a 3D ray with a point of origin and a direction. - - - - - Origin of the ray in space. - - - - - Direction of the ray. - - - - - Constructs a new Ray. - - Origin of the ray. - Direction of the ray. - - - - Represents a completely imported model or scene. Everything that was imported from the given file can be - accessed from here. Once the scene is loaded from unmanaged memory, it resides solely in managed memory - and Assimp's read only copy is released. - - - - - Gets or sets the state of the imported scene. By default no flags are set, but - issues can arise if the flag is set to incomplete. - - - - - Gets or sets the root node of the scene graph. There will always be at least the root node - if the import was successful and no special flags have been set. Presence of further nodes - depends on the format and content of the imported file. - - - - - Gets if the scene contains meshes. Unless if no special scene flags are set - this should always be true. - - - - - Gets the number of meshes in the scene. - - - - - Gets the meshes contained in the scene, if any. - - - - - Gets if the scene contains any lights. - - - - - Gets the number of lights in the scene. - - - - - Gets the lights in the scene, if any. - - - - - Gets if the scene contains any cameras. - - - - - Gets the number of cameras in the scene. - - - - - Gets the cameras in the scene, if any. - - - - - Gets if the scene contains embedded textures. - - - - - Gets the number of embedded textures in the scene. - - - - - Gets the embedded textures in the scene, if any. - - - - - Gets if the scene contains any animations. - - - - - Gets the number of animations in the scene. - - - - - Gets the animations in the scene, if any. - - - - - Gets if the scene contains any materials. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the number of materials in the scene. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the materials in the scene. - - - - - Constructs a new instance of the class. - - - - - Clears the scene of all components. - - - - - Marshals a managed scene to unmanaged memory. The unmanaged memory must be freed with a call to - , the memory is owned by AssimpNet and cannot be freed by the native library. - - Scene data - Unmanaged scene or NULL if the scene is null. - - - - Marshals an unmanaged scene to managed memory. This does not free the unmanaged memory. - - The unmanaged scene data - The managed scene, or null if the pointer is NULL - - - - Frees unmanaged memory allocated -ONLY- in . To free an unmanaged scene allocated by the unmanaged Assimp library, - call the appropiate function. - - Pointer to unmanaged scene data. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a texel in ARGB8888 format. - - - - - Blue component. - - - - - Green component. - - - - - Red component. - - - - - Alpha component. - - - - - Constructs a new Texel. - - Blue component. - Green component. - Red component. - Alpha component. - - - - Tests equality between two texels. - - First texel - Second texel - True if the texels are equal, false otherwise. - - - - Tests inequality between two texels. - - First texel - Second texel - True if the texels are not equal, false otherwise. - - - - Implicitly converts a texel to a Color4D. - - Texel to convert - Converted Color4D - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes all the values pertaining to a particular texture slot in a material. - - - - - Gets the texture file path. - - - - - Gets the texture type semantic. - - - - - Gets the texture index in the material. - - - - - Gets the texture mapping. - - - - - Gets the UV channel index that corresponds to this texture from the mesh. - - - - - Gets the blend factor. - - - - - Gets the texture operation. - - - - - Gets the texture wrap mode for the U coordinate. - - - - - Gets the texture wrap mode for the V coordinate. - - - - - Gets misc flags. - - - - - Constructs a new TextureSlot. - - Texture filepath - Texture type semantic - Texture index in the material - Texture mapping - UV channel in mesh that corresponds to this texture - Blend factor - Texture operation - Texture wrap mode for U coordinate - Texture wrap mode for V coordinate - Misc flags - - - - Defines configurable properties for importing models. All properties - have default values. Setting config properties are done via the SetProperty* - methods in AssimpMethods. - - - - - Enables time measurements. If enabled the time needed for each - part of the loading process is timed and logged. - Type: bool. Default: false - - - - - Sets Assimp's multithreading policy. This is ignored if Assimp is - built without boost.thread support. Possible values are: -1 to - let Assimp decide, 0 to disable multithreading, and nay number larger than 0 - to force a specific number of threads. This is only a hint and may be - ignored by Assimp. - Type: integer. Default: -1 - - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. - Type: Bool. Default: false. - - - - - Specifies the maximum angle that may be between two vertex tangents that their tangents - and bitangents are smoothed during the step to calculate the tangent basis. The angle specified - is in degrees. The maximum value is 175 degrees. - Type: float. Default: 45 degrees - - - - - Specifies the maximum angle that may be between two face normals at the same vertex position that - their normals will be smoothed together during the calculate smooth normals step. This is commonly - called the "crease angle". The angle is specified in degrees. Maximum value is 175 degrees (all vertices - smoothed). - Type: float. Default: 175 degrees - - - - - Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) files. - This must be a valid path to a file. The file is 768 (256 * 3) bytes large and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a default - palette (from Quake 1) is used. - Type: string. Default: "colormap.lmp" - - - - - Configures the step to - keep materials matching a name in a given list. This is a list of - 1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers - containing whitespaces must be enclosed in *single* quotation marks. Tabs or - carriage returns are treated as whitespace. - If a material matches one of these names, it will not be modified - or removed by the post processing step nor will other materials be replaced - by a reference to it. - Default: string. Default: "" - - - - - Configures the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization - is performed where meshes with the same materials are not joined. - This option could be of used if you have a scene hierarchy that contains - important additional information which you intend to parse. - Type: bool. Default: false - - - - - Configures the step - to normalize all vertex components into the -1...1 range. That is, a bounding - box for the whole scene is computed where the maximum component is taken - and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension - of the input data. - Type: bool. Default: false - - - - - Configures the step - to remove degenerated primitives from the import immediately. - The default behavior converts degenerated triangles to lines and - degenerated lines to points. - Type: bool. Default: false - - - - - Configures the step - to check the area of a triangle to be greater than 1e-6. If this is not the case, the triangle will be removed if is set to true. - Type: bool. Default: false - - - - - Configures the step - to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character. - Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns - and tabs are treated as white space. - If a node matches one of these names, it will not be modified or removed by the - postprocessing step. - Type: string. Default: "" - - - - - Sets the maximum number of triangles a mesh can contain. This is used by the - step to determine - whether a mesh must be split or not. - Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES - - - - - Sets the maximum number of vertices in a mesh. This is used by the - step to determine - whether a mesh must be split or not. - Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES - - - - - Sets the maximum number of bones that can affect a single vertex. This is used - by the step. - Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS - - - - - Sets the size of the post-transform vertex cache to optimize vertices for. This is - for the step. The size - is given in vertices. Of course you can't know how the vertex format will exactly look - like after the import returns, but you can still guess what your meshes will - probably have. The default value *has* resulted in slight performance improvements - for most Nvidia/AMD cards since 2002. - Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE - - - - - Input parameter to the step. - It specifies the parts of the data structure to be removed. - This is a bitwise combination of the flag. If no valid mesh is remaining after - the step is executed, the import FAILS. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies which primitive types are to be removed by the step. - This is a bitwise combination of the flag. - Specifying ALL types is illegal. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies the floating point accuracy for animation values, specifically the epislon - during the comparison. The step checks for animation tracks where all frame values are absolutely equal - and removes them. Two floats are considered equal if the invariant abs(n0-n1) > epislon holds - true for all vector/quaternion components. - Type: float. Default: 0.0f (comparisons are exact) - - - - - Input parameter to the step. - It specifies which UV transformations are to be evaluated. - This is bitwise combination of the flag. - Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations) - - - - - A hint to Assimp to favour speed against import quality. Enabling this option - may result in faster loading, or it may not. It is just a hint to loaders and post-processing - steps to use faster code paths if possible. A value not equal to zero stands - for true. - Type: integer. Default: 0 - - - - - Maximum bone cone per mesh for the step. Meshes - are split until the max number of bones is reached. - Type: integer. Default: 60 - - - - - Source UV channel for tangent space computation. The specified channel must exist or an error will be raised. - Type: integer. Default: 0 - - - - - Threshold used to determine if a bone is kept or removed during the step. - Type: float. Default: 1.0f - - - - - Require all bones to qualify for deboning before any are removed. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node - transformation before transforming vertices. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node transformation - before transforming vertices. - Type: Matrix4x4. Default: Identity Matrix - - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - Type: Float. Default: 1.0f. - - - - - Sets the vertex animation keyframe to be imported. Assimp does not support - vertex keyframes (only bone animation is supported). The libary reads only one frame of models - with vertex animations. By default this is the first frame. - The default value is 0. This option applies to all importers. However, it is - also possible to override the global setting for a specific loader. You can use the - AI_CONFIG_IMPORT_XXX_KEYFRAME options where XXX is a placeholder for the file format which - you want to override the global setting. - Type: integer. Default: 0 - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. - Type: bool. Default: true - - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. - Type: bool. Default: true - - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - Type: bool. Default: true - - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - Type: bool. Default: false - - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. - Type: bool. Default: true - - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. - Type: bool. Default: true - - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. - Type: string. Default: "default" - - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. - Type: string. Default: "" - - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - Type: bool. Default: false (All layers are loaded) - - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - Type: bool. Default: false - - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - Type: integer. Default: taken from file - - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - Type: integer. Default: taken from file - - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - Type: integer. Default: 100 - - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. - Type: string. Default: "Scene.Material" - - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. - Type: Bool. Default: false. - - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - Type: Bool. Default: true. - - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - Type: Bool. Default: true. - - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - Type: Float. Default: 10.0f - - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - Type: Integer. Default: 32 - - - - - Specifies whether the collada loader will ignore the up direction. - Type: Bool. Default: false - - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or take only the first. - Type: bool. Default: true. - - - - - Specifies whether the FBX importer will read all materials present in the source file or take only the referenced materials, if the importer - will read materials, otherwise this has no effect. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read materials. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read embedded textures. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will search for embedded loaded textures, where no embedded texture data is provided. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read cameras. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read light sources. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read animations. - Type: Bool. default: true. - - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. - Type: Bool. Default: true. - - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. - Type: Bool. Default: true. - - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - Type: Bool. Default: false. - - - - - Static class that has a number of constants that are found in Assimp. These can be limits to configuration property default values. The constants - are grouped according to their usage or where they're found in the Assimp include files. - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for - - - - - Defines the maximum number of indices per face (polygon). - - - - - Defines the maximum number of bone weights. - - - - - Defines the maximum number of vertices per mesh. - - - - - Defines the maximum number of faces per mesh. - - - - - Defines the maximum number of vertex color sets per mesh. - - - - - Defines the maximum number of texture coordinate sets (UV(W) channels) per mesh. - - - - - Defines the default bone count limit. - - - - - Defines the deboning threshold. - - - - - Defines the maximum length of a string used in AiString. - - - - - Defines the default color material. - - - - - Defines the default textured material (if the meshes have UV coords). - - - - - Static class containing material key constants. A fully qualified mat key - name here means that it's a string that combines the mat key (base) name, its - texture type semantic, and its texture index into a single string delimited by - commas. For non-texture material properties, the texture type semantic and texture - index are always zero. - - - - - Material name (String) - - - - - Material name (String) - - - - - Two sided property (boolean) - - - - - Two sided property (boolean) - - - - - Shading mode property (ShadingMode) - - - - - Shading mode property (ShadingMode) - - - - - Enable wireframe property (boolean) - - - - - Enable wireframe property (boolean) - - - - - Blending function (BlendMode) - - - - - Blending function (BlendMode) - - - - - Opacity (float) - - - - - Opacity (float) - - - - - Bumpscaling (float) - - - - - Bumpscaling (float) - - - - - Shininess (float) - - - - - Shininess (float) - - - - - Reflectivity (float) - - - - - Reflectivity (float) - - - - - Shininess strength (float) - - - - - Shininess strength (float) - - - - - Refracti (float) - - - - - Refracti (float) - - - - - Diffuse color (Color4D) - - - - - Diffuse color (Color4D) - - - - - Ambient color (Color4D) - - - - - Ambient color (Color4D) - - - - - Specular color (Color4D) - - - - - Specular color (Color4D) - - - - - Emissive color (Color4D) - - - - - Emissive color (Color4D) - - - - - Transparent color (Color4D) - - - - - Transparent color (Color4D) - - - - - Reflective color (Color4D) - - - - - Reflective color (Color4D) - - - - - Background image (String) - - - - - Background image (String) - - - - - Texture base name - - - - - UVWSRC base name - - - - - Texture op base name - - - - - Mapping base name - - - - - Texture blend base name. - - - - - Mapping mode U base name - - - - - Mapping mode V base name - - - - - Texture map axis base name - - - - - UV transform base name - - - - - Texture flags base name - - - - - Helper function to get the fully qualified name of a texture property type name. Takes - in a base name constant, a texture type, and a texture index and outputs the name in the format: - "baseName,TextureType,texIndex" - - Base name - Texture type - Texture index - Fully qualified texture name - - - - Helper function to get the base name from a fully qualified name of a material property type name. The format - of such a string is: - "baseName,TextureType,texIndex" - - Fully qualified material property name. - Base name of the property type. - - - - Singleton that governs access to the unmanaged Assimp library functions. - - - - - Default name of the unmanaged library. Based on runtime implementation the prefix ("lib" on non-windows) and extension (.dll, .so, .dylib) will be appended automatically. - - - - - Gets the AssimpLibrary instance. - - - - - Gets if the Assimp unmanaged library supports multithreading. If it was compiled for single threading only, - then it will not utilize multiple threads during import. - - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a scene from a stream. This uses the "aiImportFileFromMemory" function. The stream can be from anyplace, - not just a memory stream. It is up to the caller to dispose of the stream. - - Stream containing the scene data - Post processing flags - A hint to Assimp to decide which importer to use to process the data - Property store containing the config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Releases the unmanaged scene data structure. This should NOT be used for unmanaged scenes that were marshaled - from the managed scene structure - only for scenes whose memory was allocated by the native library! - - Pointer to the unmanaged scene data structure. - - - - Applies a post-processing step on an already imported scene. - - Pointer to the unmanaged scene data structure. - Post processing steps to run. - Pointer to the unmanaged scene data structure. - - - - Gets all supported export formats. - - Array of supported export formats. - - - - Exports the given scene to a chosen file format. Returns the exported data as a binary blob which you can embed into another data structure or file. - - Scene to export, it is the responsibility of the caller to free this when finished. - Format id describing which format to export to. - Pre processing flags to operate on the scene during the export. - Exported binary blob, or null if there was an error. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Creates a modifyable copy of a scene, useful for copying the scene that was imported so its topology can be modified - and the scene be exported. - - Valid scene to be copied - Modifyable copy of the scene - - - - Attaches a log stream callback to catch Assimp messages. - - Pointer to an instance of AiLogStream. - - - - Enables verbose logging. - - True if verbose logging is to be enabled or not. - - - - Gets if verbose logging is enabled. - - True if verbose logging is enabled, false otherwise. - - - - Detaches a logstream callback. - - Pointer to an instance of AiLogStream. - A return code signifying if the function was successful or not. - - - - Detaches all logstream callbacks currently attached to Assimp. - - - - - Create an empty property store. Property stores are used to collect import settings. - - Pointer to property store - - - - Deletes a property store. - - Pointer to property store - - - - Sets an integer property value. - - Pointer to property store - Property name - Property value - - - - Sets a float property value. - - Pointer to property store - Property name - Property value - - - - Sets a string property value. - - Pointer to property store - Property name - Property value - - - - Sets a matrix property value. - - Pointer to property store - Property name - Property value - - - - Retrieves a color value from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The color if it exists. If not, the default Color4D value is returned. - - - - Retrieves an array of float values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of floats to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available floats, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The float array, if it exists - - - - Retrieves an array of integer values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of integers to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available integers, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The integer array, if it exists - - - - Retrieves a material property with the specific key from the material. - - Material to retrieve the property from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The material property, if found. - - - - Retrieves a string from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The string, if it exists. If not, an empty string is returned. - - - - Gets the number of textures contained in the material for a particular texture type. - - Material to retrieve the data from - Texture Type semantic - The number of textures for the type. - - - - Gets the texture filepath contained in the material. - - Material to retrieve the data from - Texture type semantic - Texture index - The texture filepath, if it exists. If not an empty string is returned. - - - - Gets all values pertaining to a particular texture from a material. - - Material to retrieve the data from - Texture type semantic - Texture index - Returns the texture slot struct containing all the information. - - - - Gets the last error logged in Assimp. - - The last error message logged. - - - - Checks whether the model format extension is supported by Assimp. - - Model format extension, e.g. ".3ds" - True if the format is supported, false otherwise. - - - - Gets all the model format extensions that are currently supported by Assimp. - - Array of supported format extensions - - - - Gets a collection of importer descriptions that detail metadata and feature support for each importer. - - Collection of importer descriptions - - - - Gets the memory requirements of the scene. - - Pointer to the unmanaged scene data structure. - The memory information about the scene. - - - - Creates a quaternion from the 3x3 rotation matrix. - - Quaternion struct to fill - Rotation matrix - - - - Decomposes a 4x4 matrix into its scaling, rotation, and translation parts. - - 4x4 Matrix to decompose - Scaling vector - Quaternion containing the rotation - Translation vector - - - - Transposes the 4x4 matrix. - - Matrix to transpose - - - - Transposes the 3x3 matrix. - - Matrix to transpose - - - - Transforms the vector by the 3x3 rotation matrix. - - Vector to transform - Rotation matrix - - - - Transforms the vector by the 4x4 matrix. - - Vector to transform - Matrix transformation - - - - Multiplies two 4x4 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Multiplies two 3x3 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Creates a 3x3 identity matrix. - - Matrix to hold the identity - - - - Creates a 4x4 identity matrix. - - Matrix to hold the identity - - - - Gets the Assimp legal info. - - String containing Assimp legal info. - - - - Gets the native Assimp DLL's minor version number. - - Assimp minor version number - - - - Gets the native Assimp DLL's major version number. - - Assimp major version number - - - - Gets the native Assimp DLL's revision version number. - - Assimp revision version number - - - - Gets the native Assimp DLL's current version number as "major.minor.revision" string. This is the - version of Assimp that this wrapper is currently using. - - Unmanaged DLL version - - - - Gets the native Assimp DLL's current version number as a .NET version object. - - Unmanaged DLL version - - - - Get the compilation flags that describe how the native Assimp DLL was compiled. - - Compilation flags - - - - Defines all the unmanaged assimp C-function names. - - - - - Defines all of the delegates that represent the unmanaged assimp functions. - - - - - Enumerates supported platforms. - - - - - Windows platform. - - - - - Linux platform. - - - - - Mac platform. - - - - - An attribute that represents the name of an unmanaged function to import. - - - - - Name of the unmanaged function. - - - - - Constructs a new . - - Name of the function. - - - - Represents management and access to an unmanaged library. An unmanaged library can be loaded and unloaded dynamically. The library then searches for a list - of exported functions to create managed delegates for, allowing callers to access the library. Each OS platform has its own implementation to determine how to load - unmanaged libraries. - - - - - Occurs when the unmanaged library is loaded. - - - - - Occurs when the unmanaged library is freed. - - - - - Queries if the unmanaged library has been loaded or not. - - - - - Gets the default name of the unmanaged library DLL. This is dependent based on the platform extension and name prefix. Additional - names can be set in the (e.g. to load versioned DLLs) - - - - - Gets the path to the unmanaged library DLL that is currently loaded. - - - - - Gets the resolver used to find the unmanaged library DLL when loading. - - - - - Gets or sets whether an is thrown if the unmanaged DLL fails to load for whatever reason. By - default this is true. - - - - - Queries if the OS is 64-bit, if false then it is 32-bit. - - - - - Constructs a new . - - Default name (NOT path) of the unmanaged library. - Delegate types to instantiate and load. - - - - Gets an enum representing the current OS that is application is executing on. - - Platform enumeration. - - - - Loads the unmanaged library using the . - - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied 32 and 64 bit paths, the one chosen is based on the OS bitness. - - Path to the 32-bit DLL - Path to the 64-bit DLL - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied path. - - Path to the unmanaged DLL. - True if the library was found and successfully loaded. - - - - Frees the unmanaged library that is currently loaded. - - True if the library was sucessfully freed. - - - - Gets a delegate based on the unmanaged function name. - - Type of delegate. - Name of unmanaged function that is exported by the library. - The delegate, or null if not found. - - - - If library is not explicitly loaded by user, call this when trying to call an unmanaged function to load the unmanaged library - from the default path. This function is thread safe. - - - - - Called when the library is loaded. - - - - - Called when the library is freed. - - - - - Resolves unmanaged DLLs for . The process is completely configurable, where the user can supply alternative library names (e.g. versioned libs), - an override library name, and probing paths. These can be set for both 32/64 bit, or seperately for 32 or 64 bit. See - for the search strategy. - - - - - Gets the platform that the application is running on. - - - - - Constructs a new instance of the class. - - Platform we're resolving binaries for. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 32-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for both 32-bit and 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of file paths to probe for 32-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for both 32-bit and 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets an override 32-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 32-bit and 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Given a library name, this function attempts to resolve the file path from which it can be loaded. Each step of the search strategy uses the fallback - library names if the given name was not found in the current step. If the search is unsuccessfully, the library name is returned which means the OS will try - and do its own search strategy when attempting to load the library (this is dependent on the OS). The search strategy is the following, in order of execution: - - - Search user-specified probing paths. - Search {AppBaseDirectory}/runtimes/{RID}/native/. - Search {AppBaseDirectory}/. - Search nuget package path, e.g. {UserProfile}/.nuget/packages/{PackageId}/{PackageVersion}/runtimes/{RID}/native/. - - - - The search strategy gives priority to user-specified probing paths, then local paths to the application, then finally examining the global nuget cache. The RID - is the Runtime Identifier based on the platform/architecture, see also Microsoft's RID Catalog. - - - Name of the library to attempt to resolve. - Full file path to the library, or the file name if not found (e.g. "libXYZ.so"). - - - - Represents an aiScene struct. - - - - - unsigned int, flags about the state of the scene - - - - - aiNode*, root node of the scenegraph. - - - - - Number of meshes contained. - - - - - aiMesh**, meshes in the scene. - - - - - Number of materials contained. - - - - - aiMaterial**, materials in the scene. - - - - - Number of animations contained. - - - - - aiAnimation**, animations in the scene. - - - - - Number of embedded textures contained. - - - - - aiTexture**, textures in the scene. - - - - - Number of lights contained. - - - - - aiLight**, lights in the scene. - - - - - Number of cameras contained. - - - - - aiCamera**, cameras in the scene. - - - - - void*, Private data do not touch! - - - - - Represents an aiNode struct. - - - - - Name of the node. - - - - - Node's transform relative to its parent. - - - - - aiNode*, node's parent. - - - - - Number of children the node owns. - - - - - aiNode**, array of nodes this node owns. - - - - - Number of meshes referenced by this node. - - - - - unsigned int*, array of mesh indices. - - - - - aiMetadata*, pointer to a metadata container. May be NULL, if an importer doesn't document metadata then it doesn't write any. - - - - - Represents an aiMetadataEntry struct. - - - - - Type of metadata. - - - - - Pointer to data. - - - - - Represents an aiMetadata struct. - - - - - Length of the Keys and Values arrays. - - - - - aiString*, array of keys. May not be NULL. Each entry must exist. - - - - - aiMetadataEntry*, array of values. May not be NULL. Entries may be NULL if the corresponding property key has no assigned value. - - - - - Represents an aiMesh struct. Note: This structure requires marshaling, due to the arrays of IntPtrs. - - - - - unsigned int, bitwise flag detailing types of primitives contained. - - - - - Number of vertices in the mesh, denotes length of - -all- per-vertex arrays. - - - - - Number of faces in the mesh. - - - - - aiVector3D*, array of positions. - - - - - aiVector3D*, array of normals. - - - - - aiVector3D*, array of tangents. - - - - - aiVector3D*, array of bitangents. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int[Max_Value], array of ints denoting the number of components for each set of texture coordinates - UV (2), UVW (3) for example. - Max_Value is defined as . - - - - - aiFace*, array of faces. - - - - - Number of bones in the mesh. - - - - - aiBone**, array of bones. - - - - - Material index referencing the material in the scene. - - - - - Optional name of the mesh. - - - - - Number of attachment meshes. NOT CURRENTLY IN USE. - - - - - aiAnimMesh**, array of attachment meshes for vertex-based animation. NOT CURRENTLY IN USE. - - - - - unsigned int, method of morphing when anim meshes are specified. - - - - - Represents an aiTexture struct. - - - - - Width of the texture. - - - - - Height of the texture. - - - - - sbyte[9], format extension hint. Fixed size char is two bytes regardless of encoding. Unmanaged assimp uses a char that - maps to one byte. 8 for string + 1 for terminator. - - - - - aiTexel*, array of texel data. - - - - - Sets the format hint. - - Format hint - must be 3 characters or less - - - - Gets the format hint. - - The format hint - - - - Gets the format hint. Use this to avoid struct copy if the string was passed by read-only ref. - - AiTexture - The format hint - - - - Represents an aiFace struct. - - - - - Number of indices in the face. - - - - - unsigned int*, array of indices. - - - - - Represents an aiBone struct. - - - - - Name of the bone. - - - - - Number of weights. - - - - - VertexWeight*, array of vertex weights. - - - - - Matrix that transforms the vertex from mesh to bone space in bind pose - - - - - Represents an aiMaterialProperty struct. - - - - - Name of the property (key). - - - - - Textures: Specifies texture usage. None texture properties - have this zero (or None). - - - - - Textures: Specifies the index of the texture. For non-texture properties - this is always zero. - - - - - Size of the buffer data in bytes. This value may not be zero. - - - - - Type of value contained in the buffer. - - - - - char*, byte buffer to hold the property's value. - - - - - Represents an aiMaterial struct. - - - - - aiMaterialProperty**, array of material properties. - - - - - Number of key-value properties. - - - - - Storage allocated for key-value properties. - - - - - Represents an aiNodeAnim struct. - - - - - Name of the node affected by the animation. The node must exist - and be unique. - - - - - Number of position keys. - - - - - VectorKey*, position keys of this animation channel. Positions - are 3D vectors and are accompanied by at least one scaling and one rotation key. - - - - - The number of rotation keys. - - - - - QuaternionKey*, rotation keys of this animation channel. Rotations are 4D vectors (quaternions). - If there are rotation keys there will be at least one scaling and one position key. - - - - - Number of scaling keys. - - - - - VectorKey*, scaling keys of this animation channel. Scalings are specified as a - 3D vector, and if there are scaling keys, there will at least be one position - and one rotation key. - - - - - Defines how the animation behaves before the first key is encountered. - - - - - Defines how the animation behaves after the last key was processed. - - - - - Represents an aiMeshAnim struct. - - - - - Name of the mesh to be animated. Empty string not allowed. - - - - - Number of keys, there is at least one. - - - - - aiMeshkey*, the key frames of the animation. There must exist at least one. - - - - - Represents an aiMeshMorphKey struct. - - - - - The time of this key. - - - - - unsigned int*, values at the time of this key. - - - - - double*, weights at the time of this key. - - - - - unsigned int, the number of values/weights. - - - - - Represents an aiMeshMorphAnim struct. - - - - - aiString, the name of the mesh to be animated. Empty strings are not allowed, animated meshes need to be named (not necessarily uniquely, - the name can basically serve as a wildcard to select a group of meshes with similar animation setup). - - - - - unsigned int, number of key frames. Must be at least one. - - - - - aiMeshMorphKey*, key frames of the animation. - - - - - Represents an aiAnimation struct. - - - - - Name of the animation. - - - - - Duration of the animation in ticks. - - - - - Ticks per second, 0 if not specified in imported file. - - - - - Number of bone animation channels, each channel affects a single node. - - - - - aiNodeAnim**, node animation channels. Each channel affects a single node. - - - - - Number of mesh animation channels. Each channel affects a single mesh and defines - vertex-based animation. - - - - - aiMeshAnim**, mesh animation channels. Each channel affects a single mesh. - - - - - Number of mesh morph animation channels. Each channel affects a single mesh and defines - morphing animation. - - - - - aiMeshMorphAnim**, mesh morph animation channels. Each channel affects a single mesh. - - - - - Represents an aiLight struct. - - - - - Name of the light. - - - - - Type of light. - - - - - Position of the light. - - - - - Direction of the spot/directional light. - - - - - Up direction of the light source in space. Undefined for point lights. - - - - - Attenuation constant value. - - - - - Attenuation linear value. - - - - - Attenuation quadratic value. - - - - - Diffuse color. - - - - - Specular color. - - - - - Ambient color. - - - - - Spot light inner angle. - - - - - Spot light outer angle. - - - - - Width (X) and Height (Y) of the area that represents an light. - - - - - Represents an aiCamera struct. - - - - - Name of the camera. - - - - - Position of the camera. - - - - - Up vector of the camera. - - - - - Viewing direction of the camera. - - - - - Field Of View of the camera. - - - - - Near clip plane distance. - - - - - Far clip plane distance. - - - - - The Aspect ratio. - - - - - Represents an aiString struct. - - - - - Byte length of the UTF-8 string. - - - - - Actual string data. - - - - - Constructs a new instance of the struct. - - The string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. Use this to avoid struct copy if the string was passed by read-only ref. - - AiString - AiString string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. - - AiString string data - - - - Convienence method for setting the AiString string (and length). - - String data to set - True if the operation was successful, false otherwise. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Function pointer that gets called when a message is to be logged. - - - - - char*, user defined opaque data. - - - - - Represents the memory requirements for the different components of an imported - scene. All sizes in in bytes. - - - - - Size of the storage allocated for texture data, in bytes. - - - - - Size of the storage allocated for material data, in bytes. - - - - - Size of the storage allocated for mesh data, in bytes. - - - - - Size of the storage allocated for node data, in bytes. - - - - - Size of the storage allocated for animation data, in bytes. - - - - - Size of the storage allocated for camera data, in bytes. - - - - - Size of the storage allocated for light data, in bytes. - - - - - Total storage allocated for the imported scene, in bytes. - - - - - Represents an aiAnimMesh struct. Note: This structure requires marshaling, due to the array of IntPtrs. - - - - - aiVector3D*, replacement position array. - - - - - aiVector3D*, replacement normal array. - - - - - aiVector3D*, replacement tangent array. - - - - - aiVector3D*, replacement bitangent array. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int, number of vertices. - - - - - float, weight of the AnimMesh. - - - - - Describes a variety of information about an importer. - - - - - char*, full name of the importer (e.g. Blender3D Importer) - - - - - char*, original author (blank if unknown or assimp team) - - - - - char*, current maintainer, left blank if the author maintains. - - - - - char*, implementation comments. E.g. unimplemented features. - - - - - unsigned int, features supported by the importer. - - - - - unsigned int, max major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, max major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - char*, list of file extensions the importer can handle. Entries are separated by space characters, and all entries are lower case WITHOUT a leading dot. (e.g. "xml dae"). - Multiple importers may respond to the same file extension, assim - - - - - Describes a file format which Assimp can export to. - - - - - char*, a short string ID to uniquely identify the export format. e.g. "collada" or "obj" - - - - - char*, a short description of the file format to present to users. - - - - - char*, a recommended file extension of the exported file in lower case. - - - - - Describes a blob of exported scene data. Blobs can be nested, the first blob always has an empty name. Nested - blobs represent auxillary files produced by the exporter (e.g. material files) and are named accordingly. - - - - - size_t, size of the data in bytes. - - - - - void*, the data. - - - - - AiString, name of the blob. - - - - - aiExportDataBlob*, pointer to the next blob in the chain. - - - - - Contains callbacks to implement a custom file system to open and close files. - - - - - Function pointer to open a new file. - - - - - Function pointer used to close an existing file. - - - - - Char*, user defined opaque data. - - - - - Contains callbacks to read and write to a file opened by a custom file system. - - - - - Function pointer to read from a file. - - - - - Function pointer to write to a file. - - - - - Function pointer to retrieve the current position of the file cursor. - - - - - Function pointer to retrieve the size of the file. - - - - - Function pointer to set the current position of the file cursor. - - - - - Function pointer to flush the file contents. - - - - - Char*, user defined opaque data. - - - - - Callback delegate for Assimp's LogStream. - - Log message - char* pointer to user data that is passed to the callback - - - - Callback delegate for a custom file system, to write to a file. - - Pointer to an AiFile instance - Char* pointer to data to write (casted from a void*) - Size of a single element in bytes to write - Number of elements to write - Number of elements successfully written. Should be zero if either size or numElements is zero. May be less than numElements if an error occured. - - - - Callback delegate for a custom file system, to read from a file. - - Pointer to an AiFile instance. - Char* pointer that will store the data read (casted from a void*) - Size of a single element in bytes to read - Number of elements to read - Number of elements succesfully read. Should be zero if either size or numElements is zero. May be less than numElements if end of file is encountered, or if an error occured. - - - - Callback delegate for a custom file system, to tell offset/size information about the file. - - Pointer to an AiFile instance. - Returns the current file cursor or the file size in bytes. May be -1 if an error has occured. - - - - Callback delegate for a custom file system, to flush the contents of the file to the disk. - - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to set the current position of the file cursor. - - Pointer to An AiFile instance. - Offset from the origin. - Position used as a reference - Returns success, if successful - - - - Callback delegate for a custom file system, to open a given file and create a new AiFile instance. - - Pointer to an AiFileIO instance. - Path to the target file - Read-write permissions to request - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to close a given file and free its memory. - - Pointer to an AiFileIO instance. - Pointer to an AiFile instance that will be closed. - - - - Fixed length array for representing the color channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the texture coordinate channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the number of UV components for each texture coordinate channel of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Defines how an UV channel is transformed. - - - - - Translation on the U and V axes. Default is 0|0 - - - - - Scaling on the U and V axes. Default is 1|1. - - - - - Rotation in counter-clockwise direction, specfied in - radians. The rotation center is 0.5f|0.5f and the - default value is zero. - - - - - Represents a two-dimensional vector. - - - - - X component. - - - - - Y component - - - - - Gets or sets the component value at the specified zero-based index - in the order of XY (index 0 access X, 1 access Y. If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector2D. - - X component - Y component - - - - Constructs a new Vector2D with both components - set the same value. - - Value to set both X and Y to - - - - Sets the X and Y values. - - X component - Y component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a three-dimensional vector. - - - - - X component. - - - - - Y component. - - - - - Z component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of XYZ (index 0 access X, 1 access Y, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector3D. - - X component - Y component - Z component - - - - Constructs a new Vector3D. - - Vector2D containing the X, Y values - Z component - - - - Constructs a new Vector3D where each component is set - to the same value. - - Value to set X, Y, and Z to - - - - Sets the X, Y, and Z values. - - X component - Y component - Z component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Calculates the cross product of two vectors. - - First vector - Second vector - Resulting vector - - - - Calculates the dot product of two vectors. - - First vector - Second vector - Resulting vector - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Transforms this vector by a 3x3 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Transforms this vector by a 4x4 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a 3D vector for a given time. - - - - - The time of this key. - - - - - The 3D vector value of this key. - - - - - Constructs a new VectorKey. - - The time of this key. - The 3D vector value of this key. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's 3D vectors are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's 3D vectors are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their 3D vectors are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a single influence of a bone on a vertex. - - - - - Index of the vertex which is influenced by the bone. - - - - - Strength of the influence in range of (0...1). All influences - from all bones at one vertex amounts to 1. - - - - - Constructs a new VertexWeight. - - Index of the vertex. - Weight of the influence. - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Internal stub type used by MemoryInterop.ILPatcher to inject fast-interop code. Depending on the type of method, the IL injection is either inline (replacing the call) or - replaces the entire method body. Recommended types to use are generally blittable structs. - - - - - Casts the by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the readonly by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the pointer to a by-ref value of the specified type. - - Type to cast to. - Pointer. - Ref to the value, as the new type. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to receive the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to write the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Computes the size of the type (inlined). - - Type of data. - Size of the type in bytes. - - - - Casts the by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Casts the readonly by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Writes a single element to the memory location (inlined). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Writes a single element to the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Reads a single element from the memory location (inlined). - - Type of data. - Pointer to memory location. - Value read. - - - - Reads a single element from the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value read. - - - - Copies the number of bytes from one pointer to the other (inlined). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Copies the number of bytes from one pointer to the other (inlined, unaligned copy). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Clears the memory to a specified value (inlined). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - - Clears the memory to a specified value (inlined, unaligned init). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs deleted file mode 100644 index de531ef7..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs +++ /dev/null @@ -1,157 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using Assimp.Unmanaged; -using System.IO; -using UnityEngine; - -namespace Assimp -{ - /// - /// AssimpNet Unity integration. This handles one-time initialization (before scene load) of the AssimpLibrary instance, setting DLL probing paths to load the correct native - /// dependencies, if the current platform is supported. - /// - public class AssimpUnity - { - private static bool s_triedLoading = false; - private static bool s_assimpAvailable = false; - - /// - /// Gets if the assimp library is available on this platform (e.g. the library can load native dependencies). - /// - public static bool IsAssimpAvailable - { - get - { - return s_assimpAvailable; - } - } - - [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] - private static void InitializePlugin() - { - //Only try once during runtime - if(s_triedLoading) - return; - - UnmanagedLibrary libInstance = AssimpLibrary.Instance; - - //If already initialized, set flags and return - if(libInstance.IsLibraryLoaded) - { - s_assimpAvailable = true; - s_triedLoading = true; - return; - } - - //First time initialization, need to set a probing path (at least in editor) to resolve the native dependencies - string pluginsFolder = Path.Combine(Application.dataPath, "Plugins"); - string editorPluginNativeFolder = Path.Combine(pluginsFolder, "AssimpNet", "Native"); - string native64LibPath = null; - string native32LibPath = null; - - //Set if any platform needs to tweak the default name AssimpNet uses for the platform, null clears using an override at all - string override64LibName = null; - string override32LibName = null; - - //Setup DLL paths based on platforms. When run inside the editor, the path will be to the AssimpNet plugin folder structure. When in standalone, - //Unity copies the native DLLs for the specific target architecture into a single Plugin folder. - switch(Application.platform) - { - case RuntimePlatform.WindowsEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "win", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "win", "x86"); - } - break; - case RuntimePlatform.WindowsPlayer: - { - //Seems like windows they are not added to any specific folder, just dropped inside Plugins folder - native64LibPath = pluginsFolder; - native32LibPath = pluginsFolder; - } - break; - case RuntimePlatform.LinuxEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "linux", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "linux", "x86"); - } - break; - case RuntimePlatform.LinuxPlayer: - { - //Linux standalone creates subfolders presumably since it allows "universal" types - native64LibPath = Path.Combine(pluginsFolder, "x86_64"); - native32LibPath = Path.Combine(pluginsFolder, "x86"); - } - break; - case RuntimePlatform.OSXEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "osx", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "osx", "x86"); - - //In order to get unity to accept the dylib, had to rename it as *.bundle. Set an override name so we try and load that file. Seems to load - //fine. - string bundlelibName = Path.ChangeExtension(libInstance.DefaultLibraryName, ".bundle"); - override64LibName = bundlelibName; - override32LibName = bundlelibName; - } - break; - case RuntimePlatform.OSXPlayer: - { - native64LibPath = pluginsFolder; - native32LibPath = pluginsFolder; - - //In order to get unity to accept the dylib, had to rename it as *.bundle. Set an override name so we try and load that file. Seems to load - //fine. - string bundlelibName = Path.ChangeExtension(libInstance.DefaultLibraryName, ".bundle"); - override64LibName = bundlelibName; - override32LibName = bundlelibName; - } - break; - //TODO: Add more platforms if you have binaries that can run on it - } - - //If both null, then we do not support the platform - if(native64LibPath == null && native32LibPath == null) - { - Debug.Log(string.Format("Assimp does not support platform: {0}", Application.platform.ToString())); - s_assimpAvailable = false; - return; - } - - //Set resolver properties, null will clear the property - libInstance.Resolver.SetOverrideLibraryName64(override64LibName); - libInstance.Resolver.SetOverrideLibraryName32(override32LibName); - libInstance.Resolver.SetProbingPaths64(native64LibPath); - libInstance.Resolver.SetProbingPaths32(native32LibPath); - libInstance.ThrowOnLoadFailure = false; - - //Try and load the native library, if failed we won't get an exception - bool success = libInstance.LoadLibrary(); - s_assimpAvailable = success; - s_triedLoading = true; - - //Turn exceptions back on - libInstance.ThrowOnLoadFailure = true; - } - } -} diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs.meta b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs.meta deleted file mode 100644 index 79aea73b..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0f39c280efb2ff64a8ffcbc2f82eb36d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/License_AssimpNet.txt b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/License_AssimpNet.txt deleted file mode 100644 index d2bf7bcc..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/License_AssimpNet.txt +++ /dev/null @@ -1,70 +0,0 @@ - -Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. - -==================================================================================== - -Open Asset Import Library (Assimp) - - -Copyright (c) 2006-2018, Assimp Development Team -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - - -AN EXCEPTION applies to all files in the ./test/models-nonbsd subfolder. -These are 3d models for testing purposes, from various free sources -on the internet. They are - unless otherwise stated - copyright of -their respective creators, which may impose additional requirements -on the use of their work. For any of these models, see -.source.txt for more legal information. Contact us if you -are a copyright holder and believe that we credited you inproperly or -if you don't want your files to appear in the repository. - diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so deleted file mode 100644 index dfaecb8a..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so.meta b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so.meta deleted file mode 100644 index cef4b598..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so.meta +++ /dev/null @@ -1,86 +0,0 @@ -fileFormatVersion: 2 -guid: 4f43cb8a4e94a5140adc64d0818fbb45 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 1 - Exclude Linux64: 0 - Exclude LinuxUniversal: 0 - Exclude OSXUniversal: 1 - Exclude Win: 0 - Exclude Win64: 0 - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86_64 - DefaultValueInitialized: true - OS: Linux - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Linux - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: LinuxUniversal - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: OSXUniversal - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Win - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 1 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle deleted file mode 100644 index 603bd33f..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle.meta b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle.meta deleted file mode 100644 index 806e7f2a..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle.meta +++ /dev/null @@ -1,90 +0,0 @@ -fileFormatVersion: 2 -guid: 70e69a1f94fa9894caa9922087076fff -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 1 - Exclude Linux64: 1 - Exclude LinuxUniversal: 1 - Exclude OSXUniversal: 0 - Exclude Win: 1 - Exclude Win64: 1 - - first: - '': OSXIntel - second: - enabled: 1 - settings: {} - - first: - '': OSXIntel64 - second: - enabled: 1 - settings: {} - - first: - Any: - second: - enabled: 0 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86_64 - DefaultValueInitialized: true - OS: OSX - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Linux - second: - enabled: 0 - settings: - CPU: x86 - - first: - Standalone: Linux64 - second: - enabled: 0 - settings: - CPU: x86_64 - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll deleted file mode 100644 index 1f8b10dd..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll.meta b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll.meta deleted file mode 100644 index fb2ff74d..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll.meta +++ /dev/null @@ -1,86 +0,0 @@ -fileFormatVersion: 2 -guid: 727564d2feef3504f9043498e07c7d58 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 0 - Exclude Linux64: 0 - Exclude LinuxUniversal: 0 - Exclude OSXUniversal: 0 - Exclude Win: 0 - Exclude Win64: 1 - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86 - DefaultValueInitialized: true - OS: Windows - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Linux - second: - enabled: 1 - settings: - CPU: x86 - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: LinuxUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 0 - settings: - CPU: None - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll deleted file mode 100644 index fd87b2d1..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll.meta b/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll.meta deleted file mode 100644 index 08a387d0..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll.meta +++ /dev/null @@ -1,86 +0,0 @@ -fileFormatVersion: 2 -guid: 873e56492b7077f4381de09ccca3abb1 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 0 - Exclude Linux64: 0 - Exclude LinuxUniversal: 0 - Exclude OSXUniversal: 0 - Exclude Win: 1 - Exclude Win64: 0 - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86_64 - DefaultValueInitialized: true - OS: Windows - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: None - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Linux - second: - enabled: 1 - settings: - CPU: x86 - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: LinuxUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Win64 - second: - enabled: 1 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/net35/AssimpNet.dll b/Dependencies/assimpnet/AssimpNet/bin/Release/net35/AssimpNet.dll deleted file mode 100644 index fe6142bc..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/net35/AssimpNet.dll and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/net35/AssimpNet.xml b/Dependencies/assimpnet/AssimpNet/bin/Release/net35/AssimpNet.xml deleted file mode 100644 index 04097be1..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/net35/AssimpNet.xml +++ /dev/null @@ -1,11454 +0,0 @@ - - - - AssimpNet - - - - - An animation consists of keyframe data for a number of nodes. For - each node affected by the animation, a separate series of data is given. - - - - - Gets or sets the name of the animation. If the modeling package the - data was exported from only supports a single animation channel, this - name is usually empty. - - - - - Gets or sets the duration of the animation in number of ticks. - - - - - Gets or sets the number of ticks per second. It may be zero - if it is not specified in the imported file. - - - - - Gets if the animation has node animation channels. - - - - - Gets the number of node animation channels where each channel - affects a single node. - - - - - Gets the node animation channels. - - - - - Gets if the animation has mesh animations. - - - - - Gets the number of mesh animation channels. - - - - - Gets the number of mesh morph animation channels. - - - - - Gets the mesh animation channels. - - - - - Gets the mesh morph animation channels. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an Assimp Import/Export context that load or save models using the unmanaged library. Additionally, conversion - functionality is offered to bypass loading model data into managed memory. - - - - - Gets if the context has been disposed. - - - - - Gets or sets the uniform scale for the model. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the X-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation abut the Y-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the Z-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets whether this context is using a user-defined IO system for file handling. - - - - - Gets the property configurations set to this context. This is only used during import. - - - - - Constructs a new instance of the class. - - - - - Imports a model from the stream without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the stream. The importer sets configurations and loads the model into managed memory, releasing the unmanaged memory - used by Assimp. It is up to the caller to dispose of the stream. If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Post processing flags, if any - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - Post processing flags, if any - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Post processing steps used for the import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Post processing steps used for the import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Sets a custom file system implementation that is used by this importer. If it is null, then the default assimp file system - is used instead. - - Custom file system implementation - - - - Removes the currently set custom file system implementation from the importer. - - - - - Gets the model formats that are supported for export by Assimp. - - Export formats supported - - - - Gets the model formats that are supported for import by Assimp. - - Import formats supported - - - - Gets descriptions for each importer that assimp has registered. - - Descriptions of supported importers. - - - - Gets an importer description for the specified file extension. If no importers support it, null is returned. Multiple importers may support the file extension, - they are called in the order that they were registered. - - File extension to query importer support for. - Importer description or null if it does not exist. - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for import. - - Model format - True if the format is supported, false otherwise - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for export. - - Model format - True if the format is supported, false otherwise - - - - Sets a configuration property to the context. This is only used during import. - - Config to set - - - - Removes a set configuration property by name. - - Name of the config property - - - - Removes all configuration properties from the context. - - - - - Checks if the context has a config set by the specified name. - - Name of the config property - True if the config is present, false otherwise - - - - Disposes of resources held by the context. These include IO systems still attached. - - - - - Releases unmanaged and - optionally - managed resources - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - AssimpNet general exception. - - - - - Initializes a new instance of the class. - - - - - Initializes a new instance of the class. - - The error message. - - - - Initializes a new instance of the class. - - Name of the param. - The error message. - - - - Initializes a new instance of the class. - - The error message - The inner exception. - - - - Represents a single bone of a mesh. A bone has a name which allows it to be found in the frame - hierarchy and by which it can be addressed by animations. In addition it has a number of - influences on vertices. - - - - - Gets or sets the name of the bone. - - - - - Gets the number of vertex influences the bone contains. - - - - - Gets if the bone has vertex weights - this should always be true. - - - - - Gets the vertex weights owned by the bone. - - - - - Gets or sets the matrix that transforms from mesh space to bone space in bind pose. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the bone - Bone's offset matrix - Vertex weights - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes a right-handed camera in the scene. An important aspect is that - the camera itself is also part of the scenegraph, meaning any values such - as the direction vector are not *absolute*, they can be relative to the coordinate - system defined by the node which corresponds to the camera. This allows for camera - animations. - - - - - Gets or sets the name of the camera. This corresponds to a node in the - scenegraph with the same name. This node specifies the position of the - camera in the scene hierarchy and can be animated. - - - - - Gets or sets the position of the camera relative to the coordinate space defined by - the corresponding node. THe default value is 0|0|0. - - - - - Gets or sets the 'up' vector of the camera, relative to the coordinate space defined by the - corresponding node. The 'right' vector of the camera is the cross product of the up - and direction vectors. The default value is 0|1|0. - - - - - Gets or sets the viewing direction of the camera, relative to the coordinate space defined by the corresponding node. - The default value is 0|0|1. - - - - - Gets or sets the half horizontal field of view angle, in radians. The FoV angle is - the angle between the center line of the screen and the left or right border. The default - value is 1/4PI. - - - - - Gets or sets the distance of the near clipping plane from the camera. The value may not - be 0.0f for arithmetic reasons to prevent a division through zero. The default value is 0.1f; - - - - - Gets or sets the distance of the far clipping plane from the camera. The far clippling plane must - be further than the near clippling plane. The default value is 1000.0f. The ratio between - the near and far plane should not be too large (between 1000 - 10000 should be ok) to avoid - floating-point inaccuracies which can lead to z-fighting. - - - - - Gets or sets the screen aspect ratio. This is the ratio between the width and height of the screen. Typical - values are 4/3, 1/2, or 1/1. This value is 0 if the aspect ratio is not defined in the source file. - The default value is zero. - - - - - Gets a right-handed view matrix. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a RGB color. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color3D. - - Red component - Green component - Blue component - - - - Constructs a Color3D where each component is - set to the same value. - - Value to set R, G, B components - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a Red-Green-Blue-Alpha (RGBA) color. - Color values range from 0 to 1. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Alpha component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color4D. - - Red component - Green component - Blue component - Alpha component - - - - Constructs a Color4D. Alpha is set to 1.0. - - Red component - Green component - Blue component - - - - Constructs a Color4D where each component is - set to the same value. - - Value to set R, G, B, A components - - - - Constructs a Color4D from a Color3D. Alpha is set to 1.0. - - RGB values - - - - Constructs a Color4D from a Color3D and alpha value. - - RGB values - Alpha value - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Base property config. - - - - - Gets the property name. - - - - - Creates a new property config that has no active Assimp property store. - - Name of the property. - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes an integer configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new IntengerPropertyConfig. - - Name of the property - Property value - - - - constructs a new IntegerPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a float configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new FloatPropertyConfig. - - Name of the property - Property value - - - - Constructs a new FloatPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a boolean configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new BooleanPropertyConfig. - - Name of the property - Property value - - - - Constructs a new BooleanPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a string configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new StringPropertyConfig. - - Name of the property - Property value - - - - Constructs a new StringPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Convience method for constructing a whitespace delimited name list. - - Array of names - White-space delimited list as a string - - - - Configuration to enable time measurements. If enabled, each - part of the loading process is timed and logged. Default value is false. - - - - - Gets the string name used by MeasureTimeConfig. - - - - - Constructs a new MeasureTimeConfig. - - True if the loading process should be timed or not. - - - - Configuration to set Assimp's multithreading policy. Possible - values are -1 to let Assimp decide, 0 to disable multithreading, or - any number larger than zero to force a specific number of threads. This - is only a hint and may be ignored by Assimp. Default value is -1. - - - - - Gets the string name used by MultithreadingConfig. - - - - - Constructs a new MultithreadingConfig. - - A value of -1 will let Assimp decide, - a value of zero to disable multithreading, and a value greater than zero - to force a specific number of threads. - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. Default value is false. - - - - - Gets the string name used by NoSkeletonMeshConfig. - - - - - Constructs a new NoSkeletonMeshConfig. - - True if dummy skeleton mesh generation should be disabled, false otherwise. - - - - Configuration to set the maximum angle that may be between two vertex tangents/bitangents - when they are smoothed during the step to calculate the tangent basis. The default - value is 45 degrees. - - - - - Gets the string name used by TangentSmoothingAngleConfig. - - - - - Constructs a new TangentSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the maximum angle between two face normals at a vertex when - they are smoothed during the step to calculate smooth normals. This is frequently - called the "crease angle". The maximum and default value is 175 degrees. - - - - - Gets the string name used by NormalSmoothingAngleConfig. - - - - - Constructs a new NormalSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the colormap (palette) to be used to decode embedded textures in MDL (Quake or 3DG5) - files. This must be a valid path to a file. The file is 768 (256 * 3) bytes alrge and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a - default palette (from Quake 1) is used. The default value is "colormap.lmp". - - - - - Gets the string name used by MDLColorMapConfig. - - - - - Constructs a new MDLColorMapConfig. - - Colormap filename - - - - Configuration for the the step - to determine what materials to keep. If a material matches one of these names it will not - be modified or removed by the post processing step. Default is an empty string. - - - - - Gets the string name used by MaterialExcludeListConfig. - - - - - Constructs a new MaterialExcludeListConfig. Material names containing whitespace - must be enclosed in single quotation marks. - - List of material names that will not be modified or replaced by the remove redundant materials post process step. - - - - Configuration for the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization is performed - where meshes with the same materials are not joined. This option can be useful - if you have a scene hierarchy that contains important additional information - which you intend to parse. The default value is false. - - - - - Gets the string name used by KeepSceneHierarchyConfig. - - - - - Constructs a new KeepHierarchyConfig. - - True to keep the hierarchy, false otherwise. - - - - Configuration for the step - to normalize all vertex components into the -1...1 range. The default value is - false. - - - - - Gets the string name used by NormalizeVertexComponentsConfig. - - - - - Constructs a new NormalizeVertexComponentsConfig. - - True if the post process step should normalize vertex components, false otherwise. - - - - Configuration for the step to - remove degenerted primitives from the import immediately. The default value is false, - where degenerated triangles are converted to lines, and degenerated lines to points. - - - - - Gets the string name used by RemoveDegeneratePrimitivesConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesConfig. - - True if the post process step should remove degenerate primitives, false otherwise. - - - - Configuration for the step. If true, the area of the triangles are checked - to see if they are greater than 1e-6. If so, the triangle is removed if is set to true. - - - - - Gets the string name used by RemoveDegeneratePrimitivesCheckAreaConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesCheckAreaConfig. - - True if the post process step should check the area of triangles when finding degenerate primitives, false otherwise. - - - - Configuration for the step - to preserve nodes matching a name in the given list. Nodes that match the names in the list - will not be modified or removed. Identifiers containing whitespaces - must be enclosed in single quotation marks. The default value is an - empty string. - - - - - Gets the string name used by NodeExcludeListConfig. - - - - - Constructs a new NodeExcludeListConfig. - - List of node names - - - - Configuration for the step - that specifies the maximum number of triangles a mesh can contain. The - default value is MeshTriangleLimitConfigDefaultValue. - - - - - Gets the string name used by MeshTriangleLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshTriangleLimitConfig. - - Max number of triangles a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of vertices a mesh can contain. The - default value is MeshVertexLimitConfigDefaultValue. - - - - - Gets the string name used by MeshVertexLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshVertexLimitConfig. - - Max number of vertices a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of bone weights per vertex. The default - value is VertexBoneWeightLimitConfigDefaultValue. - - - - - gets the string name used by VertexBoneWeightLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new VertexBoneWeightLimitConfig. - - Max number of bone weights per vertex. - - - - Configuration for the step - that specifies the size of the post-transform vertex cache. The size is - given in number of vertices and the default value is VertexCacheSizeConfigDefaultValue. - - - - - Gets the string name used by VertexCacheConfig. - - - - - Gets the defined default vertex cache size, this corresponds to - the . - - - - - Constructs a new VertexCacheSizeConfig. - - Size of the post-transform vertex cache, in number of vertices. - - - - Configuration for the step that - specifies which parts of the data structure is to be removed. If no valid mesh - remains after the step, the import fails. The default value i . - - - - - Gets the string name used by RemoveComponentConfig. - - - - - Constructs a new RemoveComponentConfig. - - Bit-wise combination of components to exclude. - - - - Configuration for the step that - specifies which primitive types are to be removed by the step. Specifying all - primitive types is illegal. The default value is zero specifying none. - - - - - Gets the string name used by SortByPrimitiveTypeConfig. - - - - - Constructs a new SortByPrimitiveTypeConfig. - - Bit-wise combination of primitive types to remove - - - - Configuration for the step that - specifies the floating point accuracy for animation values, specifically - the episilon during comparisons. The default value is 0.0f. - - - - - Gets the string name used by AnimationAccuracyConfig. - - - - - Constructs a new AnimationAccuracyConfig. - - Episilon for animation value comparisons. - - - - Configuration for the step that - specifies which UV transformations are to be evaluated. The default value - is for all combinations (scaling, rotation, translation). - - - - - Gets the string name used by TransformUVConfig. - - - - - Constructs a new TransformUVConfig. - - Bit-wise combination specifying which UV transforms that should be evaluated. - - - - Configuration that is a hint to Assimp to favor speed against import quality. Enabling this - option may result in faster loading, or it may not. It is just a hint to loaders - and post-process steps to use faster code paths if possible. The default value is false. - - - - - Gets the string name used by FavorSpeedConfig. - - - - - Constructs a new FavorSpeedConfig. - - True if Assimp should favor speed at the expense of quality, false otherwise. - - - - Configures the maximum bone count per mesh for the step. Meshes are - split until the maximum number of bones is reached. - - - - - Gets the string name used by MaxBoneCountConfig. - - - - - Constructs a new MaxBoneCountConfig. - - The maximum bone count. - - - - Configures which texture channel is used for tangent space computations. The channel must exist or an error will be raised. - - - - - Gets the string name used by TangentTextureChannelIndexConfig. - - - - - Constructs a new TangentTextureChannelIndexConfig. - - The zero-based texture channel index. - - - - Configures the threshold that is used to determine what bones are removed. - - - - - Gets the string name used by DeboneThresholdConfig. - - - - - Constructs a new DeboneThresholdConfig. - - The debone threshold. - - - - Configuration that requires all bones to qualify for deboning before any are removed. - - - - - Gets the string name used by DeboneAllOrNoneConfig. - - - - - Constructs a new DeboneAllOrNoneConfig. - - True if all are required, false if none need to qualify. - - - - Configuration for that sets a user defined matrix as the scene root node transformation before - transforming vertices. Default value is the identity matrix. - - - - - Gets the string name used by RootTransformationConfig. - - - - - Constructs a new RootTransformationConfig. - - Root transformation matrix to be set to the root scene node during the pretransform post process step. - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - - - - - - Gets the string name used by GlobalScaleConfig. - - - - - Constructs a new GlobalScaleConfig. - - Value to scale the entire scene by. - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the "global" keyframe that will be imported. There are other configs - for specific importers that will override the global setting. - - - - - Gets the string name used by GlobalKeyFrameImportConfig. - - - - - Constructs a new GlobalKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD3 format. - - - - - Gets the string name used by MD3KeyFrameImportConfig. - - - - - Constructs a new MD3KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD2 format. - - - - - Gets the string name used by MD2KeyFrameImportConfig. - - - - - Constructs a new MD2KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MDL format. - - - - - Gets the string name used by MDLKeyFrameImportConfig. - - - - - Constructs a new MDLKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the SMD format. - - - - - Gets the string name used by SMDKeyFrameImportConfig. - - - - - Constructs a new SMDKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the Unreal format. - - - - - Gets the string name used by UnrealKeyFrameImportConfig. - - - - - Constructs a new UnrealKeyFrameImportConfig. - - Keyframe index - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. The default value is true. - - - - - Gets the string name used by ACSeparateBackfaceCullConfig. - - - - - Constructs a new ACSeparateBackfaceCullConfig. - - True if all surfaces that have the "backface cull" flag set should be collected in separate meshes, false otherwise. - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. The default value is true. - - - - - Gets the string name used by ACEvaluateSubdivisionConfig. - - - - - Constructs a new ACEvaluateSubdivisionConfig. - - True if the AC loader should evaluate subdivisions, false otherwise. - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - The default value is true. - - - - - Gets the string name used by UnrealHandleFlagsConfig. - - - - - Constructs a new UnrealHandleFlagsConfig. - - True if the unreal loader should separate faces with different surface flags, false otherwise. - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. The default value is false. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - - - - - Gets the string name used by TerragenComputeTexCoordsConfig. - - - - - Constructs a new TerragenComputeTexCoordsConfig. - - True if terran UV coordinates should be computed, false otherwise. - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. The default value is true. - - - - - Gets the string name used by ASEReconstructNormalsConfig. - - - - - Constructs a new ASEReconstructNormalsConfig. - - True if normals should be re-computed, false otherwise. - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. The - default value is true. - - - - - Gets the string name used by MD3HandleMultiPartConfig. - - - - - Constructs a new MD3HandleMultiPartConfig. - - True if the split files should be loaded and combined, false otherwise. - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. The default string value is "default". - - - - - Gets the string name used by MD3SkinNameConfig. - - - - - Constructs a new MD3SkinNameConfig. - - The skin name. - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. the default string value is an empty string. - - - - - Gets the string name used by MD3ShaderSourceConfig. - - - - - Constructs a new MD3ShaderSourceConfig. - - The shader file. - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - The default value is false (all layers are loaded). - - - - - Gets the string name used by LWOImportOneLayerConfig. - - - - - Constructs a new LWOImportOneLayerConfig. - - True if only one layer should be imported, false if all layers should be imported. - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default value is false. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - - - - - Gets the string name used by MD5NoAnimationAutoLoadConfig. - - - - - Constructs a new MD5NoAnimationAutoLoadConfig. - - True if animations should not be automatically loaded, false if they should be. - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - - - - - Gets the string name used by LWSAnimationStartConfig. - - - - - Constructs a new LWSAnimationStartConfig. - - Beginning of the time range - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - - - - - Gets the string name used by LWSAnimationEndConfig. - - - - - Constructs a new LWSAnimationEndConfig. - - Ending of the time range - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - The default value is 100 frames per second. - - - - - Gets the string name used by IRRAnimationFrameRateConfig. - - - - - Constructs a new IRRAnimationFramerateConfig. - - Number of frames per second to output. - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. The default value is "Scene.Material". - - - - - Gets the string name used by OgreMaterialFileConfig. - - - - - Constructs a new OgreMaterialFileConfig. - - Material file name to load. - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. The default value is false. - - - - - Gets the string name used by OgreTextureTypeFromFilenameConfig. - - - - - Constructs a new OgreTextureTypeFromFilenameConfig. - - True if the filename defines texture usage, false otherwise. - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - - - - - Gets the string name used by IFCSkipSpaceRepresentationsConfig. - - - - - Constructs a new IFCSkipSpaceRepresentationsConfig. - - True if the IfcSpace elements are skipped, false if otherwise. - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - - - - - Gets the string name used by IFCUseCustomTriangulationConfig. - - - - - Constructs a new IFCUseCustomTriangulationConfig. - - True if the loader should use its own triangulation routine for walls/floors, false otherwise. - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - - - - - Gets the string name used by IFCSmoothingAngleConfig. - - - - - Constructs a new IFCSmoothingAngleConfig. - - Smoothing angle when tessellating curves. Needs to be in the range of [5, 120]. - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - - - - - Gets the string name used by IFCCylindricalTessellationConfig. - - - - - Constructs a new IFCCylindricalTessellationConfig. - - Tessellation of cylindrical shapes (e.g. the number of segments used to approximate a circle). Needs to be in the range of [3, 180]. - - - - Specifies whether the collada loader will ignore the up direction. Default is false. - - - - - Gets the string name used by ColladaIgnoreUpDirectionConfig. - - - - - Constructs a new ColladaIgnoreUpDirectionConfig. - - True if the loader should ignore the up direction, false otherwise. - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or import only the first. Default is true. - - - - - Gets the string name used by FBXImportAllGeometryLayersConfig. - - - - - Constructs a new FBXImportAllGeometryLayersConfig. - - True if all geometry layers should be merged, false otherwise to take only the first layer. - - - - Specifies whether the FBX importer will import all materials present in the source file or take only the referenced materials, - if the importer is configured to import materials at all. Otherwise this will have no effect. Default is false. - - - - - Gets the string name used by FBXImportAllMaterialsConfig. - - - - - Constructs a new FBXImportAllMaterialsConfig. - - True if the FBX importer should import ALL materials even if not referenced, false otherwise (take only the referenced materials). - - - - Specifies whether the FBX importer will import materials. Default is true. - - - - - Gets the string name used by FBXImportMaterialsConfig. - - - - - Constructs a new FBXImportMaterialsConfig. - - True if the FBX importer should import materials, false otherwise. - - - - Specifies whether the FBX importer will import embedded textures. Default is true. - - - - - - Gets the string name used by FBXImportEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportEmbeddedTexturesConfig. - - True if the FBX importer should import embedded textures, false otherwise. - - - - Specifies if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. Default is false. - - - - - Gets the string name used by FBXImportSearchEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportSearchEmbeddedTexturesConfig. - - True if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. - - - - Specifies whether the FBX importer will import cameras. Default is true. - - - - - Gets the string name used by FBXImportCamerasConfig. - - - - - Constructs a new FBXImportCamerasConfig. - - True if the FBX importer should import cameras, false otherwise. - - - - Specifies whether the FBX importer will import lights. Default is true. - - - - - Gets the string name used by FBXImportLightsConfig. - - - - - Constructs a new FBXImportLightsConfig. - - True if the FBX importer should import lights, false otherwise. - - - - Specifies whether the FBX importer will import animations. Default is true. - - - - - Gets the string name used by FBXImportAnimationsConfig. - - - - - Constructs a new FBXImportAnimationsConfig. - - True if the FBX importer should import animations, false otherwise. - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. Default is false. - - - - - Gets the string name used by FBXStrictModeConfig. - - - - - Constructs a new FBXStrictModeConfig. - - True if FBX strict mode should be used, false otherwise. - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. Default value is true. - - - - - Gets the string name used by FBXPreservePivotsConfig. - - - - - Constructs a new FBXPreservePivotsConfig. - - True if pivots should be preserved, false otherwise. - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. Default value is true. - - - - - Gets the string name used by FBXOptimizeEmptyAnimationCurvesConfig. - - - - - Constructs a new FBXOptimizeEmptyAnimationCurvesConfig. - - True if empty animation curves should be dropped, false otherwise. - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - - - - - Gets the string name used by XFileUseDoublesConfig. - - - - - Constructs a new XFileUseDoublesConfig. - - True if the x file uses 64-bit double values rather than 32-bit float values. - - - - Represents an embedded texture. Some file formats directly embed texture assets. - Embedded textures may be uncompressed, where the data is given in an uncompressed format. - Or it may be compressed in a format like png or jpg. In the latter case, the raw - file bytes are given so the application must utilize an image decoder (e.g. DevIL) to - get access to the actual color data. This object represents both types, so some properties may or may not be valid depending - if it is compressed or not. - - - - - Gets if the texture is compressed or not. - - - - - Gets the width of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets the height of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets if the texture has non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the size of the non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the non-compressed texel data, the array is of size Width * Height. Only valid for non-compressed textures. - - - - - Gets if the embedded texture has compressed data. Only valid for compressed textures. - - - - - Gets the size of the compressed data. Only valid for compressed textures. - - - - - Gets the raw byte data representing the compressed texture. Only valid for compressed textures. - - - - - Gets the format hint to determine the type of compressed data. This hint - is a three-character lower-case hint like "dds", "jpg", "png". - - - - - Constructs a new instance of the class. Should use only if - reading from a native value. - - - - - Constructs a new instance of the class. This creates a compressed - embedded texture. - - The 3 character format hint. - The compressed data. - - - - Constructs a new instance of the class. This creates an uncompressed - embedded texture. - - Width of the texture - Height of the texture - Color data - Thrown if the data size does not match width * height. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Enumerates metadata data types. - - - - - Metadata is a boolean. - - - - - Metadata is an integer. - - - - - Metadata is an unsigned 64-bit integer. - - - - - Metadata is a float. - - - - - Metadata is a double. - - - - - Metadata is a string. - - - - - Metadata is a . - - - - - Post processing flag options, specifying a number of steps - that can be run on the data to either generate additional vertex - data or optimize the imported data. - - - - - No flags enabled. - - - - - Calculates the tangents and binormals (bitangents) - for the imported meshes. - - This does nothing if a mesh does not have normals. You might - want this post processing step to be executed if you plan - to use tangent space calculations such as normal mapping. There is a - config setting AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE which - allows you to specify a maximimum smoothing angle for the algorithm. - However, usually you'll want to leave it at the default value. - - - - - - Identifies and joins identical vertex data sets within all - imported meshes. - - After this step is run each mesh does contain only unique vertices - anymore, so a vertex is possibly used by multiple faces. You usually - want to use this post processing step. If your application deals with - indexed geometry, this step is compulsory or you'll just waste rendering - time. - If this flag is not specified, no vertices are referenced by more than one - face and no index buffer is required for rendering. - - - - - Converts all imported data to a left handed coordinate space. - - By default the data is returned in a right-handed coordinate space, - where +X points to the right, +Z towards the viewer, and +Y upwards. - - - - - Triangulates all faces of all meshes. - - By default the imported mesh data might contain faces with more than - three indices. For rendering you'll usually want all faces to - be triangles. This post processing step splits up all - higher faces to triangles. Line and point primitives are *not* - modified. If you want 'triangles only' with no other kinds of primitives, - try the following: - - - - Specify both and . - - - Ignore all point and line meshes when you process Assimp's output - - - - - - - Removes some parts of the data structure (animations, materials, - light sources, cameras, textures, vertex components). - - The components to be removed are specified in a separate configuration - option, AI_CONFIG_PP_RVC_FLAGS. This is quite useful if you don't - need all parts of the output structure. Especially vertex colors are rarely used today...calling this step to remove - unrequired stuff from the pipeline as early as possible results in an increased - performance and a better optimized output data structure. - - - This step is also useful if you want to force Assimp to recompute normals - or tangents. the corresponding steps don't recompute them if they're already - there (loaded from the source asset). By using this step you can make sure - they are NOT there. - - - - - Generates normals for all faces of all meshes. It may not be - specified together with . - - This is ignored if normals are already there at the time where this - flag is evaluated. Model importers try to load them from the source file, - so they're usually already there. Face normals are shared between all - points of a single face, so a single point can have multiple normals, - which in other words, forces the library to duplicate vertices in - some cases. This makes senseless then. - - - - - - Generates smooth normals for all vertices of all meshes. It - may not be specified together with . - - This is ignored if normals are already there at the time where - this flag is evaluated. Model importers try to load them from the - source file, so they're usually already there. - - The configuration option AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE - allows you to specify an angle maximum for the normal smoothing algorithm. - Normals exceeding this limit are not smoothed, resulting in a 'hard' seam - between two faces. using a decent angle here (e.g. 80 degrees) results in a very good visual - appearance. - - - - - Splits large meshes into smaller submeshes. - - This is useful for realtime rendering where the number - of triangles which can be maximally processed in a single draw call is - usually limited by the video driver/hardware. The maximum vertex buffer - is usually limited, too. Both requirements can be met with this step: - you may specify both a triangle and a vertex limit for a single mesh. - - The split limits can be set through the AI_CONFIG_PP_SLM_VERTEX_LIMIT - and AI_CONFIG_PP_SLM_TRIANGLE_LIMIT config settings. The default - values are 1,000,000. - - Warning: This can be a time consuming task. - - - - - Removes the node graph and "bakes" (pre-transforms) all - vertices with the local transformation matrices of their nodes. - The output scene does still contain nodes, however, there is only - a root node with children, each one referencing only one mesh. - Each mesh referencing one material. For rendering, you can simply render - all meshes in order, you don't need to pay attention to local transformations - and the node hierarchy. - - Warning: Animations are removed during this step. - - - - - Limits the number of bones simultaneously affecting a single - vertex to a maximum value. - - If any vertex is affected by more than that number of bones, - the least important vertex weights are removed and the remaining vertex - weights are re-normalized so that the weights still sum up to 1. - - The default bone weight limit is 4 and uses the - AI_LMW_MAX_WEIGHTS config. If you intend to perform the skinning in hardware, this post processing - step might be of interest for you. - - - - - Validates the imported scene data structure. - - This makes sure that all indices are valid, all animations - and bones are linked correctly, all material references are - correct, etc. - - It is recommended to capture Assimp's log output if you use this flag, - so you can easily find out what's actually wrong if a file fails the - validation. The validator is quite rude and will find *all* inconsistencies - in the data structure. There are two types of failures: - - - Error: There's something wrong with the imported data. Further - postprocessing is not possible and the data is not usable at all. The import - fails. - - - Warning: There are some minor issues (e.g. 1000000 animation keyframes - with the same time), but further postprocessing and use of the data structure is still - safe. Warning details are written to the log file. - - - - - - - Re-orders triangles for better vertex cache locality. - - This step tries to improve the ACMR (average post-transform vertex cache - miss ratio) for all meshes. The implementation runs in O(n) time - and is roughly based on the 'tipsify' algorithm. - - If you intend to render huge models in hardware, this step might be of interest for you. - The AI_CONFIG_PP_ICL_PTCACHE_SIZE config setting can be used to fine tune - the cache optimization. - - - - - Searches for redundant/unreferenced materials and removes them. - - This is especially useful in combination with the PreTransformVertices - and OptimizeMeshes flags. Both join small meshes with equal characteristics, but - they can't do their work if two meshes have different materials. Because several - material settings are always lost during Assimp's import filders and because many - exporters don't check for redundant materials, huge models often have materials which - are defined several times with exactly the same settings. - - Several material settings not contributing to the final appearance of a surface - are ignored in all comparisons ... the material name is one of them. So, if you're passing - additional information through the content pipeline (probably using *magic* material names), - don't specify this flag. Alternatively, take a look at the AI_CONFIG_PP_RRM_EXCLUDE_LIST - setting. - - - - - This step tries to determine which meshes have normal vectors - that are facing inwards. - - The algorithm is simple but effective: - - The bounding box of all vertices and their normals are compared - against the volume of the bounding box of all vertices without their normals. - This works well for most objects, problems might occur with planar surfaces. However, - the step tries to filter such cases. The step inverts all in-facing normals. - Generally, it is recommended to enable this step, although the result is not - always correct. - - - - - This step splits meshes with more than one primitive type in homogeneous submeshes. - - This step is executed after triangulation and after it returns, just one - bit is set in aiMesh:mPrimitiveTypes. This is especially useful for real-time - rendering where point and line primitives are often ignored or rendered separately. - - - You can use AI_CONFIG_PP_SBP_REMOVE option to specify which primitive types you need. - This can be used to easily exclude lines and points, which are rarely used, - from the import. - - - - - - This step searches all meshes for degenerated primitives and - converts them to proper lines or points. A face is 'degenerated' if one or more of its points are identical. - - To have degenerated primitives removed, specify the flag - try one of the following procedures: - - - - To support lines and points: Set the - AI_CONFIG_PP_FD_REMOVE option to one. This will cause the step to remove degenerated triangles as - soon as they are detected. They won't pass any further pipeline steps. - - - If you don't support lines and points: Specify flag, which - will move line and point primitives to separate meshes. Then set the AI_CONFIG_PP_SBP_REMOVE - option to and to cause step - to reject point and line meshes from the scene. - - - - Degenerated polygons are not necessarily evil and that's why they are not removed by default. There are several - file formats which do not support lines or points where exporters bypass the format specification and write - them as degenerated triangles instead. - - - - - - This step searches all meshes for invalid data, such as zeroed - normal vectors or invalid UV coordinates and removes or fixes them. - This is intended to get rid of some common exporter rrors. - - This is especially useful for normals. If they are invalid, - and the step recognizes this, they will be removed and can later - be recomputed, e.g. by the GenerateSmoothNormals flag. The step - will also remove meshes that are infinitely small and reduce animation - tracks consisting of hundreds of redundant keys to a single key. The - AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides the accuracy of the check - for duplicate animation tracks. - - - - - This step converts non-UV mappings (such as spherical or - cylindrical mapping) to proper texture coordinate channels. - - Most applications will support UV mapping only, so you will - probably want to specify this step in every case. Note that Assimp - is not always able to match the original mapping implementation of the 3D - app which produced a model perfectly. It's always better - to let the father app compute the UV channels, at least 3DS max, maya, blender, - lightwave, modo, .... are able to achieve this. - - If this step is not requested, you'll need to process the MATKEY_MAPPING - material property in order to display all assets properly. - - - - - Applies per-texture UV transformations and bakes them to stand-alone vtexture - coordinate channels. - - UV Transformations are specified per-texture - see the MATKEY_UVTRANSFORM material - key for more information. This step processes all textures with transformed input UV coordinates - and generates new (pretransformed) UV channel transformations, so you will probably - want to specify this step. - - UV transformations are usually implemented in realtime apps by - transforming texture coordinates in a vertex shader stage with a 3x3 (homogenous) - transformation matrix. - - - - - Searches for duplicated meshes and replaces them with a reference - to the first mesh. - - This is time consuming, so don't use it if you have no time. Its - main purpose is to work around the limitation with some - file formats that don't support instanced meshes, so exporters - duplicate meshes. - - - - - - Attempts to reduce the number of meshes (and draw calls). - - This is recommended to be used together with - and is fully compatible with both and . - - - - - - Optimizes scene hierarchy. Nodes with no animations, bones, - lights, or cameras assigned are collapsed and joined. - - Node names can be lost during this step, you can specify - names of nodes that should'nt be touched or modified - with AI_CONFIG_PP_OG_EXCLUDE_LIST. - - Use this flag with caution. Most simple files will be collapsed to a - single node, complex hierarchies are usually completely lost. That's not - the right choice for editor environments, but probably a very effective - optimization if you just want to get the model data, convert it to your - own format and render it as fast as possible. - - This flag is designed to be used with for best - results. - - Scenes with thousands of extremely small meshes packed - in deeply nested nodes exist for almost all file formats. - Usage of this and usually fixes them all and - makes them renderable. - - - - - Flips all UV coordinates along the y-axis - and adjusts material settings/bitangents accordingly. - - - - - Flips face winding order from CCW (default) to CW. - - - - - Splits meshes with many bones into submeshes so that each submesh has fewer or as many bones as a given limit. - - - - - Removes bones losslessly or according to some threshold. In some cases (e.g. formats that require it) exporters - are faced to assign dummy bone weights to otherwise static meshes assigned to animated meshes. Full, weight-based skinning is expensive while - animating nodes is extremely cheap, so this step is offered to clean up the data in that regard. - - Usage of the configuration AI_CONFIG_PP_DB_THRESHOLD to control the threshold and AI_CONFIG_PP_DB_ALL_OR_NONE if you want bones - removed if and only if all bones within the scene qualify for removal. - - - - - This step will perform a global scale of the model. Some importers provide a mechanism to define a scaling unit for the model, which this processing step can utilize. - Use AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY to control this. - - - - - Enumerates components of the scene or mesh data that - can be excluded from the import using the post process step - RemoveComponent. - - - - - No components to be excluded. - - - - - Removes normal vectors - - - - - Removes tangents/binormals - - - - - Removes all color sets. - - - - - Removes all texture UV sets. - - - - - Remove all boneweights from all meshes. Scenegraph - nodes corresponding to the bones are NOT removed. - Use OptimizeGraph step to remove them. - - - - - Removes all node animations. Coressponding scenegraph - nodes are NOT removed. Use OptimizeGraph step to - remove them. - - - - - Removes all embedded textures. - - - - - Removes all light sources. The corresponding scenegraph nodes are - NOT removed. Use the OptimizeGraph step to do this. - - - - - Removes all cameras. The corresponding scenegraph - nodes are NOT removed. Use the OptimizeGraph step - to do this. - - - - - Removes all meshes. - - - - - Removes all materials. One default material will be generated. - - - - - Enumerates geometric primitive types. - - - - - Point primitive. This is just a single vertex - in the virtual world. A face has one index for such a primitive. - - - - - Line primitive. This is a line defined through a start and an - end position. A face contains exactly two indices for such a primitive. - - - - - Triangle primitive, consisting of three indices. - - - - - A n-Gon that has more than three edges (thus is not a triangle). - - - - - Defines an animation channel behaves outside the defined - time range. This corresponds to the prestate and poststates - of the animation node. - - - - - The value from the default node transformation is taken. - - - - - The nearest key value is used without interpolation. - - - - - The value of the nearest two keys is linearly extrapolated for the current - time value. - - - - - The animation is repeated. If the animation key goes from n to m - and the current time is t, use the value at (t - n ) % (|m-n|). - - - - - Defines the methods of mesh morphing supported. - - - - - No morphing. - - - - - Interpolation between morph targets. - - - - - Normalized morphing between morph targets. - - - - - Relative morphing between morph targets. - - - - - Enumerates all supported light sources. - - - - - Unknown light. - - - - - Directional light source that has a well-defined - direction but is infinitely far away, e.g. the sun. - - - - - Point light source that has a well-defined position in - space but is omni-directional, e.g. a light bulb. - - - - - Spot light source emits light from a position in space, - in a certain direction that is limited by an angle, like - a cone. - - - - - Generic light level of the world, including the bounces of all other light sources. Typically, there's at most one ambient light in a scene and - is usually just a constant color. This light does not have a valid position, direction, or other properties - just the color. - - - - - An area light is a rectangle with a predefined size that uniformly emits light from one of its sides. The position is center of the rectangle and the direction is its normal vector. - - - - - Defines alpha blending flags, how the final - color value of a pixel is computed, based on the following equation: - - sourceColor * sourceBlend + destColor * destBlend - - - Where the destColor is the previous color in the frame buffer - and sourceColor is the material color before the - transparency calculation. This corresponds to the AI_MATKEY_BLEND_FUNC property. - - - - - Default blending: sourceColor * sourceAlpha + destColor * (1 - sourceAlpha) - - - - - Additive blending: sourcecolor * 1 + destColor * 1. - - - - - Defines all shading models supported by the library. - - The list of shading modes has been taken from Blender. See Blender - documentation for more information. - - - - - - No shading mode defined. - - - - - Flat shading. Shading is done on a per-face basis and is diffuse only. Also known - as 'faceted shading'. - - - - - Simple Gouraud shading. - - - - - Phong Shading. - - - - - Phong-Blinn Shading. - - - - - Toon-shading, also known as a 'comic' shader. - - - - - OrenNayer shading model. Extension to standard Lambertian shading, taking the roughness - of the material into account. - - - - - Minnaert shading model. Extension to standard Lambertian shading, taking the "darkness" of - the material into account. - - - - - CookTorrance shading model. Special shader for metallic surfaces. - - - - - No shading at all. Constant light influence of 1.0. - - - - - Fresnel shading. - - - - - Defines some mixed flags for a particular texture. This corresponds - to the AI_MAT_KEY_TEXFLAGS property. - - - - - The texture's color values have to be inverted (componentwise 1-n). - - - - - Explicit request to the application to process the alpha channel of the texture. This is mutually - exclusive with . These flags are - set if the library can say for sure that the alpha channel is used/is not used. - If the model format does not define this, iti s left to the application to decide - whether the texture alpha channel - if any - is evaluated or not. - - - - - Explicit request to the application to ignore the alpha channel of the texture. This is mutually - exclusive with . - - - - - Defines how UV coordinates outside the [0..1] range are handled. Commonly - referred to as the 'wrapping mode' - - - - - A texture coordinate u|v is translated to u % 1| v % 1. - - - - - Texture coordinates outside [0...1] are clamped to the nearest valid value. - - - - - A texture coordinate u|v becomes u1|v1 if (u - (u % 1)) % 2 is zero - and 1 - (u % 1) | 1 - (v % 1) otherwise. - - - - - If the texture coordinates for a pixel are outside [0...1] the texture is not - applied to that pixel. - - - - - Defines how texture coordinates are generated - - Real-time applications typically require full UV coordinates. So the use - of step is highly recommended. - It generates proper UV channels for non-UV mapped objects, as long as an accurate - description of how the mapping should look like is given. - - - - - - Coordinates are taken from the an existing UV channel. - - The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates - are to be taken from since meshes can have more than one UV channel. - - - - - - Spherical mapping - - - - - Cylinder mapping - - - - - Cubic mapping - - - - - Planar mapping - - - - - Unknown mapping that is not recognied. - - - - - Defines how the Nth texture of a specific type is combined - with the result of all previous layers. - - Example (left: key, right: value): - - DiffColor0 - gray - DiffTextureOp0 - TextureOperation.Multiply - DiffTexture0 - tex1.png - DiffTextureOp0 - TextureOperation.Add - DiffTexture1 - tex2.png - - - Written as an equation, the final diffuse term for a specific - pixel would be: - - - diffFinal = DiffColor0 * sampleTex(DiffTexture0, UV0) + sampleTex(DiffTexture1, UV0) * diffContrib; - - - - - - - T = T1 * T2 - - - - - T = T1 + T2 - - - - - T = T1 - T2 - - - - - T = T1 / T2 - - - - - T = (T1 + T2) - (T1 * T2) - - - - - T = T1 + (T2 - 0.5) - - - - - Defines the purpose of a texture. - - - - - No texture, but the value can be used as a 'texture semantic'. - - - - - A diffuse texture that is combined with the result of the diffuse lighting equation. - - - - - A specular texture that is combined with the result of the specular lighting equation. - - - - - An ambient texture that is combined with the ambient lighting equation. - - - - - An emissive texture that is added to the result of the lighting calculation. It is not influenced - by incoming light, instead it represents the light that the object is naturally emitting. - - - - - A height map texture. by convention, higher gray-scale values stand for - higher elevations from some base height. - - - - - A tangent-space normal map. There are several conventions for normal maps - and Assimp does (intentionally) not distinguish here. - - - - - A texture that defines the glossiness of the material. This is the exponent of the specular (phong) - lighting equation. Usually there is a conversion function defined to map the linear color values - in the texture to a suitable exponent. - - - - - The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite - the opposite. - - - - - A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. - - - - - A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The - texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light. - - - - - A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications. - - - - - An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any - further postprocessing. - - - - - Defines the state of the imported scene data structure. - - - - - Default state of the scene, it imported successfully. - - - - - Specifies that the scene data structure that was imported is not complete. - This flag bypasses some internal validations and allows the import - of animation skeletons, material libaries, or camera animation paths - using Assimp. Most applications won't support such data. - - - - - This flag is set by the - post process step if validation is successful. In a validated scene you can be sure that any - cross references in the data structure (e.g. vertex indices) are valid. - - - - - This flag is set by the - post process step if validation is successful, but some issues have been found. This can for example - mean that a texture that does not exist is referenced by a material or that the bone weights for a vertex - do not sum to 1.0. In most cases you should still be able to use the import. This flag can be useful - for applications which do not capture Assimp's log output. - - - - - This flag is set by the post process step. - It indicates that the vertices of the output mesh are not in the internal verbose format anymore. In the - verbose format, all vertices are unique where no vertex is ever referenced by more than one face. - - - - - Denotes the scene is pure height-map terrain data. Pure terrains usually consist of quads, sometimes triangles, - in a regular grid. The x,y coordinates of all vertex positions refer to the x,y coordinates on the terrain height map, the - z-axis stores the elevation at a specific point. - - TER (Terragen) and HMP (3D Game Studio) are height map formats. - - - - - - Specifies that the scene data can be shared between structures. For example: one vertex in a few faces. This differs from as - that has internal meanings about postprocessing steps. - - - - - Enumerates Assimp function result codes. - - - - - Function returned successfully. - - - - - There was an error. - - - - - Assimp ran out of memory. - - - - - Seek origins for Assimp's virtual file system API. - - - - - Beginning of the file - - - - - Current position of the file pointer. - - - - - End of the file, offsets must be negative. - - - - - Enumerates predefined log streaming destinations. - - - - - Stream log to a file - - - - - Stream log to the standard output - - - - - Stream log to the standard error output. - - - - - MSVC only: Stream the log to the debugger (this relies - on OutputDebugString from the Win32 SDK). - - - - - Defines material property types. - - - - - Array of single-precision (32 bit) floats. - - - - - Array of double-precision (64 bit) floats. - - - - - Property is a string. - - - - - Array of 32 bit integers. - - - - - Byte buffer where the content is undefined. - - - - - Enumerates how the native Assimp DLL was compiled - - - - - Assimp compiled as a shared object (Windows: DLL); - - - - - Assimp was compiled against STLport - - - - - Assimp was compiled as a debug build - - - - - Assimp was compiled with the boost work around. - - - - - Assimp was compiled built to run single threaded. - - - - - Defines how UV coordinates should be transformed. - - - - - Scaling is evaluated. - - - - - Rotation is evaluated. - - - - - Translation is evaluated. - - - - - Defines the desired file I/O mode is when opening a new file. - - - - - Open the file for writing. - - - - - Open the file for writing binary data to it. - - - - - Open the file for writing text data to it. - - - - - Open the file for reading. - - - - - Open the file for reading binary data from it. - - - - - Open the file for reading text data from it. - - - - - Defines flags that indicate level of support for common features for a given importer. - - - - - Indicates there is a textual encoding of the file format and it is supported. - - - - - Indicates there is a binary encoding of the file format and it is supported. - - - - - Indicates there is a compressed encoding of the file format and it is supported. - - - - - Indicates that the importer reads only a very particular subset of the file format. This is common - for formats that cannot easily be mapped to the Scene data structure. - - - - - Indicates that the importer is experimental and used with caution - this is only reserved for importers still in - development, and not typically yet in released production code. - - - - - Describes a blob of exported scene data. Blobs can be nested - each blob may reference another blob, which in - turn can reference another and so on. This is used to allow exporters to write more than one output for a given - scene, such as material files. Existence of such files depends on the format. - - - The stream representation of an ExportDataBlob is as follows: - - String: Name of the Blob - int: Length of Binary Data - byte[]: Binary Data - bool: If has next data blob - String: Name of nested blob - int: Length of nested blob binary data - byte[]: Nested blob binary data - bool: If nested blob has next data blob - .... - - - - - - Gets the name of the blob. The first and primary blob always has an empty string for a name. Auxillary files - that are nested will have names. - - - - - Get the blob data. - - - - - Gets the next data blob. - - - - - Gets if the blob data is valid. - - - - - Creates a new ExportDataBlob. - - Unmanaged structure. - - - - Creates a new ExportDataBlob. - - Name - Data - - - - Writes the data blob to the specified stream. - - Output stream - - - - Reads a data blob from the specified stream. - - Input stream - Data blob - - - - Describes a file format which Assimp can export to. - - - - - Gets a short string ID to uniquely identify the export format. E.g. "collada" or "obj". - - - - - Gets a short description of the file format to present to users. - - - - - Gets the recommended file extension for the exported file in lower case. - - - - - Constructs a new ExportFormatDescription. - - Unmanaged structure - - - - A single face in a mesh, referring to multiple vertices. This can be a triangle - if the index count is equal to three, or a polygon if the count is greater than three. - - Since multiple primitive types can be contained in a single mesh, this approach - allows you to better examine how the mesh is constructed. If you use the - post process step flag during import, then each mesh will be homogenous where primitive type is concerned. - - - - - Gets the number of indices defined in the face. - - - - - Gets if the face has faces (should always be true). - - - - - Gets or sets the indices that refer to positions of vertex data in the mesh's vertex - arrays. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Face indices - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Simple implementation of an IOSystem that searches for files on the disk. This implementation - can be given a number of search directories that it will attempt to locate the file in first, before - using the file path given by Assimp. That way, you can load models that have files distributed in a number of other - directories besides the root model's. - - - - - Constructs a new FileIOSystem that does not have any search directories. - - - - - Constructs a new FileIOSystem that uses the specified search directories. - - Search directories to search for files in - - - - Sets the search directories the FileIOSystem will use when searching for files. - - Directory paths - - - - Gets the search directories the FileIOSystem is using. - - Directory paths - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Finds the first file that matches the file name (name + extension) in the search paths. - - File name (+ extension) to search for - Found file path - True if the file was found, false otherwise - - - - Wraps a FileStream. - - - - - Metadata and feature support information for a given importer. - - - - - Gets the name of the importer (e.g. Blender3D Importer) - - - - - Gets the original author (blank if unknown or assimp team). - - - - - Gets the name of the current maintainer, if empty then the author maintains. - - - - - Gets any implementation comments. - - - - - Gets the features supported by the importer. - - - - - Gets the minimum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the maximum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the list of file extensions the importer can handle. All entries are lower case and do NOT have a leading dot. - - - - - Represents an object that can be marshaled to and from a native representation. - - Managed object type - Native value type - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Custom marshaler for usage with the for performing marshaling - to-and-from unmanaged memory for non-blittable types. A type must be attributed with - to automatically have an instance of its marshaler be utilized. - - - - - Gets the native data size in bytes. - - - - - Marshals the managed object to the unmanaged chunk of memory. - - Managed object to marshal. - Unmanaged chunk of memory to write to. - - - - Marshals the managed object from the unmanaged chunk of memory. - - Unmanaged chunk of memory to read from. - Managed object marshaled. - - - - Defines a stream to some file input or output source. This object is responsible for reading/writing data - that is used by Assimp. - - - - - Gets whether or not this IOStream has been disposed. - - - - - Gets the original path to file given by Assimp. - - - - - Gets the original desired file access mode. - - - - - Gets whether the stream is in fact valid - that is, the input/output has been - properly located and can be read/written. - - - - - Constructs a new IOStream. - - Path to file given by Assimp - Desired file access mode - - - - Finalizes an instance of the class. - - - - - Disposes of resources held by the IOStream. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Writes data to the stream. - - Data to write - Number of bytes to write - Number of bytes actually written. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Reads data from the stream. - - Byte buffer to store the read data in - Number of bytes to read - Number of bytes actually read. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Sets the current file position pointer. - - Offset in bytes from the origin - Origin reference - ReturnCode indicating success or failure. - - - - Gets the current file position pointer (in bytes). - - Current file position pointer (in bytes) - - - - Gets the total file size (in bytes). - - File size in bytes - - - - Flushes all data currently in the stream buffers. - - - - - Closes the stream - flushing any data not yet read/written and disposes of resources. - - - - - Defines a custom IO handler that can be registered to an importer that will handle I/O for assimp. This includes searching/opening - files to read during import, and creating/writing to files during export. - - - - - Gets whether or not this IOSystem has been disposed. - - - - - Gets the number of currently opened streams. - - - - - Constructs a new IOSystem. - - - - - Finalizes an instance of the class. - - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Closes a stream that is owned by this IOSystem. - - Stream to close - - - - Closes all outstanding streams owned by this IOSystem. - - - - - Disposes of all resources held by this object. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Describes a light source in the scene. Assimp supports multiple light sources - including spot, point, and directional lights. All are defined by a single structure - and distinguished by their parameters. Lights have corresponding nodes in the scenegraph. - Some file formats such as 3DS and ASE export a "target point", e.g. the point - a spot light is looking at (it can even be animated). Assimp writes the target point as a subnode - of a spotlight's main node called "spotName.Target". However, this is just additional information - then, the transform tracks of the main node make the spot light already point in the right direction. - - - - - Gets or sets the name of the light source. This corresponds to a node present in the scenegraph. - - - - - Gets or sets the type of light source. This should never be undefined. - - - - - Gets or sets the inner angle of a spot light's light cone. The spot light has - maximum influence on objects inside this angle. The angle is given in radians, it - is 2PI for point lights and defined for directional lights. - - - - - Gets or sets the outer angle of a spot light's light cone. The spot light does not affect objects outside - this angle. The angle is given in radians. It is 2PI for point lights and undefined for - directional lights. The outer angle must be greater than or equal to the inner angle. - - - - - Gets or sets the constant light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att0 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the linear light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d) - This member corresponds to the att1 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the quadratic light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att2 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the position of the light source in space, relative to the - transformation of the node corresponding to the light. This is undefined for - directional lights. - - - - - Gets or sets the direction of the light source in space, relative to the transformation - of the node corresponding to the light. This is undefined for point lights. - - - - - Gets or sets the up vector of the light source in space, relative to the transformation of the node corresponding to the light. - This is undefined for point lights. - - - - - Gets or sets the diffuse color of the light source. The diffuse light color is multiplied with - the diffuse material color to obtain the final color that contributes to the diffuse shading term. - - - - - Gets or sets the specular color of the light source. The specular light color is multiplied with the - specular material color to obtain the final color that contributes to the specular shading term. - - - - - Gets or sets the ambient color of the light source. The ambient light color is multiplied with the ambient - material color to obtain the final color that contributes to the ambient shading term. - - - - - Gets or sets the Width (X) and Height (Y) of the area that represents an light. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Callback delegate for Assimp's LogStream. - - Log message - Supplied user data - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Gets or sets, if verbose logging is enabled globally. - - - - - Gets or sets the user data to be passed to the callback. - - - - - Gets whether the logstream has been disposed or not. - - - - - Gets whether or not the logstream is currently attached to the library. - - - - - Static constructor. - - - - - Constructs a new LogStream. - - - - - Constructs a new LogStream. - - User-supplied data - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - User-supplied data - - - - Finalizes an instance of the class. - - - - - Detaches all active logstreams from the library. - - - - - Gets all active logstreams that are currently attached to the library. - - Collection of active logstreams attached to the library. - - - - Attaches the logstream to the library. - - - - - Detaches the logstream from the library. - - - - - Logs a message. - - Message contents - - - - Releases unmanaged resources held by the LogStream. This should not be called by the user if the logstream is currently attached to an assimp importer. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Override this method to log a message for a subclass of Logstream, if no callback - was set. - - Message - User data - - - - Called when the log stream has been attached to the assimp importer. At this point it may start receiving messages. - - - - - Called when the log stream has been detatched from the assimp importer. After this point it will stop receiving - messages until it is re-attached. - - - - - Log stream that writes messages to the Console. - - - - - Constructs a new console logstream. - - - - - Constructs a new console logstream. - - User supplied data - - - - Log a message to the console. - - Message - Userdata - - - - A material contains all the information that describes how to render a mesh. E.g. textures, colors, and render states. Internally - all this information is stored as key-value pair properties. The class contains many convienence methods and properties for - accessing non-texture/texture properties without having to know the Assimp material key names. Not all properties may be present, - and if they aren't a default value will be returned. - - - - - Gets the number of properties contained in the material. - - - - - Checks if the material has a name property. - - - - - Gets the material name value, if any. Default value is an empty string. - - - - - Checks if the material has a two-sided property. - - - - - Gets if the material should be rendered as two-sided. Default value is false. - - - - - Checks if the material has a shading-mode property. - - - - - Gets the shading mode. Default value is , meaning it is not defined. - - - - - Checks if the material has a wireframe property. - - - - - Gets if wireframe should be enabled. Default value is false. - - - - - Checks if the material has a blend mode property. - - - - - Gets the blending mode. Default value is . - - - - - Checks if the material has an opacity property. - - - - - Gets the opacity. Default value is 1.0f. - - - - - Checks if the material has a bump scaling property. - - - - - Gets the bump scaling. Default value is 0.0f; - - - - - Checks if the material has a shininess property. - - - - - Gets the shininess. Default value is 0.0f; - - - - - Checks if the material has a shininess strength property. - - - - - Gets the shininess strength. Default vaulue is 1.0f. - - - - - Checks if the material has a reflectivty property. - - - - - Gets the reflectivity. Default value is 0.0f; - - - - - Checks if the material has a color diffuse property. - - - - - Gets the color diffuse. Default value is white. - - - - - Checks if the material has a color ambient property. - - - - - Gets the color ambient. Default value is (.2f, .2f, .2f, 1.0f). - - - - - Checks if the material has a color specular property. - - - - - Gets the color specular. Default value is black. - - - - - Checks if the material has a color emissive property. - - - - - Gets the color emissive. Default value is black. - - - - - Checks if the material has a color transparent property. - - - - - Gets the color transparent. Default value is black. - - - - - Checks if the material has a color reflective property. - - - - - Gets the color reflective. Default value is black. - - - - - Gets if the material has a diffuse texture in the first texture index. - - - - - Gets or sets diffuse texture properties in the first texture index. - - - - - Gets if the material has a specular texture in the first texture index. - - - - - Gets or sets specular texture properties in the first texture index. - - - - - Gets if the material has a ambient texture in the first texture index. - - - - - Gets or sets ambient texture properties in the first texture index. - - - - - Gets if the material has a emissive texture in the first texture index. - - - - - Gets or sets emissive texture properties in the first texture index. - - - - - Gets if the material has a height texture in the first texture index. - - - - - Gets or sets height texture properties in the first texture index. - - - - - Gets if the material has a normal texture in the first texture index. - - - - - Gets or sets normal texture properties in the first texture index. - - - - - Gets if the material has an opacity texture in the first texture index. - - - - - Gets or sets opacity texture properties in the first texture index. - - - - - Gets if the material has a displacement texture in the first texture index. - - - - - Gets or sets displacement texture properties in the first texture index. - - - - - Gets if the material has a light map texture in the first texture index. - - - - - Gets or sets light map texture properties in the first texture index. - - - - - Gets if the material has a reflection texture in the first texture index. - - - - - Gets or sets reflection texture properties in the first texture index. - - - - - Constructs a new instance of the class. - - - - - Helper method to construct a fully qualified name from the input parameters. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". This is the name that is used as the material dictionary key. - - Key basename, this must not be null or empty - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The fully qualified name - - - - Gets the non-texture properties contained in this Material. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - The material property, if it exists - - - - Gets the material property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The material property, if it exists - - - - Gets the material property by its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - The material property, if it exists - - - - Checks if the material has the specified non-texture property. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - True if the property exists, false otherwise. - - - - Checks if the material has the specified property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - True if the property exists, false otherwise. - - - - Checks if the material has the specified property by looking up its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - True if the property exists, false otherwise. - - - - Adds a property to this material. - - Material property - True if the property was successfully added, false otherwise (e.g. null or key already present). - - - - Removes a non-texture property from the material. - - Property name - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Name of the property - Property texture type - Property texture index - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Fully qualified name of the property ({basename},{texType},{texIndex}) - True if the property was removed, false otherwise - - - - Removes all properties from the material; - - - - - Gets -all- properties contained in the Material. - - All properties in the material property map. - - - - Gets all the number of textures that are of the specified texture type. - - Texture type - Texture count - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True if the texture properties were added or modified - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True to only set the texture's file path, false otherwise - True if the texture properties were added or modified - - - - Removes a texture from the material - this bulk removes a property for each field. - If the texture has no file path, nothing is removed - - Texture to remove - True if the texture was removed, false otherwise. - - - - Gets a texture that corresponds to the type/index. - - Texture type - Texture index - Texture description - True if the texture was found in the material - - - - Gets all textures that correspond to the type. - - Texture type - The array of textures - - - - Gets all textures in the material. - - The array of textures - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A key-value pairing that represents some material property. - - - - - Gets or sets the property key name. E.g. $tex.file. This corresponds to the - "AiMatKeys" base name constants. - - - - - Gets or sets the type of property. - - - - - Gets the raw byte data count. - - - - - Checks if the property has data. - - - - - Gets the raw byte data. To modify/read this data, see the Get/SetXXXValue methods. - - - - - Gets or sets the texture type semantic, for non-texture properties this is always . - - - - - Gets or sets the texture index, for non-texture properties this is always zero. - - - - - Gets the property's fully qualified name. Format: "{base name},{texture type semantic},{texture index}". E.g. "$clr.diffuse,0,0". This - is the key that is used to index the property in the material property map. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. Constructs a buffer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a float property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs an integer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a boolean property. - - Name of the property - Property value - - - - Constructs a new instance of the class. Creates a string property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a texture property. - - Base name of the property - Property value - Texture type - Texture index - - - - Constructs a new instance of the class. Creates a float array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a int array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a Color3D property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a Color4D property. - - Base name of the property - Property value - - - - Gets the property raw data as a float. - - Float - - - - Sets the property raw data with a float. - - Float. - True if successful, false otherwise - - - - Gets the property raw data as a double. - - Double - - - - Sets the property raw data with a double. - - Double. - True if successful, false otherwise. - - - - Gets the property raw data as an integer. - - Integer - - - - Sets the property raw data as an integer. - - Integer - True if successful, false otherwise - - - - Gets the property raw data as a string. - - String - - - - Sets the property raw data as string. - - String - True if successful, false otherwise - - - - Gets the property raw data as a float array. - - Number of elements to get - Float array - - - - Gets the property raw data as a float array. - - Float array - - - - Sets the property raw data as a float array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a double array. - - Double array - - - - Sets the property raw data as a double array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as an integer array. - - Number of elements to get - Integer array - - - - Gets the property raw data as an integer array. - - Integer array - - - - Sets the property raw data as an integer array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a boolean. - - Boolean - - - - Sets the property raw data as a boolean. - - Boolean value - True if successful, false otherwise - - - - Gets the property raw data as a Color3D. - - Color3D - - - - Sets the property raw data as a Color3D. - - Color3D - True if successful, false otherwise - - - - Gets the property raw data as a Color4D. - - Color4D - - - - Sets the property raw data as a Color4D. - - Color4D - True if successful, false otherwise - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a 3x3 matrix. Assimp docs say their matrices are always row-major, - and it looks like they're only describing the memory layout. Matrices are treated - as column vectors however (X base in the first column, Y base the second, and Z base the third) - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix3x3. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - - - - Constructs a new Matrix3x3. - - A 4x4 matrix to construct from, only taking the rotation/scaling part. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication.Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 4x4 matrix to a 3x3 matrix. - - 4x4 matrix - 3x3 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a 4x4 column-vector matrix (X base is the first column, Y base is the second, Z base the third, and translation the fourth). - Memory layout is row major. Right handed conventions are used by default. - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 1, column 4 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 2, column 4 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Value at row 3, column 4 of the matrix - - - - - Value at row 4, column 1 of the matrix - - - - - Value at row 4, column 2 of the matrix - - - - - Value at row 4, column 3 of the matrix - - - - - Value at row 4, column 4 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix4x4. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 1, column 4 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 2, column 4 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - Element at row 3, column 4 - Element at row 4, column 1 - Element at row 4, column 2 - Element at row 4, column 3 - Element at row 4, column 4 - - - - Constructs a new Matrix4x4. - - Rotation matrix to copy values from. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Decomposes a transformation matrix into its original scale, rotation, and translation components. The - scaling vector receives the scaling for the x, y, z axes. The rotation is returned as a hamilton quaternion. And - the translation is the output position for the x, y, z axes. - - Vector to hold the scaling component - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Decomposes a transformation matrix with no scaling. The rotation is returned as a hamilton - quaternion. The translation receives the output position for the x, y, z axes. - - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a translation matrix. - - Translation vector - The translation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication. Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 3x3 matrix to a 4x4 matrix. - - 3x3 matrix - 4x4 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Delegate for performing unmanaged memory cleanup. - - Location in unmanaged memory of the value to cleanup - True if the unmanaged memory should be freed, false otherwise - - - - Helper static class containing functions that aid dealing with unmanaged memory to managed memory conversions. - - - - - Marshals an array of managed values to a c-style unmanaged array (void*). - - Managed type - Native type - Array of managed values - Pointer to unmanaged memory - - - - Marshals an array of managed values to a c-style unmanaged array (void*). This also can optionally marshal to - an unmanaged array of pointers (void**). - - Managed type - Native type - Array of managed values - True if the pointer is an array of pointers, false otherwise. - Pointer to unmanaged memory - - - - Marshals an array of managed values from a c-style unmanaged array (void*). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - Marshaled managed values - - - - Marshals an array of managed values from a c-style unmanaged array (void*). This also can optionally marshal from - an unmanaged array of pointers (void**). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - True if the pointer is an array of pointers, false otherwise. - Marshaled managed values - - - - Marshals an array of blittable structs to a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Managed array of structs - Pointer to unmanaged memory - - - - Marshals an array of blittable structs from a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Pointer to unmanaged memory - Number of elements to read - Managed array - - - - Frees an unmanaged array and performs cleanup for each value. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - - - - Frees an unmanaged array and performs cleanup for each value. Optionally can free an array of pointers. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - True if the pointer is an array of pointers, false otherwise. - - - - Marshals a managed value to unmanaged memory. - - Managed type - Unmanaged type - Managed value to marshal - Pointer to unmanaged memory - - - - Marshals a managed value from unmanaged memory. - - Managed type - Unmanaged type - Pointer to unmanaged memory - The marshaled managed value - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a structure to a pointer. Only use if the type is not blittable, otherwise - use the write methods for blittable types. - - Struct type - Struct to marshal - Pointer to unmanaged chunk of memory which must be allocated prior to this call - - - - Computes the size of the struct type using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Size of the struct in bytes. - - - - Computes the size of the struct array using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Pins an object in memory, which allows a pointer to it to be returned. While the object remains pinned the runtime - cannot move the object around in memory, which may degrade performance. - - Object to pin. - Pointer to pinned object's memory location. - - - - Unpins an object in memory, allowing it to once again freely be moved around by the runtime. - - Object to unpin. - - - - Convienence method to dispose all items in the collection - - IDisposable type - Collection of disposables - - - - Casts an underlying value type to an enum type, WITHOUT first casting the value to an Object. So this avoid boxing the value. - - Underlying value type. - Enum type. - Value to cast. - Enum value. - - - - Allocates unmanaged memory. This memory should only be freed by this helper. - - Size to allocate - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Allocates unmanaged memory that is cleared to a certain value. This memory should only be freed by this helper. - - Size to allocate - Value the memory will be cleared to, by default zero. - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Frees unmanaged memory that was allocated by this helper. - - Pointer to unmanaged memory to free. - - - - Checks if the memory is aligned to the specified alignment. - - Pointer to the memory - Alignment value, by defauly 16-byte - True if is aligned, false otherwise. - - - - Swaps the value between two references. - - Type of data to swap. - First reference - Second reference - - - - Computes a hash code using the FNV modified algorithmm. - - Byte data to hash. - Hash code for the data. - - - - Reads a stream until the end is reached into a byte array. Based on - Jon Skeet's implementation. - It is up to the caller to dispose of the stream. - - Stream to read all bytes from - Initial buffer length, default is 32K - The byte array containing all the bytes from the stream - - - - Compares two arrays of bytes for equivalence. - - First array of data. - Second array of data. - True if both arrays contain the same data, false otherwise. - - - - Clears the memory to the specified value. - - Pointer to the memory. - Value the memory will be cleared to. - Number of bytes, starting from the memory pointer, to clear. - - - - Computes the size of the struct type. - - Struct type - Size of the struct in bytes. - - - - Casts the by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the readonly by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the pointer into a by-ref value of the specified type. - - Struct type. - Memory location. - By-ref value. - - - - Casts one by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Casts one readonly by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Computes the size of the struct array. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Adds an offset to the pointer. - - Pointer - Offset - Pointer plus the offset - - - - Performs a memcopy that copies data from the memory pointed to by the source pointer to the memory pointer by the destination pointer. - - Destination memory location - Source memory location - Number of bytes to copy - - - - Returns the number of elements in the enumerable. - - Type of element in collection. - Enumerable collection - The number of elements in the enumerable collection. - - - - Converts typed element array to a byte array. - - Struct type - Element array - Byte array copy or null if the source array was not valid. - - - - Converts a byte array to a typed element array. - - Struct type - Byte array - Typed element array or null if the source array was not valid. - - - - Copies bytes from a byte array to an element array. - - Struct type - Source byte array - Starting index in destination array - Destination element array - Starting index in destination array - Number of elements to copy - - - - Copies bytes from an element array to a byte array. - - Struct type - Source element array - Starting index in source array - Destination byte array - Starting index in destination array - Number of elements to copy - - - - Reads data from the memory location into the array. - - Struct type - Pointer to memory location - Array to store the copied data - Zero-based element index to start writing data to in the element array. - Number of elements to copy - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value. - - - - Writes data from the array to the memory location. - - Struct type - Pointer to memory location - Array containing data to write - Zero-based element index to start reading data from in the element array. - Number of elements to copy - - - - Writes a single element to the memory location. - - Struct type - Pointer to memory location - The value to write - - - - A mesh represents geometry with a single material. - - - - - Gets or sets the mesh name. This tends to be used - when formats name nodes and meshes independently, - vertex animations refer to meshes by their names, - or importers split meshes up, each mesh will reference - the same (dummy) name. - - - - - Gets or sets the primitive type. This may contain more than one - type unless if - option is not set. - - - - - Gets or sets the index of the material associated with this mesh. - - - - - Gets the number of vertices in this mesh. This is the count that all - per-vertex lists should be the size of. - - - - - Gets if the mesh has a vertex array. This should always return - true provided no special scene flags are set. - - - - - Gets the vertex position list. - - - - - Gets if the mesh as normals. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex normal list. - - - - - Gets if the mesh has tangents and bitangents. It is not - possible for one to be without the other. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of faces contained in the mesh. - - - - - Gets if the mesh contains faces. If no special - scene flags are set, this should always return true. - - - - - Gets the mesh's faces. Each face will contain indices - to the vertices. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets the array that contains the count of UV(W) components for each texture coordinate channel, usually 2 (UV) or 3 (UVW). A component - value of zero means the texture coordinate channel does not exist. The channel index (index in the array) corresponds - to the texture coordinate channel index. - - - - - Gets the number of bones that influence this mesh. - - - - - Gets if this mesh has bones. - - - - - Gets the bones that influence this mesh. - - - - - Gets the number of mesh animation attachments that influence this mesh. - - - - - Gets if this mesh has mesh animation attachments. - - - - - Gets the mesh animation attachments that influence this mesh. - - - - - Gets or sets the morph method used when animation attachments are used. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the mesh. - - - - Constructs a new instance of the class. - - Primitive types contained in the mesh. - - - - Constructs a new instance of the class. - - Name of the mesh - Primitive types contained in the mesh. - - - - Checks if the mesh has vertex colors for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh has texture coordinates for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if texture coordinates are present in the channel. - - - - Convienence method for setting this meshe's face list from an index buffer. - - Index buffer - Indices per face - True if the operation succeeded, false otherwise (e.g. not enough data) - - - - Convienence method for accumulating all face indices into a single - index array. - - int index array - - - - Convienence method for accumulating all face indices into a single index - array as unsigned integers (the default from Assimp, if you need them). - - uint index array - - - - Convienence method for accumulating all face indices into a single - index array. - - short index array - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A mesh attachment store per-vertex animations for a particular frame. You may - think of this as a 'patch' for the host mesh, since the mesh attachment replaces only certain - vertex data streams at a particular time. Each mesh stores 'n' attached meshes. The actual - relationship between the time line and mesh attachments is established by the mesh animation channel, - which references singular mesh attachments by their ID and binds them to a time offset. - - - - - Gets the number of vertices in this mesh. This is a replacement - for the host mesh's vertex count. Likewise, a mesh attachment - cannot add or remove per-vertex attributes, therefore the existance - of vertex data will match the existance of data in the mesh. - - - - - Checks whether the attachment mesh overrides the vertex positions - of its host mesh. - - - - - Gets the vertex position list. - - - - - Checks whether the attachment mesh overrides the vertex normals of - its host mesh. - - - - - Gets the vertex normal list. - - - - - Checks whether the attachment mesh overrides the vertex - tangents and bitangents of its host mesh. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets or sets the weight of the mesh animation. - - - - - Constructs a new instance of the class. - - - - - Checks if the mesh attachment overrides a particular set of vertex colors on - the host mesh. This returns false if the list is null or empty. The index is between - zero and the maximumb number of vertex color channels. - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh attachment overrides a particular set of texture coordinates on - the host mesh. This returns false if the list is null or empty. The index is - between zero and the maximum number of texture coordinate channels. - - Channel index - True if texture coordinates are present in the channel. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes vertex-based animations for a single mesh or a group of meshes. Meshes - carry the animation data for each frame. The purpose of this object is to define - keyframes, linking each mesh attachment to a particular point in a time. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of meshkeys in this animation channel. There will always - be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds an anim mesh (referenced by an index) to a specific point in time. - - - - - The time of this key. - - - - - Index of the anim mesh that corresponds to this keyframe. - - - - - Constructs a new MeshKey. - - The time of this key. - Index of the anim mesh that corresponds to this keyframe. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's indices are the same, false otherwise - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's indices are not equal, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes morph-based keyframe animations for a single mesh or a group of meshes. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of mesh morph keys in this animation channel. There will always be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh morph keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds a morph animation mesh to a specific point in time. - - - - - Gets or sets the time of this keyframe. - - - - - Gets the values at the time of this keyframe. Number of values must equal number of weights. - - - - - Gets the weights at the time of this keyframe. Number of weights must equal number of values. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a container for holding metadata, representing as key-value pairs. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an entry in a metadata container. - - - - - Gets the type of metadata. - - - - - Gets the metadata data stored in this entry. - - - - - Constructs a new instance of the struct. - - Type of the data. - The data. - - - - Tests equality between two entries. - - First entry - Second entry - True if the entries are equal, false otherwise - - - - Tests inequality between two entries. - - First entry - Second entry - True if the entries are not equal, false otherwise - - - - Gets the data as the specified type. If it cannot be casted to the type, then null is returned. - - Type to cast the data to. - Casted data or null. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - True if the specified is equal to this instance; otherwise, false. - - - - Indicates whether the current object is equal to another object of the same type. - - An object to compare with this object. - True if the current object is equal to the parameter; otherwise, false. - - - - Returns a hash code for this instance. - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Attribute for assocating a type with an instance. - - - - - Gets the associated marshaler. - - - - - Constructs a new instance of the class. - - Type that implements - Thrown if the type is null. - Thrown if the type does not implement . - - - - A node in the imported model hierarchy. - - - - - Gets or sets the name of the node. - - - - - Gets or sets the transformation of the node relative to its parent. - - - - - Gets the node's parent, if it exists. - - - - - Gets the number of children that is owned by this node. - - - - - Gets if the node contains children. - - - - - Gets the node's children. - - - - - Gets the number of meshes referenced by this node. - - - - - Gets if the node contains mesh references. - - - - - Gets the indices of the meshes referenced by this node. Meshes can be - shared between nodes, so there is a mesh collection owned by the scene - that each node can reference. - - - - - Gets the node's metadata container. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the node - - - - Constructs a new instance of the class. - - Name of the node - Parent of the node - - - - Finds a node with the specific name, which may be this node - or any children or children's children, and so on, if it exists. - - Node name - The node or null if it does not exist - - - - Gets a value indicating whether this instance is native blittable. - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes the animation of a single node. The name specifies the bone/node which is affected by - this animation chanenl. The keyframes are given in three separate seties of values, - one for each position, rotation, and scaling. The transformation matrix is computed from - these values and replaces the node's original transformation matrix at a specific time. - This means all keys are absolute and not relative to the bone default pose. - The order which the transformations are to be applied is scaling, rotation, and translation (SRT). - Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no - negative time values, but they are not forbidden. - - - - - Gets or sets the name of the node affected by this animation. It must exist and it must - be unique. - - - - - Gets the number of position keys in the animation channel. - - - - - Gets if this animation channel contains position keys. - - - - - Gets the position keys of this animation channel. Positions are - specified as a 3D vector. If there are position keys, there should - also be -at least- one scaling and one rotation key. - - - - - Gets the number of rotation keys in the animation channel. - - - - - Gets if the animation channel contains rotation keys. - - - - - Gets the rotation keys of this animation channel. Rotations are - given as quaternions. If this exists, there should be -at least- one - scaling and one position key. - - - - - Gets the number of scaling keys in the animation channel. - - - - - Gets if the animation channel contains scaling keys. - - - - - Gets the scaling keys of this animation channel. Scalings are - specified in a 3D vector. If there are scaling keys, there should - also be -at least- one position and one rotation key. - - - - - Gets or sets how the animation behaves before the first key is encountered. By default the original - transformation matrix of the affected node is used. - - - - - Gets or sets how the animation behaves after the last key was processed. By default the original - transformation matrix of the affected node is taken. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A collection of child nodes owned by a parent node. Manages access to the collection while maintaing parent-child linkage. - - - - - Gets the number of elements contained in the . - - - - - Gets or sets the element at the specified index. - - The child index - - - - Gets a value indicating whether the is read-only. - - true if the is read-only; otherwise, false. - - - - Constructs a new instance of the class. - - Parent node - - - - Adds an item to the . - - The object to add to the . - - - - Adds a range of items to the list. - - Item array - - - - Removes all items from the . - - - - - Determines whether the contains a specific value. - - The object to locate in the . - - true if is found in the ; otherwise, false. - - - - - Copies collection contents to the array - - The array to copy to. - Index of the array to start copying. - - - - Determines the index of a specific item in the . - - The object to locate in the . - - The index of if found in the list; otherwise, -1. - - - - - Inserts an item to the at the specified index. - - The zero-based index at which should be inserted. - The object to insert into the . - - - - Removes the item at the specified index. - - The zero-based index of the item to remove. - - - - Removes the first occurrence of a specific object from the . - - The object to remove from the . - - true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . - - - - - Copies elements in the collection to a new array. - - Array of copied elements - - - - Returns an enumerator that iterates through the collection. - - A that can be used to iterate through the collection. - - - - Returns an enumerator that iterates through a collection. - - An object that can be used to iterate through the collection. - - - - Represents a plane in three-dimensional euclidean space where - A, B, C are components of the plane normal and D is the distance along the - normal from the origin to the plane. - - - - - X component of the normal vector. - - - - - Y component of the normal vector. - - - - - Z component of the normal vector. - - - - - Distance from the origin to the plane along the normal vector. - - - - - Constructs a new Plane. - - X component of the normal vector. - Y component of the normal vector. - Z component of the normal vector. - Distance from the origin to the plane along the normal vector. - - - - Static class containing preset properties for post processing options. - - - - - PostProcess configuration for (some) Direct3D conventions, - left handed geometry, upper left origin for UV coordinates, - and clockwise face order, suitable for CCW culling. - - - - - PostProcess configuration for optimizing data for real-time. - Does the following steps: - - , , - , , - , and - - - - - PostProcess configuration for optimizing - data for real-time rendering. Does the following steps: - - , , - , , - , - , , - , , and - - - - - - PostProcess configuration for heavily optimizing the data - for real-time rendering. Includes all flags in - as well as - , , and - - - - - - A 4D vector that represents a rotation. - - - - - Rotation component of the quaternion/ - - - - - X component of the vector part of the quaternion. - - - - - Y component of the vector part of the quaternion. - - - - - Z component of the vector part of the quaternion. - - - - - Constructs a new Quaternion. - - W component - X component - Y component - Z component - - - - Constructs a new Quaternion from a rotation matrix. - - Rotation matrix to create the Quaternion from. - - - - Constructs a new Quaternion from three euler angles. - - Pitch - Yaw - Roll - - - - Constructs a new Quaternion from an axis-angle. - - Axis - Angle about the axis - - - - Normalizes the quaternion. - - - - - Transforms this quaternion into its conjugate. - - - - - Returns a matrix representation of the quaternion. - - Rotation matrix representing the quaternion. - - - - Spherical interpolation between two quaternions. - - Start rotation when factor == 0 - End rotation when factor == 1 - Interpolation factor between 0 and 1, values beyond this range yield undefined values - Interpolated quaternion. - - - - Rotates a point by this quaternion. - - Point to rotate - Quaternion representing the rotation - Rotated point. - - - - Multiplies two quaternions. - - First quaternion - Second quaternion - Resulting quaternion - - - - Tests equality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are equal, false otherwise. - - - - Tests inequality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are not equal, false otherwise. - - - - Tests equality between two quaternions. - - Quaternion to compare - True if the quaternions are equal. - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a rotation for a given time. - - - - - The time of this key. - - - - - The rotation of this key. - - - - - Constructs a new QuaternionKey. - - Time of the key. - Quaternion rotation at the time frame. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's rotations are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's rotations are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their rotations are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Defines a 3D ray with a point of origin and a direction. - - - - - Origin of the ray in space. - - - - - Direction of the ray. - - - - - Constructs a new Ray. - - Origin of the ray. - Direction of the ray. - - - - Represents a completely imported model or scene. Everything that was imported from the given file can be - accessed from here. Once the scene is loaded from unmanaged memory, it resides solely in managed memory - and Assimp's read only copy is released. - - - - - Gets or sets the state of the imported scene. By default no flags are set, but - issues can arise if the flag is set to incomplete. - - - - - Gets or sets the root node of the scene graph. There will always be at least the root node - if the import was successful and no special flags have been set. Presence of further nodes - depends on the format and content of the imported file. - - - - - Gets if the scene contains meshes. Unless if no special scene flags are set - this should always be true. - - - - - Gets the number of meshes in the scene. - - - - - Gets the meshes contained in the scene, if any. - - - - - Gets if the scene contains any lights. - - - - - Gets the number of lights in the scene. - - - - - Gets the lights in the scene, if any. - - - - - Gets if the scene contains any cameras. - - - - - Gets the number of cameras in the scene. - - - - - Gets the cameras in the scene, if any. - - - - - Gets if the scene contains embedded textures. - - - - - Gets the number of embedded textures in the scene. - - - - - Gets the embedded textures in the scene, if any. - - - - - Gets if the scene contains any animations. - - - - - Gets the number of animations in the scene. - - - - - Gets the animations in the scene, if any. - - - - - Gets if the scene contains any materials. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the number of materials in the scene. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the materials in the scene. - - - - - Constructs a new instance of the class. - - - - - Clears the scene of all components. - - - - - Marshals a managed scene to unmanaged memory. The unmanaged memory must be freed with a call to - , the memory is owned by AssimpNet and cannot be freed by the native library. - - Scene data - Unmanaged scene or NULL if the scene is null. - - - - Marshals an unmanaged scene to managed memory. This does not free the unmanaged memory. - - The unmanaged scene data - The managed scene, or null if the pointer is NULL - - - - Frees unmanaged memory allocated -ONLY- in . To free an unmanaged scene allocated by the unmanaged Assimp library, - call the appropiate function. - - Pointer to unmanaged scene data. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a texel in ARGB8888 format. - - - - - Blue component. - - - - - Green component. - - - - - Red component. - - - - - Alpha component. - - - - - Constructs a new Texel. - - Blue component. - Green component. - Red component. - Alpha component. - - - - Tests equality between two texels. - - First texel - Second texel - True if the texels are equal, false otherwise. - - - - Tests inequality between two texels. - - First texel - Second texel - True if the texels are not equal, false otherwise. - - - - Implicitly converts a texel to a Color4D. - - Texel to convert - Converted Color4D - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes all the values pertaining to a particular texture slot in a material. - - - - - Gets the texture file path. - - - - - Gets the texture type semantic. - - - - - Gets the texture index in the material. - - - - - Gets the texture mapping. - - - - - Gets the UV channel index that corresponds to this texture from the mesh. - - - - - Gets the blend factor. - - - - - Gets the texture operation. - - - - - Gets the texture wrap mode for the U coordinate. - - - - - Gets the texture wrap mode for the V coordinate. - - - - - Gets misc flags. - - - - - Constructs a new TextureSlot. - - Texture filepath - Texture type semantic - Texture index in the material - Texture mapping - UV channel in mesh that corresponds to this texture - Blend factor - Texture operation - Texture wrap mode for U coordinate - Texture wrap mode for V coordinate - Misc flags - - - - Defines configurable properties for importing models. All properties - have default values. Setting config properties are done via the SetProperty* - methods in AssimpMethods. - - - - - Enables time measurements. If enabled the time needed for each - part of the loading process is timed and logged. - Type: bool. Default: false - - - - - Sets Assimp's multithreading policy. This is ignored if Assimp is - built without boost.thread support. Possible values are: -1 to - let Assimp decide, 0 to disable multithreading, and nay number larger than 0 - to force a specific number of threads. This is only a hint and may be - ignored by Assimp. - Type: integer. Default: -1 - - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. - Type: Bool. Default: false. - - - - - Specifies the maximum angle that may be between two vertex tangents that their tangents - and bitangents are smoothed during the step to calculate the tangent basis. The angle specified - is in degrees. The maximum value is 175 degrees. - Type: float. Default: 45 degrees - - - - - Specifies the maximum angle that may be between two face normals at the same vertex position that - their normals will be smoothed together during the calculate smooth normals step. This is commonly - called the "crease angle". The angle is specified in degrees. Maximum value is 175 degrees (all vertices - smoothed). - Type: float. Default: 175 degrees - - - - - Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) files. - This must be a valid path to a file. The file is 768 (256 * 3) bytes large and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a default - palette (from Quake 1) is used. - Type: string. Default: "colormap.lmp" - - - - - Configures the step to - keep materials matching a name in a given list. This is a list of - 1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers - containing whitespaces must be enclosed in *single* quotation marks. Tabs or - carriage returns are treated as whitespace. - If a material matches one of these names, it will not be modified - or removed by the post processing step nor will other materials be replaced - by a reference to it. - Default: string. Default: "" - - - - - Configures the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization - is performed where meshes with the same materials are not joined. - This option could be of used if you have a scene hierarchy that contains - important additional information which you intend to parse. - Type: bool. Default: false - - - - - Configures the step - to normalize all vertex components into the -1...1 range. That is, a bounding - box for the whole scene is computed where the maximum component is taken - and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension - of the input data. - Type: bool. Default: false - - - - - Configures the step - to remove degenerated primitives from the import immediately. - The default behavior converts degenerated triangles to lines and - degenerated lines to points. - Type: bool. Default: false - - - - - Configures the step - to check the area of a triangle to be greater than 1e-6. If this is not the case, the triangle will be removed if is set to true. - Type: bool. Default: false - - - - - Configures the step - to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character. - Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns - and tabs are treated as white space. - If a node matches one of these names, it will not be modified or removed by the - postprocessing step. - Type: string. Default: "" - - - - - Sets the maximum number of triangles a mesh can contain. This is used by the - step to determine - whether a mesh must be split or not. - Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES - - - - - Sets the maximum number of vertices in a mesh. This is used by the - step to determine - whether a mesh must be split or not. - Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES - - - - - Sets the maximum number of bones that can affect a single vertex. This is used - by the step. - Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS - - - - - Sets the size of the post-transform vertex cache to optimize vertices for. This is - for the step. The size - is given in vertices. Of course you can't know how the vertex format will exactly look - like after the import returns, but you can still guess what your meshes will - probably have. The default value *has* resulted in slight performance improvements - for most Nvidia/AMD cards since 2002. - Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE - - - - - Input parameter to the step. - It specifies the parts of the data structure to be removed. - This is a bitwise combination of the flag. If no valid mesh is remaining after - the step is executed, the import FAILS. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies which primitive types are to be removed by the step. - This is a bitwise combination of the flag. - Specifying ALL types is illegal. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies the floating point accuracy for animation values, specifically the epislon - during the comparison. The step checks for animation tracks where all frame values are absolutely equal - and removes them. Two floats are considered equal if the invariant abs(n0-n1) > epislon holds - true for all vector/quaternion components. - Type: float. Default: 0.0f (comparisons are exact) - - - - - Input parameter to the step. - It specifies which UV transformations are to be evaluated. - This is bitwise combination of the flag. - Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations) - - - - - A hint to Assimp to favour speed against import quality. Enabling this option - may result in faster loading, or it may not. It is just a hint to loaders and post-processing - steps to use faster code paths if possible. A value not equal to zero stands - for true. - Type: integer. Default: 0 - - - - - Maximum bone cone per mesh for the step. Meshes - are split until the max number of bones is reached. - Type: integer. Default: 60 - - - - - Source UV channel for tangent space computation. The specified channel must exist or an error will be raised. - Type: integer. Default: 0 - - - - - Threshold used to determine if a bone is kept or removed during the step. - Type: float. Default: 1.0f - - - - - Require all bones to qualify for deboning before any are removed. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node - transformation before transforming vertices. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node transformation - before transforming vertices. - Type: Matrix4x4. Default: Identity Matrix - - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - Type: Float. Default: 1.0f. - - - - - Sets the vertex animation keyframe to be imported. Assimp does not support - vertex keyframes (only bone animation is supported). The libary reads only one frame of models - with vertex animations. By default this is the first frame. - The default value is 0. This option applies to all importers. However, it is - also possible to override the global setting for a specific loader. You can use the - AI_CONFIG_IMPORT_XXX_KEYFRAME options where XXX is a placeholder for the file format which - you want to override the global setting. - Type: integer. Default: 0 - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. - Type: bool. Default: true - - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. - Type: bool. Default: true - - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - Type: bool. Default: true - - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - Type: bool. Default: false - - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. - Type: bool. Default: true - - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. - Type: bool. Default: true - - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. - Type: string. Default: "default" - - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. - Type: string. Default: "" - - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - Type: bool. Default: false (All layers are loaded) - - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - Type: bool. Default: false - - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - Type: integer. Default: taken from file - - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - Type: integer. Default: taken from file - - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - Type: integer. Default: 100 - - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. - Type: string. Default: "Scene.Material" - - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. - Type: Bool. Default: false. - - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - Type: Bool. Default: true. - - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - Type: Bool. Default: true. - - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - Type: Float. Default: 10.0f - - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - Type: Integer. Default: 32 - - - - - Specifies whether the collada loader will ignore the up direction. - Type: Bool. Default: false - - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or take only the first. - Type: bool. Default: true. - - - - - Specifies whether the FBX importer will read all materials present in the source file or take only the referenced materials, if the importer - will read materials, otherwise this has no effect. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read materials. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read embedded textures. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will search for embedded loaded textures, where no embedded texture data is provided. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read cameras. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read light sources. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read animations. - Type: Bool. default: true. - - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. - Type: Bool. Default: true. - - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. - Type: Bool. Default: true. - - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - Type: Bool. Default: false. - - - - - Static class that has a number of constants that are found in Assimp. These can be limits to configuration property default values. The constants - are grouped according to their usage or where they're found in the Assimp include files. - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for - - - - - Defines the maximum number of indices per face (polygon). - - - - - Defines the maximum number of bone weights. - - - - - Defines the maximum number of vertices per mesh. - - - - - Defines the maximum number of faces per mesh. - - - - - Defines the maximum number of vertex color sets per mesh. - - - - - Defines the maximum number of texture coordinate sets (UV(W) channels) per mesh. - - - - - Defines the default bone count limit. - - - - - Defines the deboning threshold. - - - - - Defines the maximum length of a string used in AiString. - - - - - Defines the default color material. - - - - - Defines the default textured material (if the meshes have UV coords). - - - - - Static class containing material key constants. A fully qualified mat key - name here means that it's a string that combines the mat key (base) name, its - texture type semantic, and its texture index into a single string delimited by - commas. For non-texture material properties, the texture type semantic and texture - index are always zero. - - - - - Material name (String) - - - - - Material name (String) - - - - - Two sided property (boolean) - - - - - Two sided property (boolean) - - - - - Shading mode property (ShadingMode) - - - - - Shading mode property (ShadingMode) - - - - - Enable wireframe property (boolean) - - - - - Enable wireframe property (boolean) - - - - - Blending function (BlendMode) - - - - - Blending function (BlendMode) - - - - - Opacity (float) - - - - - Opacity (float) - - - - - Bumpscaling (float) - - - - - Bumpscaling (float) - - - - - Shininess (float) - - - - - Shininess (float) - - - - - Reflectivity (float) - - - - - Reflectivity (float) - - - - - Shininess strength (float) - - - - - Shininess strength (float) - - - - - Refracti (float) - - - - - Refracti (float) - - - - - Diffuse color (Color4D) - - - - - Diffuse color (Color4D) - - - - - Ambient color (Color4D) - - - - - Ambient color (Color4D) - - - - - Specular color (Color4D) - - - - - Specular color (Color4D) - - - - - Emissive color (Color4D) - - - - - Emissive color (Color4D) - - - - - Transparent color (Color4D) - - - - - Transparent color (Color4D) - - - - - Reflective color (Color4D) - - - - - Reflective color (Color4D) - - - - - Background image (String) - - - - - Background image (String) - - - - - Texture base name - - - - - UVWSRC base name - - - - - Texture op base name - - - - - Mapping base name - - - - - Texture blend base name. - - - - - Mapping mode U base name - - - - - Mapping mode V base name - - - - - Texture map axis base name - - - - - UV transform base name - - - - - Texture flags base name - - - - - Helper function to get the fully qualified name of a texture property type name. Takes - in a base name constant, a texture type, and a texture index and outputs the name in the format: - "baseName,TextureType,texIndex" - - Base name - Texture type - Texture index - Fully qualified texture name - - - - Helper function to get the base name from a fully qualified name of a material property type name. The format - of such a string is: - "baseName,TextureType,texIndex" - - Fully qualified material property name. - Base name of the property type. - - - - Singleton that governs access to the unmanaged Assimp library functions. - - - - - Default name of the unmanaged library. Based on runtime implementation the prefix ("lib" on non-windows) and extension (.dll, .so, .dylib) will be appended automatically. - - - - - Gets the AssimpLibrary instance. - - - - - Gets if the Assimp unmanaged library supports multithreading. If it was compiled for single threading only, - then it will not utilize multiple threads during import. - - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a scene from a stream. This uses the "aiImportFileFromMemory" function. The stream can be from anyplace, - not just a memory stream. It is up to the caller to dispose of the stream. - - Stream containing the scene data - Post processing flags - A hint to Assimp to decide which importer to use to process the data - Property store containing the config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Releases the unmanaged scene data structure. This should NOT be used for unmanaged scenes that were marshaled - from the managed scene structure - only for scenes whose memory was allocated by the native library! - - Pointer to the unmanaged scene data structure. - - - - Applies a post-processing step on an already imported scene. - - Pointer to the unmanaged scene data structure. - Post processing steps to run. - Pointer to the unmanaged scene data structure. - - - - Gets all supported export formats. - - Array of supported export formats. - - - - Exports the given scene to a chosen file format. Returns the exported data as a binary blob which you can embed into another data structure or file. - - Scene to export, it is the responsibility of the caller to free this when finished. - Format id describing which format to export to. - Pre processing flags to operate on the scene during the export. - Exported binary blob, or null if there was an error. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Creates a modifyable copy of a scene, useful for copying the scene that was imported so its topology can be modified - and the scene be exported. - - Valid scene to be copied - Modifyable copy of the scene - - - - Attaches a log stream callback to catch Assimp messages. - - Pointer to an instance of AiLogStream. - - - - Enables verbose logging. - - True if verbose logging is to be enabled or not. - - - - Gets if verbose logging is enabled. - - True if verbose logging is enabled, false otherwise. - - - - Detaches a logstream callback. - - Pointer to an instance of AiLogStream. - A return code signifying if the function was successful or not. - - - - Detaches all logstream callbacks currently attached to Assimp. - - - - - Create an empty property store. Property stores are used to collect import settings. - - Pointer to property store - - - - Deletes a property store. - - Pointer to property store - - - - Sets an integer property value. - - Pointer to property store - Property name - Property value - - - - Sets a float property value. - - Pointer to property store - Property name - Property value - - - - Sets a string property value. - - Pointer to property store - Property name - Property value - - - - Sets a matrix property value. - - Pointer to property store - Property name - Property value - - - - Retrieves a color value from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The color if it exists. If not, the default Color4D value is returned. - - - - Retrieves an array of float values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of floats to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available floats, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The float array, if it exists - - - - Retrieves an array of integer values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of integers to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available integers, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The integer array, if it exists - - - - Retrieves a material property with the specific key from the material. - - Material to retrieve the property from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The material property, if found. - - - - Retrieves a string from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The string, if it exists. If not, an empty string is returned. - - - - Gets the number of textures contained in the material for a particular texture type. - - Material to retrieve the data from - Texture Type semantic - The number of textures for the type. - - - - Gets the texture filepath contained in the material. - - Material to retrieve the data from - Texture type semantic - Texture index - The texture filepath, if it exists. If not an empty string is returned. - - - - Gets all values pertaining to a particular texture from a material. - - Material to retrieve the data from - Texture type semantic - Texture index - Returns the texture slot struct containing all the information. - - - - Gets the last error logged in Assimp. - - The last error message logged. - - - - Checks whether the model format extension is supported by Assimp. - - Model format extension, e.g. ".3ds" - True if the format is supported, false otherwise. - - - - Gets all the model format extensions that are currently supported by Assimp. - - Array of supported format extensions - - - - Gets a collection of importer descriptions that detail metadata and feature support for each importer. - - Collection of importer descriptions - - - - Gets the memory requirements of the scene. - - Pointer to the unmanaged scene data structure. - The memory information about the scene. - - - - Creates a quaternion from the 3x3 rotation matrix. - - Quaternion struct to fill - Rotation matrix - - - - Decomposes a 4x4 matrix into its scaling, rotation, and translation parts. - - 4x4 Matrix to decompose - Scaling vector - Quaternion containing the rotation - Translation vector - - - - Transposes the 4x4 matrix. - - Matrix to transpose - - - - Transposes the 3x3 matrix. - - Matrix to transpose - - - - Transforms the vector by the 3x3 rotation matrix. - - Vector to transform - Rotation matrix - - - - Transforms the vector by the 4x4 matrix. - - Vector to transform - Matrix transformation - - - - Multiplies two 4x4 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Multiplies two 3x3 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Creates a 3x3 identity matrix. - - Matrix to hold the identity - - - - Creates a 4x4 identity matrix. - - Matrix to hold the identity - - - - Gets the Assimp legal info. - - String containing Assimp legal info. - - - - Gets the native Assimp DLL's minor version number. - - Assimp minor version number - - - - Gets the native Assimp DLL's major version number. - - Assimp major version number - - - - Gets the native Assimp DLL's revision version number. - - Assimp revision version number - - - - Gets the native Assimp DLL's current version number as "major.minor.revision" string. This is the - version of Assimp that this wrapper is currently using. - - Unmanaged DLL version - - - - Gets the native Assimp DLL's current version number as a .NET version object. - - Unmanaged DLL version - - - - Get the compilation flags that describe how the native Assimp DLL was compiled. - - Compilation flags - - - - Defines all the unmanaged assimp C-function names. - - - - - Defines all of the delegates that represent the unmanaged assimp functions. - - - - - Enumerates supported platforms. - - - - - Windows platform. - - - - - Linux platform. - - - - - Mac platform. - - - - - An attribute that represents the name of an unmanaged function to import. - - - - - Name of the unmanaged function. - - - - - Constructs a new . - - Name of the function. - - - - Represents management and access to an unmanaged library. An unmanaged library can be loaded and unloaded dynamically. The library then searches for a list - of exported functions to create managed delegates for, allowing callers to access the library. Each OS platform has its own implementation to determine how to load - unmanaged libraries. - - - - - Occurs when the unmanaged library is loaded. - - - - - Occurs when the unmanaged library is freed. - - - - - Queries if the unmanaged library has been loaded or not. - - - - - Gets the default name of the unmanaged library DLL. This is dependent based on the platform extension and name prefix. Additional - names can be set in the (e.g. to load versioned DLLs) - - - - - Gets the path to the unmanaged library DLL that is currently loaded. - - - - - Gets the resolver used to find the unmanaged library DLL when loading. - - - - - Gets or sets whether an is thrown if the unmanaged DLL fails to load for whatever reason. By - default this is true. - - - - - Queries if the OS is 64-bit, if false then it is 32-bit. - - - - - Constructs a new . - - Default name (NOT path) of the unmanaged library. - Delegate types to instantiate and load. - - - - Gets an enum representing the current OS that is application is executing on. - - Platform enumeration. - - - - Loads the unmanaged library using the . - - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied 32 and 64 bit paths, the one chosen is based on the OS bitness. - - Path to the 32-bit DLL - Path to the 64-bit DLL - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied path. - - Path to the unmanaged DLL. - True if the library was found and successfully loaded. - - - - Frees the unmanaged library that is currently loaded. - - True if the library was sucessfully freed. - - - - Gets a delegate based on the unmanaged function name. - - Type of delegate. - Name of unmanaged function that is exported by the library. - The delegate, or null if not found. - - - - If library is not explicitly loaded by user, call this when trying to call an unmanaged function to load the unmanaged library - from the default path. This function is thread safe. - - - - - Called when the library is loaded. - - - - - Called when the library is freed. - - - - - Resolves unmanaged DLLs for . The process is completely configurable, where the user can supply alternative library names (e.g. versioned libs), - an override library name, and probing paths. These can be set for both 32/64 bit, or seperately for 32 or 64 bit. See - for the search strategy. - - - - - Gets the platform that the application is running on. - - - - - Constructs a new instance of the class. - - Platform we're resolving binaries for. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 32-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for both 32-bit and 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of file paths to probe for 32-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for both 32-bit and 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets an override 32-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 32-bit and 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Given a library name, this function attempts to resolve the file path from which it can be loaded. Each step of the search strategy uses the fallback - library names if the given name was not found in the current step. If the search is unsuccessfully, the library name is returned which means the OS will try - and do its own search strategy when attempting to load the library (this is dependent on the OS). The search strategy is the following, in order of execution: - - - Search user-specified probing paths. - Search {AppBaseDirectory}/runtimes/{RID}/native/. - Search {AppBaseDirectory}/. - Search nuget package path, e.g. {UserProfile}/.nuget/packages/{PackageId}/{PackageVersion}/runtimes/{RID}/native/. - - - - The search strategy gives priority to user-specified probing paths, then local paths to the application, then finally examining the global nuget cache. The RID - is the Runtime Identifier based on the platform/architecture, see also Microsoft's RID Catalog. - - - Name of the library to attempt to resolve. - Full file path to the library, or the file name if not found (e.g. "libXYZ.so"). - - - - Represents an aiScene struct. - - - - - unsigned int, flags about the state of the scene - - - - - aiNode*, root node of the scenegraph. - - - - - Number of meshes contained. - - - - - aiMesh**, meshes in the scene. - - - - - Number of materials contained. - - - - - aiMaterial**, materials in the scene. - - - - - Number of animations contained. - - - - - aiAnimation**, animations in the scene. - - - - - Number of embedded textures contained. - - - - - aiTexture**, textures in the scene. - - - - - Number of lights contained. - - - - - aiLight**, lights in the scene. - - - - - Number of cameras contained. - - - - - aiCamera**, cameras in the scene. - - - - - void*, Private data do not touch! - - - - - Represents an aiNode struct. - - - - - Name of the node. - - - - - Node's transform relative to its parent. - - - - - aiNode*, node's parent. - - - - - Number of children the node owns. - - - - - aiNode**, array of nodes this node owns. - - - - - Number of meshes referenced by this node. - - - - - unsigned int*, array of mesh indices. - - - - - aiMetadata*, pointer to a metadata container. May be NULL, if an importer doesn't document metadata then it doesn't write any. - - - - - Represents an aiMetadataEntry struct. - - - - - Type of metadata. - - - - - Pointer to data. - - - - - Represents an aiMetadata struct. - - - - - Length of the Keys and Values arrays. - - - - - aiString*, array of keys. May not be NULL. Each entry must exist. - - - - - aiMetadataEntry*, array of values. May not be NULL. Entries may be NULL if the corresponding property key has no assigned value. - - - - - Represents an aiMesh struct. Note: This structure requires marshaling, due to the arrays of IntPtrs. - - - - - unsigned int, bitwise flag detailing types of primitives contained. - - - - - Number of vertices in the mesh, denotes length of - -all- per-vertex arrays. - - - - - Number of faces in the mesh. - - - - - aiVector3D*, array of positions. - - - - - aiVector3D*, array of normals. - - - - - aiVector3D*, array of tangents. - - - - - aiVector3D*, array of bitangents. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int[Max_Value], array of ints denoting the number of components for each set of texture coordinates - UV (2), UVW (3) for example. - Max_Value is defined as . - - - - - aiFace*, array of faces. - - - - - Number of bones in the mesh. - - - - - aiBone**, array of bones. - - - - - Material index referencing the material in the scene. - - - - - Optional name of the mesh. - - - - - Number of attachment meshes. NOT CURRENTLY IN USE. - - - - - aiAnimMesh**, array of attachment meshes for vertex-based animation. NOT CURRENTLY IN USE. - - - - - unsigned int, method of morphing when anim meshes are specified. - - - - - Represents an aiTexture struct. - - - - - Width of the texture. - - - - - Height of the texture. - - - - - sbyte[9], format extension hint. Fixed size char is two bytes regardless of encoding. Unmanaged assimp uses a char that - maps to one byte. 8 for string + 1 for terminator. - - - - - aiTexel*, array of texel data. - - - - - Sets the format hint. - - Format hint - must be 3 characters or less - - - - Gets the format hint. - - The format hint - - - - Gets the format hint. Use this to avoid struct copy if the string was passed by read-only ref. - - AiTexture - The format hint - - - - Represents an aiFace struct. - - - - - Number of indices in the face. - - - - - unsigned int*, array of indices. - - - - - Represents an aiBone struct. - - - - - Name of the bone. - - - - - Number of weights. - - - - - VertexWeight*, array of vertex weights. - - - - - Matrix that transforms the vertex from mesh to bone space in bind pose - - - - - Represents an aiMaterialProperty struct. - - - - - Name of the property (key). - - - - - Textures: Specifies texture usage. None texture properties - have this zero (or None). - - - - - Textures: Specifies the index of the texture. For non-texture properties - this is always zero. - - - - - Size of the buffer data in bytes. This value may not be zero. - - - - - Type of value contained in the buffer. - - - - - char*, byte buffer to hold the property's value. - - - - - Represents an aiMaterial struct. - - - - - aiMaterialProperty**, array of material properties. - - - - - Number of key-value properties. - - - - - Storage allocated for key-value properties. - - - - - Represents an aiNodeAnim struct. - - - - - Name of the node affected by the animation. The node must exist - and be unique. - - - - - Number of position keys. - - - - - VectorKey*, position keys of this animation channel. Positions - are 3D vectors and are accompanied by at least one scaling and one rotation key. - - - - - The number of rotation keys. - - - - - QuaternionKey*, rotation keys of this animation channel. Rotations are 4D vectors (quaternions). - If there are rotation keys there will be at least one scaling and one position key. - - - - - Number of scaling keys. - - - - - VectorKey*, scaling keys of this animation channel. Scalings are specified as a - 3D vector, and if there are scaling keys, there will at least be one position - and one rotation key. - - - - - Defines how the animation behaves before the first key is encountered. - - - - - Defines how the animation behaves after the last key was processed. - - - - - Represents an aiMeshAnim struct. - - - - - Name of the mesh to be animated. Empty string not allowed. - - - - - Number of keys, there is at least one. - - - - - aiMeshkey*, the key frames of the animation. There must exist at least one. - - - - - Represents an aiMeshMorphKey struct. - - - - - The time of this key. - - - - - unsigned int*, values at the time of this key. - - - - - double*, weights at the time of this key. - - - - - unsigned int, the number of values/weights. - - - - - Represents an aiMeshMorphAnim struct. - - - - - aiString, the name of the mesh to be animated. Empty strings are not allowed, animated meshes need to be named (not necessarily uniquely, - the name can basically serve as a wildcard to select a group of meshes with similar animation setup). - - - - - unsigned int, number of key frames. Must be at least one. - - - - - aiMeshMorphKey*, key frames of the animation. - - - - - Represents an aiAnimation struct. - - - - - Name of the animation. - - - - - Duration of the animation in ticks. - - - - - Ticks per second, 0 if not specified in imported file. - - - - - Number of bone animation channels, each channel affects a single node. - - - - - aiNodeAnim**, node animation channels. Each channel affects a single node. - - - - - Number of mesh animation channels. Each channel affects a single mesh and defines - vertex-based animation. - - - - - aiMeshAnim**, mesh animation channels. Each channel affects a single mesh. - - - - - Number of mesh morph animation channels. Each channel affects a single mesh and defines - morphing animation. - - - - - aiMeshMorphAnim**, mesh morph animation channels. Each channel affects a single mesh. - - - - - Represents an aiLight struct. - - - - - Name of the light. - - - - - Type of light. - - - - - Position of the light. - - - - - Direction of the spot/directional light. - - - - - Up direction of the light source in space. Undefined for point lights. - - - - - Attenuation constant value. - - - - - Attenuation linear value. - - - - - Attenuation quadratic value. - - - - - Diffuse color. - - - - - Specular color. - - - - - Ambient color. - - - - - Spot light inner angle. - - - - - Spot light outer angle. - - - - - Width (X) and Height (Y) of the area that represents an light. - - - - - Represents an aiCamera struct. - - - - - Name of the camera. - - - - - Position of the camera. - - - - - Up vector of the camera. - - - - - Viewing direction of the camera. - - - - - Field Of View of the camera. - - - - - Near clip plane distance. - - - - - Far clip plane distance. - - - - - The Aspect ratio. - - - - - Represents an aiString struct. - - - - - Byte length of the UTF-8 string. - - - - - Actual string data. - - - - - Constructs a new instance of the struct. - - The string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. Use this to avoid struct copy if the string was passed by read-only ref. - - AiString - AiString string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. - - AiString string data - - - - Convienence method for setting the AiString string (and length). - - String data to set - True if the operation was successful, false otherwise. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Function pointer that gets called when a message is to be logged. - - - - - char*, user defined opaque data. - - - - - Represents the memory requirements for the different components of an imported - scene. All sizes in in bytes. - - - - - Size of the storage allocated for texture data, in bytes. - - - - - Size of the storage allocated for material data, in bytes. - - - - - Size of the storage allocated for mesh data, in bytes. - - - - - Size of the storage allocated for node data, in bytes. - - - - - Size of the storage allocated for animation data, in bytes. - - - - - Size of the storage allocated for camera data, in bytes. - - - - - Size of the storage allocated for light data, in bytes. - - - - - Total storage allocated for the imported scene, in bytes. - - - - - Represents an aiAnimMesh struct. Note: This structure requires marshaling, due to the array of IntPtrs. - - - - - aiVector3D*, replacement position array. - - - - - aiVector3D*, replacement normal array. - - - - - aiVector3D*, replacement tangent array. - - - - - aiVector3D*, replacement bitangent array. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int, number of vertices. - - - - - float, weight of the AnimMesh. - - - - - Describes a variety of information about an importer. - - - - - char*, full name of the importer (e.g. Blender3D Importer) - - - - - char*, original author (blank if unknown or assimp team) - - - - - char*, current maintainer, left blank if the author maintains. - - - - - char*, implementation comments. E.g. unimplemented features. - - - - - unsigned int, features supported by the importer. - - - - - unsigned int, max major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, max major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - char*, list of file extensions the importer can handle. Entries are separated by space characters, and all entries are lower case WITHOUT a leading dot. (e.g. "xml dae"). - Multiple importers may respond to the same file extension, assim - - - - - Describes a file format which Assimp can export to. - - - - - char*, a short string ID to uniquely identify the export format. e.g. "collada" or "obj" - - - - - char*, a short description of the file format to present to users. - - - - - char*, a recommended file extension of the exported file in lower case. - - - - - Describes a blob of exported scene data. Blobs can be nested, the first blob always has an empty name. Nested - blobs represent auxillary files produced by the exporter (e.g. material files) and are named accordingly. - - - - - size_t, size of the data in bytes. - - - - - void*, the data. - - - - - AiString, name of the blob. - - - - - aiExportDataBlob*, pointer to the next blob in the chain. - - - - - Contains callbacks to implement a custom file system to open and close files. - - - - - Function pointer to open a new file. - - - - - Function pointer used to close an existing file. - - - - - Char*, user defined opaque data. - - - - - Contains callbacks to read and write to a file opened by a custom file system. - - - - - Function pointer to read from a file. - - - - - Function pointer to write to a file. - - - - - Function pointer to retrieve the current position of the file cursor. - - - - - Function pointer to retrieve the size of the file. - - - - - Function pointer to set the current position of the file cursor. - - - - - Function pointer to flush the file contents. - - - - - Char*, user defined opaque data. - - - - - Callback delegate for Assimp's LogStream. - - Log message - char* pointer to user data that is passed to the callback - - - - Callback delegate for a custom file system, to write to a file. - - Pointer to an AiFile instance - Char* pointer to data to write (casted from a void*) - Size of a single element in bytes to write - Number of elements to write - Number of elements successfully written. Should be zero if either size or numElements is zero. May be less than numElements if an error occured. - - - - Callback delegate for a custom file system, to read from a file. - - Pointer to an AiFile instance. - Char* pointer that will store the data read (casted from a void*) - Size of a single element in bytes to read - Number of elements to read - Number of elements succesfully read. Should be zero if either size or numElements is zero. May be less than numElements if end of file is encountered, or if an error occured. - - - - Callback delegate for a custom file system, to tell offset/size information about the file. - - Pointer to an AiFile instance. - Returns the current file cursor or the file size in bytes. May be -1 if an error has occured. - - - - Callback delegate for a custom file system, to flush the contents of the file to the disk. - - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to set the current position of the file cursor. - - Pointer to An AiFile instance. - Offset from the origin. - Position used as a reference - Returns success, if successful - - - - Callback delegate for a custom file system, to open a given file and create a new AiFile instance. - - Pointer to an AiFileIO instance. - Path to the target file - Read-write permissions to request - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to close a given file and free its memory. - - Pointer to an AiFileIO instance. - Pointer to an AiFile instance that will be closed. - - - - Fixed length array for representing the color channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the texture coordinate channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the number of UV components for each texture coordinate channel of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Defines how an UV channel is transformed. - - - - - Translation on the U and V axes. Default is 0|0 - - - - - Scaling on the U and V axes. Default is 1|1. - - - - - Rotation in counter-clockwise direction, specfied in - radians. The rotation center is 0.5f|0.5f and the - default value is zero. - - - - - Represents a two-dimensional vector. - - - - - X component. - - - - - Y component - - - - - Gets or sets the component value at the specified zero-based index - in the order of XY (index 0 access X, 1 access Y. If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector2D. - - X component - Y component - - - - Constructs a new Vector2D with both components - set the same value. - - Value to set both X and Y to - - - - Sets the X and Y values. - - X component - Y component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a three-dimensional vector. - - - - - X component. - - - - - Y component. - - - - - Z component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of XYZ (index 0 access X, 1 access Y, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector3D. - - X component - Y component - Z component - - - - Constructs a new Vector3D. - - Vector2D containing the X, Y values - Z component - - - - Constructs a new Vector3D where each component is set - to the same value. - - Value to set X, Y, and Z to - - - - Sets the X, Y, and Z values. - - X component - Y component - Z component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Calculates the cross product of two vectors. - - First vector - Second vector - Resulting vector - - - - Calculates the dot product of two vectors. - - First vector - Second vector - Resulting vector - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Transforms this vector by a 3x3 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Transforms this vector by a 4x4 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a 3D vector for a given time. - - - - - The time of this key. - - - - - The 3D vector value of this key. - - - - - Constructs a new VectorKey. - - The time of this key. - The 3D vector value of this key. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's 3D vectors are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's 3D vectors are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their 3D vectors are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a single influence of a bone on a vertex. - - - - - Index of the vertex which is influenced by the bone. - - - - - Strength of the influence in range of (0...1). All influences - from all bones at one vertex amounts to 1. - - - - - Constructs a new VertexWeight. - - Index of the vertex. - Weight of the influence. - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Internal stub type used by MemoryInterop.ILPatcher to inject fast-interop code. Depending on the type of method, the IL injection is either inline (replacing the call) or - replaces the entire method body. Recommended types to use are generally blittable structs. - - - - - Casts the by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the readonly by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the pointer to a by-ref value of the specified type. - - Type to cast to. - Pointer. - Ref to the value, as the new type. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to receive the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to write the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Computes the size of the type (inlined). - - Type of data. - Size of the type in bytes. - - - - Casts the by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Casts the readonly by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Writes a single element to the memory location (inlined). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Writes a single element to the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Reads a single element from the memory location (inlined). - - Type of data. - Pointer to memory location. - Value read. - - - - Reads a single element from the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value read. - - - - Copies the number of bytes from one pointer to the other (inlined). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Copies the number of bytes from one pointer to the other (inlined, unaligned copy). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Clears the memory to a specified value (inlined). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - - Clears the memory to a specified value (inlined, unaligned init). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/net4/AssimpNet.dll b/Dependencies/assimpnet/AssimpNet/bin/Release/net4/AssimpNet.dll deleted file mode 100644 index 7c111d25..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/net4/AssimpNet.dll and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/net4/AssimpNet.xml b/Dependencies/assimpnet/AssimpNet/bin/Release/net4/AssimpNet.xml deleted file mode 100644 index 04097be1..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/net4/AssimpNet.xml +++ /dev/null @@ -1,11454 +0,0 @@ - - - - AssimpNet - - - - - An animation consists of keyframe data for a number of nodes. For - each node affected by the animation, a separate series of data is given. - - - - - Gets or sets the name of the animation. If the modeling package the - data was exported from only supports a single animation channel, this - name is usually empty. - - - - - Gets or sets the duration of the animation in number of ticks. - - - - - Gets or sets the number of ticks per second. It may be zero - if it is not specified in the imported file. - - - - - Gets if the animation has node animation channels. - - - - - Gets the number of node animation channels where each channel - affects a single node. - - - - - Gets the node animation channels. - - - - - Gets if the animation has mesh animations. - - - - - Gets the number of mesh animation channels. - - - - - Gets the number of mesh morph animation channels. - - - - - Gets the mesh animation channels. - - - - - Gets the mesh morph animation channels. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an Assimp Import/Export context that load or save models using the unmanaged library. Additionally, conversion - functionality is offered to bypass loading model data into managed memory. - - - - - Gets if the context has been disposed. - - - - - Gets or sets the uniform scale for the model. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the X-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation abut the Y-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the Z-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets whether this context is using a user-defined IO system for file handling. - - - - - Gets the property configurations set to this context. This is only used during import. - - - - - Constructs a new instance of the class. - - - - - Imports a model from the stream without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the stream. The importer sets configurations and loads the model into managed memory, releasing the unmanaged memory - used by Assimp. It is up to the caller to dispose of the stream. If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Post processing flags, if any - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - Post processing flags, if any - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Post processing steps used for the import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Post processing steps used for the import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Sets a custom file system implementation that is used by this importer. If it is null, then the default assimp file system - is used instead. - - Custom file system implementation - - - - Removes the currently set custom file system implementation from the importer. - - - - - Gets the model formats that are supported for export by Assimp. - - Export formats supported - - - - Gets the model formats that are supported for import by Assimp. - - Import formats supported - - - - Gets descriptions for each importer that assimp has registered. - - Descriptions of supported importers. - - - - Gets an importer description for the specified file extension. If no importers support it, null is returned. Multiple importers may support the file extension, - they are called in the order that they were registered. - - File extension to query importer support for. - Importer description or null if it does not exist. - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for import. - - Model format - True if the format is supported, false otherwise - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for export. - - Model format - True if the format is supported, false otherwise - - - - Sets a configuration property to the context. This is only used during import. - - Config to set - - - - Removes a set configuration property by name. - - Name of the config property - - - - Removes all configuration properties from the context. - - - - - Checks if the context has a config set by the specified name. - - Name of the config property - True if the config is present, false otherwise - - - - Disposes of resources held by the context. These include IO systems still attached. - - - - - Releases unmanaged and - optionally - managed resources - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - AssimpNet general exception. - - - - - Initializes a new instance of the class. - - - - - Initializes a new instance of the class. - - The error message. - - - - Initializes a new instance of the class. - - Name of the param. - The error message. - - - - Initializes a new instance of the class. - - The error message - The inner exception. - - - - Represents a single bone of a mesh. A bone has a name which allows it to be found in the frame - hierarchy and by which it can be addressed by animations. In addition it has a number of - influences on vertices. - - - - - Gets or sets the name of the bone. - - - - - Gets the number of vertex influences the bone contains. - - - - - Gets if the bone has vertex weights - this should always be true. - - - - - Gets the vertex weights owned by the bone. - - - - - Gets or sets the matrix that transforms from mesh space to bone space in bind pose. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the bone - Bone's offset matrix - Vertex weights - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes a right-handed camera in the scene. An important aspect is that - the camera itself is also part of the scenegraph, meaning any values such - as the direction vector are not *absolute*, they can be relative to the coordinate - system defined by the node which corresponds to the camera. This allows for camera - animations. - - - - - Gets or sets the name of the camera. This corresponds to a node in the - scenegraph with the same name. This node specifies the position of the - camera in the scene hierarchy and can be animated. - - - - - Gets or sets the position of the camera relative to the coordinate space defined by - the corresponding node. THe default value is 0|0|0. - - - - - Gets or sets the 'up' vector of the camera, relative to the coordinate space defined by the - corresponding node. The 'right' vector of the camera is the cross product of the up - and direction vectors. The default value is 0|1|0. - - - - - Gets or sets the viewing direction of the camera, relative to the coordinate space defined by the corresponding node. - The default value is 0|0|1. - - - - - Gets or sets the half horizontal field of view angle, in radians. The FoV angle is - the angle between the center line of the screen and the left or right border. The default - value is 1/4PI. - - - - - Gets or sets the distance of the near clipping plane from the camera. The value may not - be 0.0f for arithmetic reasons to prevent a division through zero. The default value is 0.1f; - - - - - Gets or sets the distance of the far clipping plane from the camera. The far clippling plane must - be further than the near clippling plane. The default value is 1000.0f. The ratio between - the near and far plane should not be too large (between 1000 - 10000 should be ok) to avoid - floating-point inaccuracies which can lead to z-fighting. - - - - - Gets or sets the screen aspect ratio. This is the ratio between the width and height of the screen. Typical - values are 4/3, 1/2, or 1/1. This value is 0 if the aspect ratio is not defined in the source file. - The default value is zero. - - - - - Gets a right-handed view matrix. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a RGB color. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color3D. - - Red component - Green component - Blue component - - - - Constructs a Color3D where each component is - set to the same value. - - Value to set R, G, B components - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a Red-Green-Blue-Alpha (RGBA) color. - Color values range from 0 to 1. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Alpha component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color4D. - - Red component - Green component - Blue component - Alpha component - - - - Constructs a Color4D. Alpha is set to 1.0. - - Red component - Green component - Blue component - - - - Constructs a Color4D where each component is - set to the same value. - - Value to set R, G, B, A components - - - - Constructs a Color4D from a Color3D. Alpha is set to 1.0. - - RGB values - - - - Constructs a Color4D from a Color3D and alpha value. - - RGB values - Alpha value - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Base property config. - - - - - Gets the property name. - - - - - Creates a new property config that has no active Assimp property store. - - Name of the property. - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes an integer configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new IntengerPropertyConfig. - - Name of the property - Property value - - - - constructs a new IntegerPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a float configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new FloatPropertyConfig. - - Name of the property - Property value - - - - Constructs a new FloatPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a boolean configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new BooleanPropertyConfig. - - Name of the property - Property value - - - - Constructs a new BooleanPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a string configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new StringPropertyConfig. - - Name of the property - Property value - - - - Constructs a new StringPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Convience method for constructing a whitespace delimited name list. - - Array of names - White-space delimited list as a string - - - - Configuration to enable time measurements. If enabled, each - part of the loading process is timed and logged. Default value is false. - - - - - Gets the string name used by MeasureTimeConfig. - - - - - Constructs a new MeasureTimeConfig. - - True if the loading process should be timed or not. - - - - Configuration to set Assimp's multithreading policy. Possible - values are -1 to let Assimp decide, 0 to disable multithreading, or - any number larger than zero to force a specific number of threads. This - is only a hint and may be ignored by Assimp. Default value is -1. - - - - - Gets the string name used by MultithreadingConfig. - - - - - Constructs a new MultithreadingConfig. - - A value of -1 will let Assimp decide, - a value of zero to disable multithreading, and a value greater than zero - to force a specific number of threads. - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. Default value is false. - - - - - Gets the string name used by NoSkeletonMeshConfig. - - - - - Constructs a new NoSkeletonMeshConfig. - - True if dummy skeleton mesh generation should be disabled, false otherwise. - - - - Configuration to set the maximum angle that may be between two vertex tangents/bitangents - when they are smoothed during the step to calculate the tangent basis. The default - value is 45 degrees. - - - - - Gets the string name used by TangentSmoothingAngleConfig. - - - - - Constructs a new TangentSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the maximum angle between two face normals at a vertex when - they are smoothed during the step to calculate smooth normals. This is frequently - called the "crease angle". The maximum and default value is 175 degrees. - - - - - Gets the string name used by NormalSmoothingAngleConfig. - - - - - Constructs a new NormalSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the colormap (palette) to be used to decode embedded textures in MDL (Quake or 3DG5) - files. This must be a valid path to a file. The file is 768 (256 * 3) bytes alrge and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a - default palette (from Quake 1) is used. The default value is "colormap.lmp". - - - - - Gets the string name used by MDLColorMapConfig. - - - - - Constructs a new MDLColorMapConfig. - - Colormap filename - - - - Configuration for the the step - to determine what materials to keep. If a material matches one of these names it will not - be modified or removed by the post processing step. Default is an empty string. - - - - - Gets the string name used by MaterialExcludeListConfig. - - - - - Constructs a new MaterialExcludeListConfig. Material names containing whitespace - must be enclosed in single quotation marks. - - List of material names that will not be modified or replaced by the remove redundant materials post process step. - - - - Configuration for the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization is performed - where meshes with the same materials are not joined. This option can be useful - if you have a scene hierarchy that contains important additional information - which you intend to parse. The default value is false. - - - - - Gets the string name used by KeepSceneHierarchyConfig. - - - - - Constructs a new KeepHierarchyConfig. - - True to keep the hierarchy, false otherwise. - - - - Configuration for the step - to normalize all vertex components into the -1...1 range. The default value is - false. - - - - - Gets the string name used by NormalizeVertexComponentsConfig. - - - - - Constructs a new NormalizeVertexComponentsConfig. - - True if the post process step should normalize vertex components, false otherwise. - - - - Configuration for the step to - remove degenerted primitives from the import immediately. The default value is false, - where degenerated triangles are converted to lines, and degenerated lines to points. - - - - - Gets the string name used by RemoveDegeneratePrimitivesConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesConfig. - - True if the post process step should remove degenerate primitives, false otherwise. - - - - Configuration for the step. If true, the area of the triangles are checked - to see if they are greater than 1e-6. If so, the triangle is removed if is set to true. - - - - - Gets the string name used by RemoveDegeneratePrimitivesCheckAreaConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesCheckAreaConfig. - - True if the post process step should check the area of triangles when finding degenerate primitives, false otherwise. - - - - Configuration for the step - to preserve nodes matching a name in the given list. Nodes that match the names in the list - will not be modified or removed. Identifiers containing whitespaces - must be enclosed in single quotation marks. The default value is an - empty string. - - - - - Gets the string name used by NodeExcludeListConfig. - - - - - Constructs a new NodeExcludeListConfig. - - List of node names - - - - Configuration for the step - that specifies the maximum number of triangles a mesh can contain. The - default value is MeshTriangleLimitConfigDefaultValue. - - - - - Gets the string name used by MeshTriangleLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshTriangleLimitConfig. - - Max number of triangles a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of vertices a mesh can contain. The - default value is MeshVertexLimitConfigDefaultValue. - - - - - Gets the string name used by MeshVertexLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshVertexLimitConfig. - - Max number of vertices a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of bone weights per vertex. The default - value is VertexBoneWeightLimitConfigDefaultValue. - - - - - gets the string name used by VertexBoneWeightLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new VertexBoneWeightLimitConfig. - - Max number of bone weights per vertex. - - - - Configuration for the step - that specifies the size of the post-transform vertex cache. The size is - given in number of vertices and the default value is VertexCacheSizeConfigDefaultValue. - - - - - Gets the string name used by VertexCacheConfig. - - - - - Gets the defined default vertex cache size, this corresponds to - the . - - - - - Constructs a new VertexCacheSizeConfig. - - Size of the post-transform vertex cache, in number of vertices. - - - - Configuration for the step that - specifies which parts of the data structure is to be removed. If no valid mesh - remains after the step, the import fails. The default value i . - - - - - Gets the string name used by RemoveComponentConfig. - - - - - Constructs a new RemoveComponentConfig. - - Bit-wise combination of components to exclude. - - - - Configuration for the step that - specifies which primitive types are to be removed by the step. Specifying all - primitive types is illegal. The default value is zero specifying none. - - - - - Gets the string name used by SortByPrimitiveTypeConfig. - - - - - Constructs a new SortByPrimitiveTypeConfig. - - Bit-wise combination of primitive types to remove - - - - Configuration for the step that - specifies the floating point accuracy for animation values, specifically - the episilon during comparisons. The default value is 0.0f. - - - - - Gets the string name used by AnimationAccuracyConfig. - - - - - Constructs a new AnimationAccuracyConfig. - - Episilon for animation value comparisons. - - - - Configuration for the step that - specifies which UV transformations are to be evaluated. The default value - is for all combinations (scaling, rotation, translation). - - - - - Gets the string name used by TransformUVConfig. - - - - - Constructs a new TransformUVConfig. - - Bit-wise combination specifying which UV transforms that should be evaluated. - - - - Configuration that is a hint to Assimp to favor speed against import quality. Enabling this - option may result in faster loading, or it may not. It is just a hint to loaders - and post-process steps to use faster code paths if possible. The default value is false. - - - - - Gets the string name used by FavorSpeedConfig. - - - - - Constructs a new FavorSpeedConfig. - - True if Assimp should favor speed at the expense of quality, false otherwise. - - - - Configures the maximum bone count per mesh for the step. Meshes are - split until the maximum number of bones is reached. - - - - - Gets the string name used by MaxBoneCountConfig. - - - - - Constructs a new MaxBoneCountConfig. - - The maximum bone count. - - - - Configures which texture channel is used for tangent space computations. The channel must exist or an error will be raised. - - - - - Gets the string name used by TangentTextureChannelIndexConfig. - - - - - Constructs a new TangentTextureChannelIndexConfig. - - The zero-based texture channel index. - - - - Configures the threshold that is used to determine what bones are removed. - - - - - Gets the string name used by DeboneThresholdConfig. - - - - - Constructs a new DeboneThresholdConfig. - - The debone threshold. - - - - Configuration that requires all bones to qualify for deboning before any are removed. - - - - - Gets the string name used by DeboneAllOrNoneConfig. - - - - - Constructs a new DeboneAllOrNoneConfig. - - True if all are required, false if none need to qualify. - - - - Configuration for that sets a user defined matrix as the scene root node transformation before - transforming vertices. Default value is the identity matrix. - - - - - Gets the string name used by RootTransformationConfig. - - - - - Constructs a new RootTransformationConfig. - - Root transformation matrix to be set to the root scene node during the pretransform post process step. - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - - - - - - Gets the string name used by GlobalScaleConfig. - - - - - Constructs a new GlobalScaleConfig. - - Value to scale the entire scene by. - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the "global" keyframe that will be imported. There are other configs - for specific importers that will override the global setting. - - - - - Gets the string name used by GlobalKeyFrameImportConfig. - - - - - Constructs a new GlobalKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD3 format. - - - - - Gets the string name used by MD3KeyFrameImportConfig. - - - - - Constructs a new MD3KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD2 format. - - - - - Gets the string name used by MD2KeyFrameImportConfig. - - - - - Constructs a new MD2KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MDL format. - - - - - Gets the string name used by MDLKeyFrameImportConfig. - - - - - Constructs a new MDLKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the SMD format. - - - - - Gets the string name used by SMDKeyFrameImportConfig. - - - - - Constructs a new SMDKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the Unreal format. - - - - - Gets the string name used by UnrealKeyFrameImportConfig. - - - - - Constructs a new UnrealKeyFrameImportConfig. - - Keyframe index - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. The default value is true. - - - - - Gets the string name used by ACSeparateBackfaceCullConfig. - - - - - Constructs a new ACSeparateBackfaceCullConfig. - - True if all surfaces that have the "backface cull" flag set should be collected in separate meshes, false otherwise. - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. The default value is true. - - - - - Gets the string name used by ACEvaluateSubdivisionConfig. - - - - - Constructs a new ACEvaluateSubdivisionConfig. - - True if the AC loader should evaluate subdivisions, false otherwise. - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - The default value is true. - - - - - Gets the string name used by UnrealHandleFlagsConfig. - - - - - Constructs a new UnrealHandleFlagsConfig. - - True if the unreal loader should separate faces with different surface flags, false otherwise. - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. The default value is false. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - - - - - Gets the string name used by TerragenComputeTexCoordsConfig. - - - - - Constructs a new TerragenComputeTexCoordsConfig. - - True if terran UV coordinates should be computed, false otherwise. - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. The default value is true. - - - - - Gets the string name used by ASEReconstructNormalsConfig. - - - - - Constructs a new ASEReconstructNormalsConfig. - - True if normals should be re-computed, false otherwise. - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. The - default value is true. - - - - - Gets the string name used by MD3HandleMultiPartConfig. - - - - - Constructs a new MD3HandleMultiPartConfig. - - True if the split files should be loaded and combined, false otherwise. - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. The default string value is "default". - - - - - Gets the string name used by MD3SkinNameConfig. - - - - - Constructs a new MD3SkinNameConfig. - - The skin name. - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. the default string value is an empty string. - - - - - Gets the string name used by MD3ShaderSourceConfig. - - - - - Constructs a new MD3ShaderSourceConfig. - - The shader file. - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - The default value is false (all layers are loaded). - - - - - Gets the string name used by LWOImportOneLayerConfig. - - - - - Constructs a new LWOImportOneLayerConfig. - - True if only one layer should be imported, false if all layers should be imported. - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default value is false. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - - - - - Gets the string name used by MD5NoAnimationAutoLoadConfig. - - - - - Constructs a new MD5NoAnimationAutoLoadConfig. - - True if animations should not be automatically loaded, false if they should be. - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - - - - - Gets the string name used by LWSAnimationStartConfig. - - - - - Constructs a new LWSAnimationStartConfig. - - Beginning of the time range - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - - - - - Gets the string name used by LWSAnimationEndConfig. - - - - - Constructs a new LWSAnimationEndConfig. - - Ending of the time range - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - The default value is 100 frames per second. - - - - - Gets the string name used by IRRAnimationFrameRateConfig. - - - - - Constructs a new IRRAnimationFramerateConfig. - - Number of frames per second to output. - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. The default value is "Scene.Material". - - - - - Gets the string name used by OgreMaterialFileConfig. - - - - - Constructs a new OgreMaterialFileConfig. - - Material file name to load. - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. The default value is false. - - - - - Gets the string name used by OgreTextureTypeFromFilenameConfig. - - - - - Constructs a new OgreTextureTypeFromFilenameConfig. - - True if the filename defines texture usage, false otherwise. - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - - - - - Gets the string name used by IFCSkipSpaceRepresentationsConfig. - - - - - Constructs a new IFCSkipSpaceRepresentationsConfig. - - True if the IfcSpace elements are skipped, false if otherwise. - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - - - - - Gets the string name used by IFCUseCustomTriangulationConfig. - - - - - Constructs a new IFCUseCustomTriangulationConfig. - - True if the loader should use its own triangulation routine for walls/floors, false otherwise. - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - - - - - Gets the string name used by IFCSmoothingAngleConfig. - - - - - Constructs a new IFCSmoothingAngleConfig. - - Smoothing angle when tessellating curves. Needs to be in the range of [5, 120]. - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - - - - - Gets the string name used by IFCCylindricalTessellationConfig. - - - - - Constructs a new IFCCylindricalTessellationConfig. - - Tessellation of cylindrical shapes (e.g. the number of segments used to approximate a circle). Needs to be in the range of [3, 180]. - - - - Specifies whether the collada loader will ignore the up direction. Default is false. - - - - - Gets the string name used by ColladaIgnoreUpDirectionConfig. - - - - - Constructs a new ColladaIgnoreUpDirectionConfig. - - True if the loader should ignore the up direction, false otherwise. - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or import only the first. Default is true. - - - - - Gets the string name used by FBXImportAllGeometryLayersConfig. - - - - - Constructs a new FBXImportAllGeometryLayersConfig. - - True if all geometry layers should be merged, false otherwise to take only the first layer. - - - - Specifies whether the FBX importer will import all materials present in the source file or take only the referenced materials, - if the importer is configured to import materials at all. Otherwise this will have no effect. Default is false. - - - - - Gets the string name used by FBXImportAllMaterialsConfig. - - - - - Constructs a new FBXImportAllMaterialsConfig. - - True if the FBX importer should import ALL materials even if not referenced, false otherwise (take only the referenced materials). - - - - Specifies whether the FBX importer will import materials. Default is true. - - - - - Gets the string name used by FBXImportMaterialsConfig. - - - - - Constructs a new FBXImportMaterialsConfig. - - True if the FBX importer should import materials, false otherwise. - - - - Specifies whether the FBX importer will import embedded textures. Default is true. - - - - - - Gets the string name used by FBXImportEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportEmbeddedTexturesConfig. - - True if the FBX importer should import embedded textures, false otherwise. - - - - Specifies if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. Default is false. - - - - - Gets the string name used by FBXImportSearchEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportSearchEmbeddedTexturesConfig. - - True if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. - - - - Specifies whether the FBX importer will import cameras. Default is true. - - - - - Gets the string name used by FBXImportCamerasConfig. - - - - - Constructs a new FBXImportCamerasConfig. - - True if the FBX importer should import cameras, false otherwise. - - - - Specifies whether the FBX importer will import lights. Default is true. - - - - - Gets the string name used by FBXImportLightsConfig. - - - - - Constructs a new FBXImportLightsConfig. - - True if the FBX importer should import lights, false otherwise. - - - - Specifies whether the FBX importer will import animations. Default is true. - - - - - Gets the string name used by FBXImportAnimationsConfig. - - - - - Constructs a new FBXImportAnimationsConfig. - - True if the FBX importer should import animations, false otherwise. - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. Default is false. - - - - - Gets the string name used by FBXStrictModeConfig. - - - - - Constructs a new FBXStrictModeConfig. - - True if FBX strict mode should be used, false otherwise. - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. Default value is true. - - - - - Gets the string name used by FBXPreservePivotsConfig. - - - - - Constructs a new FBXPreservePivotsConfig. - - True if pivots should be preserved, false otherwise. - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. Default value is true. - - - - - Gets the string name used by FBXOptimizeEmptyAnimationCurvesConfig. - - - - - Constructs a new FBXOptimizeEmptyAnimationCurvesConfig. - - True if empty animation curves should be dropped, false otherwise. - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - - - - - Gets the string name used by XFileUseDoublesConfig. - - - - - Constructs a new XFileUseDoublesConfig. - - True if the x file uses 64-bit double values rather than 32-bit float values. - - - - Represents an embedded texture. Some file formats directly embed texture assets. - Embedded textures may be uncompressed, where the data is given in an uncompressed format. - Or it may be compressed in a format like png or jpg. In the latter case, the raw - file bytes are given so the application must utilize an image decoder (e.g. DevIL) to - get access to the actual color data. This object represents both types, so some properties may or may not be valid depending - if it is compressed or not. - - - - - Gets if the texture is compressed or not. - - - - - Gets the width of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets the height of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets if the texture has non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the size of the non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the non-compressed texel data, the array is of size Width * Height. Only valid for non-compressed textures. - - - - - Gets if the embedded texture has compressed data. Only valid for compressed textures. - - - - - Gets the size of the compressed data. Only valid for compressed textures. - - - - - Gets the raw byte data representing the compressed texture. Only valid for compressed textures. - - - - - Gets the format hint to determine the type of compressed data. This hint - is a three-character lower-case hint like "dds", "jpg", "png". - - - - - Constructs a new instance of the class. Should use only if - reading from a native value. - - - - - Constructs a new instance of the class. This creates a compressed - embedded texture. - - The 3 character format hint. - The compressed data. - - - - Constructs a new instance of the class. This creates an uncompressed - embedded texture. - - Width of the texture - Height of the texture - Color data - Thrown if the data size does not match width * height. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Enumerates metadata data types. - - - - - Metadata is a boolean. - - - - - Metadata is an integer. - - - - - Metadata is an unsigned 64-bit integer. - - - - - Metadata is a float. - - - - - Metadata is a double. - - - - - Metadata is a string. - - - - - Metadata is a . - - - - - Post processing flag options, specifying a number of steps - that can be run on the data to either generate additional vertex - data or optimize the imported data. - - - - - No flags enabled. - - - - - Calculates the tangents and binormals (bitangents) - for the imported meshes. - - This does nothing if a mesh does not have normals. You might - want this post processing step to be executed if you plan - to use tangent space calculations such as normal mapping. There is a - config setting AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE which - allows you to specify a maximimum smoothing angle for the algorithm. - However, usually you'll want to leave it at the default value. - - - - - - Identifies and joins identical vertex data sets within all - imported meshes. - - After this step is run each mesh does contain only unique vertices - anymore, so a vertex is possibly used by multiple faces. You usually - want to use this post processing step. If your application deals with - indexed geometry, this step is compulsory or you'll just waste rendering - time. - If this flag is not specified, no vertices are referenced by more than one - face and no index buffer is required for rendering. - - - - - Converts all imported data to a left handed coordinate space. - - By default the data is returned in a right-handed coordinate space, - where +X points to the right, +Z towards the viewer, and +Y upwards. - - - - - Triangulates all faces of all meshes. - - By default the imported mesh data might contain faces with more than - three indices. For rendering you'll usually want all faces to - be triangles. This post processing step splits up all - higher faces to triangles. Line and point primitives are *not* - modified. If you want 'triangles only' with no other kinds of primitives, - try the following: - - - - Specify both and . - - - Ignore all point and line meshes when you process Assimp's output - - - - - - - Removes some parts of the data structure (animations, materials, - light sources, cameras, textures, vertex components). - - The components to be removed are specified in a separate configuration - option, AI_CONFIG_PP_RVC_FLAGS. This is quite useful if you don't - need all parts of the output structure. Especially vertex colors are rarely used today...calling this step to remove - unrequired stuff from the pipeline as early as possible results in an increased - performance and a better optimized output data structure. - - - This step is also useful if you want to force Assimp to recompute normals - or tangents. the corresponding steps don't recompute them if they're already - there (loaded from the source asset). By using this step you can make sure - they are NOT there. - - - - - Generates normals for all faces of all meshes. It may not be - specified together with . - - This is ignored if normals are already there at the time where this - flag is evaluated. Model importers try to load them from the source file, - so they're usually already there. Face normals are shared between all - points of a single face, so a single point can have multiple normals, - which in other words, forces the library to duplicate vertices in - some cases. This makes senseless then. - - - - - - Generates smooth normals for all vertices of all meshes. It - may not be specified together with . - - This is ignored if normals are already there at the time where - this flag is evaluated. Model importers try to load them from the - source file, so they're usually already there. - - The configuration option AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE - allows you to specify an angle maximum for the normal smoothing algorithm. - Normals exceeding this limit are not smoothed, resulting in a 'hard' seam - between two faces. using a decent angle here (e.g. 80 degrees) results in a very good visual - appearance. - - - - - Splits large meshes into smaller submeshes. - - This is useful for realtime rendering where the number - of triangles which can be maximally processed in a single draw call is - usually limited by the video driver/hardware. The maximum vertex buffer - is usually limited, too. Both requirements can be met with this step: - you may specify both a triangle and a vertex limit for a single mesh. - - The split limits can be set through the AI_CONFIG_PP_SLM_VERTEX_LIMIT - and AI_CONFIG_PP_SLM_TRIANGLE_LIMIT config settings. The default - values are 1,000,000. - - Warning: This can be a time consuming task. - - - - - Removes the node graph and "bakes" (pre-transforms) all - vertices with the local transformation matrices of their nodes. - The output scene does still contain nodes, however, there is only - a root node with children, each one referencing only one mesh. - Each mesh referencing one material. For rendering, you can simply render - all meshes in order, you don't need to pay attention to local transformations - and the node hierarchy. - - Warning: Animations are removed during this step. - - - - - Limits the number of bones simultaneously affecting a single - vertex to a maximum value. - - If any vertex is affected by more than that number of bones, - the least important vertex weights are removed and the remaining vertex - weights are re-normalized so that the weights still sum up to 1. - - The default bone weight limit is 4 and uses the - AI_LMW_MAX_WEIGHTS config. If you intend to perform the skinning in hardware, this post processing - step might be of interest for you. - - - - - Validates the imported scene data structure. - - This makes sure that all indices are valid, all animations - and bones are linked correctly, all material references are - correct, etc. - - It is recommended to capture Assimp's log output if you use this flag, - so you can easily find out what's actually wrong if a file fails the - validation. The validator is quite rude and will find *all* inconsistencies - in the data structure. There are two types of failures: - - - Error: There's something wrong with the imported data. Further - postprocessing is not possible and the data is not usable at all. The import - fails. - - - Warning: There are some minor issues (e.g. 1000000 animation keyframes - with the same time), but further postprocessing and use of the data structure is still - safe. Warning details are written to the log file. - - - - - - - Re-orders triangles for better vertex cache locality. - - This step tries to improve the ACMR (average post-transform vertex cache - miss ratio) for all meshes. The implementation runs in O(n) time - and is roughly based on the 'tipsify' algorithm. - - If you intend to render huge models in hardware, this step might be of interest for you. - The AI_CONFIG_PP_ICL_PTCACHE_SIZE config setting can be used to fine tune - the cache optimization. - - - - - Searches for redundant/unreferenced materials and removes them. - - This is especially useful in combination with the PreTransformVertices - and OptimizeMeshes flags. Both join small meshes with equal characteristics, but - they can't do their work if two meshes have different materials. Because several - material settings are always lost during Assimp's import filders and because many - exporters don't check for redundant materials, huge models often have materials which - are defined several times with exactly the same settings. - - Several material settings not contributing to the final appearance of a surface - are ignored in all comparisons ... the material name is one of them. So, if you're passing - additional information through the content pipeline (probably using *magic* material names), - don't specify this flag. Alternatively, take a look at the AI_CONFIG_PP_RRM_EXCLUDE_LIST - setting. - - - - - This step tries to determine which meshes have normal vectors - that are facing inwards. - - The algorithm is simple but effective: - - The bounding box of all vertices and their normals are compared - against the volume of the bounding box of all vertices without their normals. - This works well for most objects, problems might occur with planar surfaces. However, - the step tries to filter such cases. The step inverts all in-facing normals. - Generally, it is recommended to enable this step, although the result is not - always correct. - - - - - This step splits meshes with more than one primitive type in homogeneous submeshes. - - This step is executed after triangulation and after it returns, just one - bit is set in aiMesh:mPrimitiveTypes. This is especially useful for real-time - rendering where point and line primitives are often ignored or rendered separately. - - - You can use AI_CONFIG_PP_SBP_REMOVE option to specify which primitive types you need. - This can be used to easily exclude lines and points, which are rarely used, - from the import. - - - - - - This step searches all meshes for degenerated primitives and - converts them to proper lines or points. A face is 'degenerated' if one or more of its points are identical. - - To have degenerated primitives removed, specify the flag - try one of the following procedures: - - - - To support lines and points: Set the - AI_CONFIG_PP_FD_REMOVE option to one. This will cause the step to remove degenerated triangles as - soon as they are detected. They won't pass any further pipeline steps. - - - If you don't support lines and points: Specify flag, which - will move line and point primitives to separate meshes. Then set the AI_CONFIG_PP_SBP_REMOVE - option to and to cause step - to reject point and line meshes from the scene. - - - - Degenerated polygons are not necessarily evil and that's why they are not removed by default. There are several - file formats which do not support lines or points where exporters bypass the format specification and write - them as degenerated triangles instead. - - - - - - This step searches all meshes for invalid data, such as zeroed - normal vectors or invalid UV coordinates and removes or fixes them. - This is intended to get rid of some common exporter rrors. - - This is especially useful for normals. If they are invalid, - and the step recognizes this, they will be removed and can later - be recomputed, e.g. by the GenerateSmoothNormals flag. The step - will also remove meshes that are infinitely small and reduce animation - tracks consisting of hundreds of redundant keys to a single key. The - AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides the accuracy of the check - for duplicate animation tracks. - - - - - This step converts non-UV mappings (such as spherical or - cylindrical mapping) to proper texture coordinate channels. - - Most applications will support UV mapping only, so you will - probably want to specify this step in every case. Note that Assimp - is not always able to match the original mapping implementation of the 3D - app which produced a model perfectly. It's always better - to let the father app compute the UV channels, at least 3DS max, maya, blender, - lightwave, modo, .... are able to achieve this. - - If this step is not requested, you'll need to process the MATKEY_MAPPING - material property in order to display all assets properly. - - - - - Applies per-texture UV transformations and bakes them to stand-alone vtexture - coordinate channels. - - UV Transformations are specified per-texture - see the MATKEY_UVTRANSFORM material - key for more information. This step processes all textures with transformed input UV coordinates - and generates new (pretransformed) UV channel transformations, so you will probably - want to specify this step. - - UV transformations are usually implemented in realtime apps by - transforming texture coordinates in a vertex shader stage with a 3x3 (homogenous) - transformation matrix. - - - - - Searches for duplicated meshes and replaces them with a reference - to the first mesh. - - This is time consuming, so don't use it if you have no time. Its - main purpose is to work around the limitation with some - file formats that don't support instanced meshes, so exporters - duplicate meshes. - - - - - - Attempts to reduce the number of meshes (and draw calls). - - This is recommended to be used together with - and is fully compatible with both and . - - - - - - Optimizes scene hierarchy. Nodes with no animations, bones, - lights, or cameras assigned are collapsed and joined. - - Node names can be lost during this step, you can specify - names of nodes that should'nt be touched or modified - with AI_CONFIG_PP_OG_EXCLUDE_LIST. - - Use this flag with caution. Most simple files will be collapsed to a - single node, complex hierarchies are usually completely lost. That's not - the right choice for editor environments, but probably a very effective - optimization if you just want to get the model data, convert it to your - own format and render it as fast as possible. - - This flag is designed to be used with for best - results. - - Scenes with thousands of extremely small meshes packed - in deeply nested nodes exist for almost all file formats. - Usage of this and usually fixes them all and - makes them renderable. - - - - - Flips all UV coordinates along the y-axis - and adjusts material settings/bitangents accordingly. - - - - - Flips face winding order from CCW (default) to CW. - - - - - Splits meshes with many bones into submeshes so that each submesh has fewer or as many bones as a given limit. - - - - - Removes bones losslessly or according to some threshold. In some cases (e.g. formats that require it) exporters - are faced to assign dummy bone weights to otherwise static meshes assigned to animated meshes. Full, weight-based skinning is expensive while - animating nodes is extremely cheap, so this step is offered to clean up the data in that regard. - - Usage of the configuration AI_CONFIG_PP_DB_THRESHOLD to control the threshold and AI_CONFIG_PP_DB_ALL_OR_NONE if you want bones - removed if and only if all bones within the scene qualify for removal. - - - - - This step will perform a global scale of the model. Some importers provide a mechanism to define a scaling unit for the model, which this processing step can utilize. - Use AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY to control this. - - - - - Enumerates components of the scene or mesh data that - can be excluded from the import using the post process step - RemoveComponent. - - - - - No components to be excluded. - - - - - Removes normal vectors - - - - - Removes tangents/binormals - - - - - Removes all color sets. - - - - - Removes all texture UV sets. - - - - - Remove all boneweights from all meshes. Scenegraph - nodes corresponding to the bones are NOT removed. - Use OptimizeGraph step to remove them. - - - - - Removes all node animations. Coressponding scenegraph - nodes are NOT removed. Use OptimizeGraph step to - remove them. - - - - - Removes all embedded textures. - - - - - Removes all light sources. The corresponding scenegraph nodes are - NOT removed. Use the OptimizeGraph step to do this. - - - - - Removes all cameras. The corresponding scenegraph - nodes are NOT removed. Use the OptimizeGraph step - to do this. - - - - - Removes all meshes. - - - - - Removes all materials. One default material will be generated. - - - - - Enumerates geometric primitive types. - - - - - Point primitive. This is just a single vertex - in the virtual world. A face has one index for such a primitive. - - - - - Line primitive. This is a line defined through a start and an - end position. A face contains exactly two indices for such a primitive. - - - - - Triangle primitive, consisting of three indices. - - - - - A n-Gon that has more than three edges (thus is not a triangle). - - - - - Defines an animation channel behaves outside the defined - time range. This corresponds to the prestate and poststates - of the animation node. - - - - - The value from the default node transformation is taken. - - - - - The nearest key value is used without interpolation. - - - - - The value of the nearest two keys is linearly extrapolated for the current - time value. - - - - - The animation is repeated. If the animation key goes from n to m - and the current time is t, use the value at (t - n ) % (|m-n|). - - - - - Defines the methods of mesh morphing supported. - - - - - No morphing. - - - - - Interpolation between morph targets. - - - - - Normalized morphing between morph targets. - - - - - Relative morphing between morph targets. - - - - - Enumerates all supported light sources. - - - - - Unknown light. - - - - - Directional light source that has a well-defined - direction but is infinitely far away, e.g. the sun. - - - - - Point light source that has a well-defined position in - space but is omni-directional, e.g. a light bulb. - - - - - Spot light source emits light from a position in space, - in a certain direction that is limited by an angle, like - a cone. - - - - - Generic light level of the world, including the bounces of all other light sources. Typically, there's at most one ambient light in a scene and - is usually just a constant color. This light does not have a valid position, direction, or other properties - just the color. - - - - - An area light is a rectangle with a predefined size that uniformly emits light from one of its sides. The position is center of the rectangle and the direction is its normal vector. - - - - - Defines alpha blending flags, how the final - color value of a pixel is computed, based on the following equation: - - sourceColor * sourceBlend + destColor * destBlend - - - Where the destColor is the previous color in the frame buffer - and sourceColor is the material color before the - transparency calculation. This corresponds to the AI_MATKEY_BLEND_FUNC property. - - - - - Default blending: sourceColor * sourceAlpha + destColor * (1 - sourceAlpha) - - - - - Additive blending: sourcecolor * 1 + destColor * 1. - - - - - Defines all shading models supported by the library. - - The list of shading modes has been taken from Blender. See Blender - documentation for more information. - - - - - - No shading mode defined. - - - - - Flat shading. Shading is done on a per-face basis and is diffuse only. Also known - as 'faceted shading'. - - - - - Simple Gouraud shading. - - - - - Phong Shading. - - - - - Phong-Blinn Shading. - - - - - Toon-shading, also known as a 'comic' shader. - - - - - OrenNayer shading model. Extension to standard Lambertian shading, taking the roughness - of the material into account. - - - - - Minnaert shading model. Extension to standard Lambertian shading, taking the "darkness" of - the material into account. - - - - - CookTorrance shading model. Special shader for metallic surfaces. - - - - - No shading at all. Constant light influence of 1.0. - - - - - Fresnel shading. - - - - - Defines some mixed flags for a particular texture. This corresponds - to the AI_MAT_KEY_TEXFLAGS property. - - - - - The texture's color values have to be inverted (componentwise 1-n). - - - - - Explicit request to the application to process the alpha channel of the texture. This is mutually - exclusive with . These flags are - set if the library can say for sure that the alpha channel is used/is not used. - If the model format does not define this, iti s left to the application to decide - whether the texture alpha channel - if any - is evaluated or not. - - - - - Explicit request to the application to ignore the alpha channel of the texture. This is mutually - exclusive with . - - - - - Defines how UV coordinates outside the [0..1] range are handled. Commonly - referred to as the 'wrapping mode' - - - - - A texture coordinate u|v is translated to u % 1| v % 1. - - - - - Texture coordinates outside [0...1] are clamped to the nearest valid value. - - - - - A texture coordinate u|v becomes u1|v1 if (u - (u % 1)) % 2 is zero - and 1 - (u % 1) | 1 - (v % 1) otherwise. - - - - - If the texture coordinates for a pixel are outside [0...1] the texture is not - applied to that pixel. - - - - - Defines how texture coordinates are generated - - Real-time applications typically require full UV coordinates. So the use - of step is highly recommended. - It generates proper UV channels for non-UV mapped objects, as long as an accurate - description of how the mapping should look like is given. - - - - - - Coordinates are taken from the an existing UV channel. - - The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates - are to be taken from since meshes can have more than one UV channel. - - - - - - Spherical mapping - - - - - Cylinder mapping - - - - - Cubic mapping - - - - - Planar mapping - - - - - Unknown mapping that is not recognied. - - - - - Defines how the Nth texture of a specific type is combined - with the result of all previous layers. - - Example (left: key, right: value): - - DiffColor0 - gray - DiffTextureOp0 - TextureOperation.Multiply - DiffTexture0 - tex1.png - DiffTextureOp0 - TextureOperation.Add - DiffTexture1 - tex2.png - - - Written as an equation, the final diffuse term for a specific - pixel would be: - - - diffFinal = DiffColor0 * sampleTex(DiffTexture0, UV0) + sampleTex(DiffTexture1, UV0) * diffContrib; - - - - - - - T = T1 * T2 - - - - - T = T1 + T2 - - - - - T = T1 - T2 - - - - - T = T1 / T2 - - - - - T = (T1 + T2) - (T1 * T2) - - - - - T = T1 + (T2 - 0.5) - - - - - Defines the purpose of a texture. - - - - - No texture, but the value can be used as a 'texture semantic'. - - - - - A diffuse texture that is combined with the result of the diffuse lighting equation. - - - - - A specular texture that is combined with the result of the specular lighting equation. - - - - - An ambient texture that is combined with the ambient lighting equation. - - - - - An emissive texture that is added to the result of the lighting calculation. It is not influenced - by incoming light, instead it represents the light that the object is naturally emitting. - - - - - A height map texture. by convention, higher gray-scale values stand for - higher elevations from some base height. - - - - - A tangent-space normal map. There are several conventions for normal maps - and Assimp does (intentionally) not distinguish here. - - - - - A texture that defines the glossiness of the material. This is the exponent of the specular (phong) - lighting equation. Usually there is a conversion function defined to map the linear color values - in the texture to a suitable exponent. - - - - - The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite - the opposite. - - - - - A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. - - - - - A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The - texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light. - - - - - A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications. - - - - - An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any - further postprocessing. - - - - - Defines the state of the imported scene data structure. - - - - - Default state of the scene, it imported successfully. - - - - - Specifies that the scene data structure that was imported is not complete. - This flag bypasses some internal validations and allows the import - of animation skeletons, material libaries, or camera animation paths - using Assimp. Most applications won't support such data. - - - - - This flag is set by the - post process step if validation is successful. In a validated scene you can be sure that any - cross references in the data structure (e.g. vertex indices) are valid. - - - - - This flag is set by the - post process step if validation is successful, but some issues have been found. This can for example - mean that a texture that does not exist is referenced by a material or that the bone weights for a vertex - do not sum to 1.0. In most cases you should still be able to use the import. This flag can be useful - for applications which do not capture Assimp's log output. - - - - - This flag is set by the post process step. - It indicates that the vertices of the output mesh are not in the internal verbose format anymore. In the - verbose format, all vertices are unique where no vertex is ever referenced by more than one face. - - - - - Denotes the scene is pure height-map terrain data. Pure terrains usually consist of quads, sometimes triangles, - in a regular grid. The x,y coordinates of all vertex positions refer to the x,y coordinates on the terrain height map, the - z-axis stores the elevation at a specific point. - - TER (Terragen) and HMP (3D Game Studio) are height map formats. - - - - - - Specifies that the scene data can be shared between structures. For example: one vertex in a few faces. This differs from as - that has internal meanings about postprocessing steps. - - - - - Enumerates Assimp function result codes. - - - - - Function returned successfully. - - - - - There was an error. - - - - - Assimp ran out of memory. - - - - - Seek origins for Assimp's virtual file system API. - - - - - Beginning of the file - - - - - Current position of the file pointer. - - - - - End of the file, offsets must be negative. - - - - - Enumerates predefined log streaming destinations. - - - - - Stream log to a file - - - - - Stream log to the standard output - - - - - Stream log to the standard error output. - - - - - MSVC only: Stream the log to the debugger (this relies - on OutputDebugString from the Win32 SDK). - - - - - Defines material property types. - - - - - Array of single-precision (32 bit) floats. - - - - - Array of double-precision (64 bit) floats. - - - - - Property is a string. - - - - - Array of 32 bit integers. - - - - - Byte buffer where the content is undefined. - - - - - Enumerates how the native Assimp DLL was compiled - - - - - Assimp compiled as a shared object (Windows: DLL); - - - - - Assimp was compiled against STLport - - - - - Assimp was compiled as a debug build - - - - - Assimp was compiled with the boost work around. - - - - - Assimp was compiled built to run single threaded. - - - - - Defines how UV coordinates should be transformed. - - - - - Scaling is evaluated. - - - - - Rotation is evaluated. - - - - - Translation is evaluated. - - - - - Defines the desired file I/O mode is when opening a new file. - - - - - Open the file for writing. - - - - - Open the file for writing binary data to it. - - - - - Open the file for writing text data to it. - - - - - Open the file for reading. - - - - - Open the file for reading binary data from it. - - - - - Open the file for reading text data from it. - - - - - Defines flags that indicate level of support for common features for a given importer. - - - - - Indicates there is a textual encoding of the file format and it is supported. - - - - - Indicates there is a binary encoding of the file format and it is supported. - - - - - Indicates there is a compressed encoding of the file format and it is supported. - - - - - Indicates that the importer reads only a very particular subset of the file format. This is common - for formats that cannot easily be mapped to the Scene data structure. - - - - - Indicates that the importer is experimental and used with caution - this is only reserved for importers still in - development, and not typically yet in released production code. - - - - - Describes a blob of exported scene data. Blobs can be nested - each blob may reference another blob, which in - turn can reference another and so on. This is used to allow exporters to write more than one output for a given - scene, such as material files. Existence of such files depends on the format. - - - The stream representation of an ExportDataBlob is as follows: - - String: Name of the Blob - int: Length of Binary Data - byte[]: Binary Data - bool: If has next data blob - String: Name of nested blob - int: Length of nested blob binary data - byte[]: Nested blob binary data - bool: If nested blob has next data blob - .... - - - - - - Gets the name of the blob. The first and primary blob always has an empty string for a name. Auxillary files - that are nested will have names. - - - - - Get the blob data. - - - - - Gets the next data blob. - - - - - Gets if the blob data is valid. - - - - - Creates a new ExportDataBlob. - - Unmanaged structure. - - - - Creates a new ExportDataBlob. - - Name - Data - - - - Writes the data blob to the specified stream. - - Output stream - - - - Reads a data blob from the specified stream. - - Input stream - Data blob - - - - Describes a file format which Assimp can export to. - - - - - Gets a short string ID to uniquely identify the export format. E.g. "collada" or "obj". - - - - - Gets a short description of the file format to present to users. - - - - - Gets the recommended file extension for the exported file in lower case. - - - - - Constructs a new ExportFormatDescription. - - Unmanaged structure - - - - A single face in a mesh, referring to multiple vertices. This can be a triangle - if the index count is equal to three, or a polygon if the count is greater than three. - - Since multiple primitive types can be contained in a single mesh, this approach - allows you to better examine how the mesh is constructed. If you use the - post process step flag during import, then each mesh will be homogenous where primitive type is concerned. - - - - - Gets the number of indices defined in the face. - - - - - Gets if the face has faces (should always be true). - - - - - Gets or sets the indices that refer to positions of vertex data in the mesh's vertex - arrays. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Face indices - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Simple implementation of an IOSystem that searches for files on the disk. This implementation - can be given a number of search directories that it will attempt to locate the file in first, before - using the file path given by Assimp. That way, you can load models that have files distributed in a number of other - directories besides the root model's. - - - - - Constructs a new FileIOSystem that does not have any search directories. - - - - - Constructs a new FileIOSystem that uses the specified search directories. - - Search directories to search for files in - - - - Sets the search directories the FileIOSystem will use when searching for files. - - Directory paths - - - - Gets the search directories the FileIOSystem is using. - - Directory paths - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Finds the first file that matches the file name (name + extension) in the search paths. - - File name (+ extension) to search for - Found file path - True if the file was found, false otherwise - - - - Wraps a FileStream. - - - - - Metadata and feature support information for a given importer. - - - - - Gets the name of the importer (e.g. Blender3D Importer) - - - - - Gets the original author (blank if unknown or assimp team). - - - - - Gets the name of the current maintainer, if empty then the author maintains. - - - - - Gets any implementation comments. - - - - - Gets the features supported by the importer. - - - - - Gets the minimum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the maximum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the list of file extensions the importer can handle. All entries are lower case and do NOT have a leading dot. - - - - - Represents an object that can be marshaled to and from a native representation. - - Managed object type - Native value type - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Custom marshaler for usage with the for performing marshaling - to-and-from unmanaged memory for non-blittable types. A type must be attributed with - to automatically have an instance of its marshaler be utilized. - - - - - Gets the native data size in bytes. - - - - - Marshals the managed object to the unmanaged chunk of memory. - - Managed object to marshal. - Unmanaged chunk of memory to write to. - - - - Marshals the managed object from the unmanaged chunk of memory. - - Unmanaged chunk of memory to read from. - Managed object marshaled. - - - - Defines a stream to some file input or output source. This object is responsible for reading/writing data - that is used by Assimp. - - - - - Gets whether or not this IOStream has been disposed. - - - - - Gets the original path to file given by Assimp. - - - - - Gets the original desired file access mode. - - - - - Gets whether the stream is in fact valid - that is, the input/output has been - properly located and can be read/written. - - - - - Constructs a new IOStream. - - Path to file given by Assimp - Desired file access mode - - - - Finalizes an instance of the class. - - - - - Disposes of resources held by the IOStream. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Writes data to the stream. - - Data to write - Number of bytes to write - Number of bytes actually written. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Reads data from the stream. - - Byte buffer to store the read data in - Number of bytes to read - Number of bytes actually read. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Sets the current file position pointer. - - Offset in bytes from the origin - Origin reference - ReturnCode indicating success or failure. - - - - Gets the current file position pointer (in bytes). - - Current file position pointer (in bytes) - - - - Gets the total file size (in bytes). - - File size in bytes - - - - Flushes all data currently in the stream buffers. - - - - - Closes the stream - flushing any data not yet read/written and disposes of resources. - - - - - Defines a custom IO handler that can be registered to an importer that will handle I/O for assimp. This includes searching/opening - files to read during import, and creating/writing to files during export. - - - - - Gets whether or not this IOSystem has been disposed. - - - - - Gets the number of currently opened streams. - - - - - Constructs a new IOSystem. - - - - - Finalizes an instance of the class. - - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Closes a stream that is owned by this IOSystem. - - Stream to close - - - - Closes all outstanding streams owned by this IOSystem. - - - - - Disposes of all resources held by this object. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Describes a light source in the scene. Assimp supports multiple light sources - including spot, point, and directional lights. All are defined by a single structure - and distinguished by their parameters. Lights have corresponding nodes in the scenegraph. - Some file formats such as 3DS and ASE export a "target point", e.g. the point - a spot light is looking at (it can even be animated). Assimp writes the target point as a subnode - of a spotlight's main node called "spotName.Target". However, this is just additional information - then, the transform tracks of the main node make the spot light already point in the right direction. - - - - - Gets or sets the name of the light source. This corresponds to a node present in the scenegraph. - - - - - Gets or sets the type of light source. This should never be undefined. - - - - - Gets or sets the inner angle of a spot light's light cone. The spot light has - maximum influence on objects inside this angle. The angle is given in radians, it - is 2PI for point lights and defined for directional lights. - - - - - Gets or sets the outer angle of a spot light's light cone. The spot light does not affect objects outside - this angle. The angle is given in radians. It is 2PI for point lights and undefined for - directional lights. The outer angle must be greater than or equal to the inner angle. - - - - - Gets or sets the constant light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att0 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the linear light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d) - This member corresponds to the att1 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the quadratic light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att2 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the position of the light source in space, relative to the - transformation of the node corresponding to the light. This is undefined for - directional lights. - - - - - Gets or sets the direction of the light source in space, relative to the transformation - of the node corresponding to the light. This is undefined for point lights. - - - - - Gets or sets the up vector of the light source in space, relative to the transformation of the node corresponding to the light. - This is undefined for point lights. - - - - - Gets or sets the diffuse color of the light source. The diffuse light color is multiplied with - the diffuse material color to obtain the final color that contributes to the diffuse shading term. - - - - - Gets or sets the specular color of the light source. The specular light color is multiplied with the - specular material color to obtain the final color that contributes to the specular shading term. - - - - - Gets or sets the ambient color of the light source. The ambient light color is multiplied with the ambient - material color to obtain the final color that contributes to the ambient shading term. - - - - - Gets or sets the Width (X) and Height (Y) of the area that represents an light. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Callback delegate for Assimp's LogStream. - - Log message - Supplied user data - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Gets or sets, if verbose logging is enabled globally. - - - - - Gets or sets the user data to be passed to the callback. - - - - - Gets whether the logstream has been disposed or not. - - - - - Gets whether or not the logstream is currently attached to the library. - - - - - Static constructor. - - - - - Constructs a new LogStream. - - - - - Constructs a new LogStream. - - User-supplied data - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - User-supplied data - - - - Finalizes an instance of the class. - - - - - Detaches all active logstreams from the library. - - - - - Gets all active logstreams that are currently attached to the library. - - Collection of active logstreams attached to the library. - - - - Attaches the logstream to the library. - - - - - Detaches the logstream from the library. - - - - - Logs a message. - - Message contents - - - - Releases unmanaged resources held by the LogStream. This should not be called by the user if the logstream is currently attached to an assimp importer. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Override this method to log a message for a subclass of Logstream, if no callback - was set. - - Message - User data - - - - Called when the log stream has been attached to the assimp importer. At this point it may start receiving messages. - - - - - Called when the log stream has been detatched from the assimp importer. After this point it will stop receiving - messages until it is re-attached. - - - - - Log stream that writes messages to the Console. - - - - - Constructs a new console logstream. - - - - - Constructs a new console logstream. - - User supplied data - - - - Log a message to the console. - - Message - Userdata - - - - A material contains all the information that describes how to render a mesh. E.g. textures, colors, and render states. Internally - all this information is stored as key-value pair properties. The class contains many convienence methods and properties for - accessing non-texture/texture properties without having to know the Assimp material key names. Not all properties may be present, - and if they aren't a default value will be returned. - - - - - Gets the number of properties contained in the material. - - - - - Checks if the material has a name property. - - - - - Gets the material name value, if any. Default value is an empty string. - - - - - Checks if the material has a two-sided property. - - - - - Gets if the material should be rendered as two-sided. Default value is false. - - - - - Checks if the material has a shading-mode property. - - - - - Gets the shading mode. Default value is , meaning it is not defined. - - - - - Checks if the material has a wireframe property. - - - - - Gets if wireframe should be enabled. Default value is false. - - - - - Checks if the material has a blend mode property. - - - - - Gets the blending mode. Default value is . - - - - - Checks if the material has an opacity property. - - - - - Gets the opacity. Default value is 1.0f. - - - - - Checks if the material has a bump scaling property. - - - - - Gets the bump scaling. Default value is 0.0f; - - - - - Checks if the material has a shininess property. - - - - - Gets the shininess. Default value is 0.0f; - - - - - Checks if the material has a shininess strength property. - - - - - Gets the shininess strength. Default vaulue is 1.0f. - - - - - Checks if the material has a reflectivty property. - - - - - Gets the reflectivity. Default value is 0.0f; - - - - - Checks if the material has a color diffuse property. - - - - - Gets the color diffuse. Default value is white. - - - - - Checks if the material has a color ambient property. - - - - - Gets the color ambient. Default value is (.2f, .2f, .2f, 1.0f). - - - - - Checks if the material has a color specular property. - - - - - Gets the color specular. Default value is black. - - - - - Checks if the material has a color emissive property. - - - - - Gets the color emissive. Default value is black. - - - - - Checks if the material has a color transparent property. - - - - - Gets the color transparent. Default value is black. - - - - - Checks if the material has a color reflective property. - - - - - Gets the color reflective. Default value is black. - - - - - Gets if the material has a diffuse texture in the first texture index. - - - - - Gets or sets diffuse texture properties in the first texture index. - - - - - Gets if the material has a specular texture in the first texture index. - - - - - Gets or sets specular texture properties in the first texture index. - - - - - Gets if the material has a ambient texture in the first texture index. - - - - - Gets or sets ambient texture properties in the first texture index. - - - - - Gets if the material has a emissive texture in the first texture index. - - - - - Gets or sets emissive texture properties in the first texture index. - - - - - Gets if the material has a height texture in the first texture index. - - - - - Gets or sets height texture properties in the first texture index. - - - - - Gets if the material has a normal texture in the first texture index. - - - - - Gets or sets normal texture properties in the first texture index. - - - - - Gets if the material has an opacity texture in the first texture index. - - - - - Gets or sets opacity texture properties in the first texture index. - - - - - Gets if the material has a displacement texture in the first texture index. - - - - - Gets or sets displacement texture properties in the first texture index. - - - - - Gets if the material has a light map texture in the first texture index. - - - - - Gets or sets light map texture properties in the first texture index. - - - - - Gets if the material has a reflection texture in the first texture index. - - - - - Gets or sets reflection texture properties in the first texture index. - - - - - Constructs a new instance of the class. - - - - - Helper method to construct a fully qualified name from the input parameters. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". This is the name that is used as the material dictionary key. - - Key basename, this must not be null or empty - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The fully qualified name - - - - Gets the non-texture properties contained in this Material. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - The material property, if it exists - - - - Gets the material property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The material property, if it exists - - - - Gets the material property by its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - The material property, if it exists - - - - Checks if the material has the specified non-texture property. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - True if the property exists, false otherwise. - - - - Checks if the material has the specified property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - True if the property exists, false otherwise. - - - - Checks if the material has the specified property by looking up its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - True if the property exists, false otherwise. - - - - Adds a property to this material. - - Material property - True if the property was successfully added, false otherwise (e.g. null or key already present). - - - - Removes a non-texture property from the material. - - Property name - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Name of the property - Property texture type - Property texture index - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Fully qualified name of the property ({basename},{texType},{texIndex}) - True if the property was removed, false otherwise - - - - Removes all properties from the material; - - - - - Gets -all- properties contained in the Material. - - All properties in the material property map. - - - - Gets all the number of textures that are of the specified texture type. - - Texture type - Texture count - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True if the texture properties were added or modified - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True to only set the texture's file path, false otherwise - True if the texture properties were added or modified - - - - Removes a texture from the material - this bulk removes a property for each field. - If the texture has no file path, nothing is removed - - Texture to remove - True if the texture was removed, false otherwise. - - - - Gets a texture that corresponds to the type/index. - - Texture type - Texture index - Texture description - True if the texture was found in the material - - - - Gets all textures that correspond to the type. - - Texture type - The array of textures - - - - Gets all textures in the material. - - The array of textures - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A key-value pairing that represents some material property. - - - - - Gets or sets the property key name. E.g. $tex.file. This corresponds to the - "AiMatKeys" base name constants. - - - - - Gets or sets the type of property. - - - - - Gets the raw byte data count. - - - - - Checks if the property has data. - - - - - Gets the raw byte data. To modify/read this data, see the Get/SetXXXValue methods. - - - - - Gets or sets the texture type semantic, for non-texture properties this is always . - - - - - Gets or sets the texture index, for non-texture properties this is always zero. - - - - - Gets the property's fully qualified name. Format: "{base name},{texture type semantic},{texture index}". E.g. "$clr.diffuse,0,0". This - is the key that is used to index the property in the material property map. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. Constructs a buffer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a float property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs an integer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a boolean property. - - Name of the property - Property value - - - - Constructs a new instance of the class. Creates a string property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a texture property. - - Base name of the property - Property value - Texture type - Texture index - - - - Constructs a new instance of the class. Creates a float array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a int array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a Color3D property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a Color4D property. - - Base name of the property - Property value - - - - Gets the property raw data as a float. - - Float - - - - Sets the property raw data with a float. - - Float. - True if successful, false otherwise - - - - Gets the property raw data as a double. - - Double - - - - Sets the property raw data with a double. - - Double. - True if successful, false otherwise. - - - - Gets the property raw data as an integer. - - Integer - - - - Sets the property raw data as an integer. - - Integer - True if successful, false otherwise - - - - Gets the property raw data as a string. - - String - - - - Sets the property raw data as string. - - String - True if successful, false otherwise - - - - Gets the property raw data as a float array. - - Number of elements to get - Float array - - - - Gets the property raw data as a float array. - - Float array - - - - Sets the property raw data as a float array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a double array. - - Double array - - - - Sets the property raw data as a double array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as an integer array. - - Number of elements to get - Integer array - - - - Gets the property raw data as an integer array. - - Integer array - - - - Sets the property raw data as an integer array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a boolean. - - Boolean - - - - Sets the property raw data as a boolean. - - Boolean value - True if successful, false otherwise - - - - Gets the property raw data as a Color3D. - - Color3D - - - - Sets the property raw data as a Color3D. - - Color3D - True if successful, false otherwise - - - - Gets the property raw data as a Color4D. - - Color4D - - - - Sets the property raw data as a Color4D. - - Color4D - True if successful, false otherwise - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a 3x3 matrix. Assimp docs say their matrices are always row-major, - and it looks like they're only describing the memory layout. Matrices are treated - as column vectors however (X base in the first column, Y base the second, and Z base the third) - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix3x3. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - - - - Constructs a new Matrix3x3. - - A 4x4 matrix to construct from, only taking the rotation/scaling part. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication.Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 4x4 matrix to a 3x3 matrix. - - 4x4 matrix - 3x3 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a 4x4 column-vector matrix (X base is the first column, Y base is the second, Z base the third, and translation the fourth). - Memory layout is row major. Right handed conventions are used by default. - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 1, column 4 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 2, column 4 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Value at row 3, column 4 of the matrix - - - - - Value at row 4, column 1 of the matrix - - - - - Value at row 4, column 2 of the matrix - - - - - Value at row 4, column 3 of the matrix - - - - - Value at row 4, column 4 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix4x4. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 1, column 4 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 2, column 4 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - Element at row 3, column 4 - Element at row 4, column 1 - Element at row 4, column 2 - Element at row 4, column 3 - Element at row 4, column 4 - - - - Constructs a new Matrix4x4. - - Rotation matrix to copy values from. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Decomposes a transformation matrix into its original scale, rotation, and translation components. The - scaling vector receives the scaling for the x, y, z axes. The rotation is returned as a hamilton quaternion. And - the translation is the output position for the x, y, z axes. - - Vector to hold the scaling component - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Decomposes a transformation matrix with no scaling. The rotation is returned as a hamilton - quaternion. The translation receives the output position for the x, y, z axes. - - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a translation matrix. - - Translation vector - The translation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication. Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 3x3 matrix to a 4x4 matrix. - - 3x3 matrix - 4x4 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Delegate for performing unmanaged memory cleanup. - - Location in unmanaged memory of the value to cleanup - True if the unmanaged memory should be freed, false otherwise - - - - Helper static class containing functions that aid dealing with unmanaged memory to managed memory conversions. - - - - - Marshals an array of managed values to a c-style unmanaged array (void*). - - Managed type - Native type - Array of managed values - Pointer to unmanaged memory - - - - Marshals an array of managed values to a c-style unmanaged array (void*). This also can optionally marshal to - an unmanaged array of pointers (void**). - - Managed type - Native type - Array of managed values - True if the pointer is an array of pointers, false otherwise. - Pointer to unmanaged memory - - - - Marshals an array of managed values from a c-style unmanaged array (void*). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - Marshaled managed values - - - - Marshals an array of managed values from a c-style unmanaged array (void*). This also can optionally marshal from - an unmanaged array of pointers (void**). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - True if the pointer is an array of pointers, false otherwise. - Marshaled managed values - - - - Marshals an array of blittable structs to a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Managed array of structs - Pointer to unmanaged memory - - - - Marshals an array of blittable structs from a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Pointer to unmanaged memory - Number of elements to read - Managed array - - - - Frees an unmanaged array and performs cleanup for each value. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - - - - Frees an unmanaged array and performs cleanup for each value. Optionally can free an array of pointers. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - True if the pointer is an array of pointers, false otherwise. - - - - Marshals a managed value to unmanaged memory. - - Managed type - Unmanaged type - Managed value to marshal - Pointer to unmanaged memory - - - - Marshals a managed value from unmanaged memory. - - Managed type - Unmanaged type - Pointer to unmanaged memory - The marshaled managed value - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a structure to a pointer. Only use if the type is not blittable, otherwise - use the write methods for blittable types. - - Struct type - Struct to marshal - Pointer to unmanaged chunk of memory which must be allocated prior to this call - - - - Computes the size of the struct type using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Size of the struct in bytes. - - - - Computes the size of the struct array using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Pins an object in memory, which allows a pointer to it to be returned. While the object remains pinned the runtime - cannot move the object around in memory, which may degrade performance. - - Object to pin. - Pointer to pinned object's memory location. - - - - Unpins an object in memory, allowing it to once again freely be moved around by the runtime. - - Object to unpin. - - - - Convienence method to dispose all items in the collection - - IDisposable type - Collection of disposables - - - - Casts an underlying value type to an enum type, WITHOUT first casting the value to an Object. So this avoid boxing the value. - - Underlying value type. - Enum type. - Value to cast. - Enum value. - - - - Allocates unmanaged memory. This memory should only be freed by this helper. - - Size to allocate - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Allocates unmanaged memory that is cleared to a certain value. This memory should only be freed by this helper. - - Size to allocate - Value the memory will be cleared to, by default zero. - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Frees unmanaged memory that was allocated by this helper. - - Pointer to unmanaged memory to free. - - - - Checks if the memory is aligned to the specified alignment. - - Pointer to the memory - Alignment value, by defauly 16-byte - True if is aligned, false otherwise. - - - - Swaps the value between two references. - - Type of data to swap. - First reference - Second reference - - - - Computes a hash code using the FNV modified algorithmm. - - Byte data to hash. - Hash code for the data. - - - - Reads a stream until the end is reached into a byte array. Based on - Jon Skeet's implementation. - It is up to the caller to dispose of the stream. - - Stream to read all bytes from - Initial buffer length, default is 32K - The byte array containing all the bytes from the stream - - - - Compares two arrays of bytes for equivalence. - - First array of data. - Second array of data. - True if both arrays contain the same data, false otherwise. - - - - Clears the memory to the specified value. - - Pointer to the memory. - Value the memory will be cleared to. - Number of bytes, starting from the memory pointer, to clear. - - - - Computes the size of the struct type. - - Struct type - Size of the struct in bytes. - - - - Casts the by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the readonly by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the pointer into a by-ref value of the specified type. - - Struct type. - Memory location. - By-ref value. - - - - Casts one by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Casts one readonly by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Computes the size of the struct array. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Adds an offset to the pointer. - - Pointer - Offset - Pointer plus the offset - - - - Performs a memcopy that copies data from the memory pointed to by the source pointer to the memory pointer by the destination pointer. - - Destination memory location - Source memory location - Number of bytes to copy - - - - Returns the number of elements in the enumerable. - - Type of element in collection. - Enumerable collection - The number of elements in the enumerable collection. - - - - Converts typed element array to a byte array. - - Struct type - Element array - Byte array copy or null if the source array was not valid. - - - - Converts a byte array to a typed element array. - - Struct type - Byte array - Typed element array or null if the source array was not valid. - - - - Copies bytes from a byte array to an element array. - - Struct type - Source byte array - Starting index in destination array - Destination element array - Starting index in destination array - Number of elements to copy - - - - Copies bytes from an element array to a byte array. - - Struct type - Source element array - Starting index in source array - Destination byte array - Starting index in destination array - Number of elements to copy - - - - Reads data from the memory location into the array. - - Struct type - Pointer to memory location - Array to store the copied data - Zero-based element index to start writing data to in the element array. - Number of elements to copy - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value. - - - - Writes data from the array to the memory location. - - Struct type - Pointer to memory location - Array containing data to write - Zero-based element index to start reading data from in the element array. - Number of elements to copy - - - - Writes a single element to the memory location. - - Struct type - Pointer to memory location - The value to write - - - - A mesh represents geometry with a single material. - - - - - Gets or sets the mesh name. This tends to be used - when formats name nodes and meshes independently, - vertex animations refer to meshes by their names, - or importers split meshes up, each mesh will reference - the same (dummy) name. - - - - - Gets or sets the primitive type. This may contain more than one - type unless if - option is not set. - - - - - Gets or sets the index of the material associated with this mesh. - - - - - Gets the number of vertices in this mesh. This is the count that all - per-vertex lists should be the size of. - - - - - Gets if the mesh has a vertex array. This should always return - true provided no special scene flags are set. - - - - - Gets the vertex position list. - - - - - Gets if the mesh as normals. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex normal list. - - - - - Gets if the mesh has tangents and bitangents. It is not - possible for one to be without the other. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of faces contained in the mesh. - - - - - Gets if the mesh contains faces. If no special - scene flags are set, this should always return true. - - - - - Gets the mesh's faces. Each face will contain indices - to the vertices. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets the array that contains the count of UV(W) components for each texture coordinate channel, usually 2 (UV) or 3 (UVW). A component - value of zero means the texture coordinate channel does not exist. The channel index (index in the array) corresponds - to the texture coordinate channel index. - - - - - Gets the number of bones that influence this mesh. - - - - - Gets if this mesh has bones. - - - - - Gets the bones that influence this mesh. - - - - - Gets the number of mesh animation attachments that influence this mesh. - - - - - Gets if this mesh has mesh animation attachments. - - - - - Gets the mesh animation attachments that influence this mesh. - - - - - Gets or sets the morph method used when animation attachments are used. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the mesh. - - - - Constructs a new instance of the class. - - Primitive types contained in the mesh. - - - - Constructs a new instance of the class. - - Name of the mesh - Primitive types contained in the mesh. - - - - Checks if the mesh has vertex colors for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh has texture coordinates for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if texture coordinates are present in the channel. - - - - Convienence method for setting this meshe's face list from an index buffer. - - Index buffer - Indices per face - True if the operation succeeded, false otherwise (e.g. not enough data) - - - - Convienence method for accumulating all face indices into a single - index array. - - int index array - - - - Convienence method for accumulating all face indices into a single index - array as unsigned integers (the default from Assimp, if you need them). - - uint index array - - - - Convienence method for accumulating all face indices into a single - index array. - - short index array - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A mesh attachment store per-vertex animations for a particular frame. You may - think of this as a 'patch' for the host mesh, since the mesh attachment replaces only certain - vertex data streams at a particular time. Each mesh stores 'n' attached meshes. The actual - relationship between the time line and mesh attachments is established by the mesh animation channel, - which references singular mesh attachments by their ID and binds them to a time offset. - - - - - Gets the number of vertices in this mesh. This is a replacement - for the host mesh's vertex count. Likewise, a mesh attachment - cannot add or remove per-vertex attributes, therefore the existance - of vertex data will match the existance of data in the mesh. - - - - - Checks whether the attachment mesh overrides the vertex positions - of its host mesh. - - - - - Gets the vertex position list. - - - - - Checks whether the attachment mesh overrides the vertex normals of - its host mesh. - - - - - Gets the vertex normal list. - - - - - Checks whether the attachment mesh overrides the vertex - tangents and bitangents of its host mesh. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets or sets the weight of the mesh animation. - - - - - Constructs a new instance of the class. - - - - - Checks if the mesh attachment overrides a particular set of vertex colors on - the host mesh. This returns false if the list is null or empty. The index is between - zero and the maximumb number of vertex color channels. - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh attachment overrides a particular set of texture coordinates on - the host mesh. This returns false if the list is null or empty. The index is - between zero and the maximum number of texture coordinate channels. - - Channel index - True if texture coordinates are present in the channel. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes vertex-based animations for a single mesh or a group of meshes. Meshes - carry the animation data for each frame. The purpose of this object is to define - keyframes, linking each mesh attachment to a particular point in a time. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of meshkeys in this animation channel. There will always - be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds an anim mesh (referenced by an index) to a specific point in time. - - - - - The time of this key. - - - - - Index of the anim mesh that corresponds to this keyframe. - - - - - Constructs a new MeshKey. - - The time of this key. - Index of the anim mesh that corresponds to this keyframe. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's indices are the same, false otherwise - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's indices are not equal, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes morph-based keyframe animations for a single mesh or a group of meshes. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of mesh morph keys in this animation channel. There will always be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh morph keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds a morph animation mesh to a specific point in time. - - - - - Gets or sets the time of this keyframe. - - - - - Gets the values at the time of this keyframe. Number of values must equal number of weights. - - - - - Gets the weights at the time of this keyframe. Number of weights must equal number of values. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a container for holding metadata, representing as key-value pairs. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an entry in a metadata container. - - - - - Gets the type of metadata. - - - - - Gets the metadata data stored in this entry. - - - - - Constructs a new instance of the struct. - - Type of the data. - The data. - - - - Tests equality between two entries. - - First entry - Second entry - True if the entries are equal, false otherwise - - - - Tests inequality between two entries. - - First entry - Second entry - True if the entries are not equal, false otherwise - - - - Gets the data as the specified type. If it cannot be casted to the type, then null is returned. - - Type to cast the data to. - Casted data or null. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - True if the specified is equal to this instance; otherwise, false. - - - - Indicates whether the current object is equal to another object of the same type. - - An object to compare with this object. - True if the current object is equal to the parameter; otherwise, false. - - - - Returns a hash code for this instance. - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Attribute for assocating a type with an instance. - - - - - Gets the associated marshaler. - - - - - Constructs a new instance of the class. - - Type that implements - Thrown if the type is null. - Thrown if the type does not implement . - - - - A node in the imported model hierarchy. - - - - - Gets or sets the name of the node. - - - - - Gets or sets the transformation of the node relative to its parent. - - - - - Gets the node's parent, if it exists. - - - - - Gets the number of children that is owned by this node. - - - - - Gets if the node contains children. - - - - - Gets the node's children. - - - - - Gets the number of meshes referenced by this node. - - - - - Gets if the node contains mesh references. - - - - - Gets the indices of the meshes referenced by this node. Meshes can be - shared between nodes, so there is a mesh collection owned by the scene - that each node can reference. - - - - - Gets the node's metadata container. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the node - - - - Constructs a new instance of the class. - - Name of the node - Parent of the node - - - - Finds a node with the specific name, which may be this node - or any children or children's children, and so on, if it exists. - - Node name - The node or null if it does not exist - - - - Gets a value indicating whether this instance is native blittable. - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes the animation of a single node. The name specifies the bone/node which is affected by - this animation chanenl. The keyframes are given in three separate seties of values, - one for each position, rotation, and scaling. The transformation matrix is computed from - these values and replaces the node's original transformation matrix at a specific time. - This means all keys are absolute and not relative to the bone default pose. - The order which the transformations are to be applied is scaling, rotation, and translation (SRT). - Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no - negative time values, but they are not forbidden. - - - - - Gets or sets the name of the node affected by this animation. It must exist and it must - be unique. - - - - - Gets the number of position keys in the animation channel. - - - - - Gets if this animation channel contains position keys. - - - - - Gets the position keys of this animation channel. Positions are - specified as a 3D vector. If there are position keys, there should - also be -at least- one scaling and one rotation key. - - - - - Gets the number of rotation keys in the animation channel. - - - - - Gets if the animation channel contains rotation keys. - - - - - Gets the rotation keys of this animation channel. Rotations are - given as quaternions. If this exists, there should be -at least- one - scaling and one position key. - - - - - Gets the number of scaling keys in the animation channel. - - - - - Gets if the animation channel contains scaling keys. - - - - - Gets the scaling keys of this animation channel. Scalings are - specified in a 3D vector. If there are scaling keys, there should - also be -at least- one position and one rotation key. - - - - - Gets or sets how the animation behaves before the first key is encountered. By default the original - transformation matrix of the affected node is used. - - - - - Gets or sets how the animation behaves after the last key was processed. By default the original - transformation matrix of the affected node is taken. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A collection of child nodes owned by a parent node. Manages access to the collection while maintaing parent-child linkage. - - - - - Gets the number of elements contained in the . - - - - - Gets or sets the element at the specified index. - - The child index - - - - Gets a value indicating whether the is read-only. - - true if the is read-only; otherwise, false. - - - - Constructs a new instance of the class. - - Parent node - - - - Adds an item to the . - - The object to add to the . - - - - Adds a range of items to the list. - - Item array - - - - Removes all items from the . - - - - - Determines whether the contains a specific value. - - The object to locate in the . - - true if is found in the ; otherwise, false. - - - - - Copies collection contents to the array - - The array to copy to. - Index of the array to start copying. - - - - Determines the index of a specific item in the . - - The object to locate in the . - - The index of if found in the list; otherwise, -1. - - - - - Inserts an item to the at the specified index. - - The zero-based index at which should be inserted. - The object to insert into the . - - - - Removes the item at the specified index. - - The zero-based index of the item to remove. - - - - Removes the first occurrence of a specific object from the . - - The object to remove from the . - - true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . - - - - - Copies elements in the collection to a new array. - - Array of copied elements - - - - Returns an enumerator that iterates through the collection. - - A that can be used to iterate through the collection. - - - - Returns an enumerator that iterates through a collection. - - An object that can be used to iterate through the collection. - - - - Represents a plane in three-dimensional euclidean space where - A, B, C are components of the plane normal and D is the distance along the - normal from the origin to the plane. - - - - - X component of the normal vector. - - - - - Y component of the normal vector. - - - - - Z component of the normal vector. - - - - - Distance from the origin to the plane along the normal vector. - - - - - Constructs a new Plane. - - X component of the normal vector. - Y component of the normal vector. - Z component of the normal vector. - Distance from the origin to the plane along the normal vector. - - - - Static class containing preset properties for post processing options. - - - - - PostProcess configuration for (some) Direct3D conventions, - left handed geometry, upper left origin for UV coordinates, - and clockwise face order, suitable for CCW culling. - - - - - PostProcess configuration for optimizing data for real-time. - Does the following steps: - - , , - , , - , and - - - - - PostProcess configuration for optimizing - data for real-time rendering. Does the following steps: - - , , - , , - , - , , - , , and - - - - - - PostProcess configuration for heavily optimizing the data - for real-time rendering. Includes all flags in - as well as - , , and - - - - - - A 4D vector that represents a rotation. - - - - - Rotation component of the quaternion/ - - - - - X component of the vector part of the quaternion. - - - - - Y component of the vector part of the quaternion. - - - - - Z component of the vector part of the quaternion. - - - - - Constructs a new Quaternion. - - W component - X component - Y component - Z component - - - - Constructs a new Quaternion from a rotation matrix. - - Rotation matrix to create the Quaternion from. - - - - Constructs a new Quaternion from three euler angles. - - Pitch - Yaw - Roll - - - - Constructs a new Quaternion from an axis-angle. - - Axis - Angle about the axis - - - - Normalizes the quaternion. - - - - - Transforms this quaternion into its conjugate. - - - - - Returns a matrix representation of the quaternion. - - Rotation matrix representing the quaternion. - - - - Spherical interpolation between two quaternions. - - Start rotation when factor == 0 - End rotation when factor == 1 - Interpolation factor between 0 and 1, values beyond this range yield undefined values - Interpolated quaternion. - - - - Rotates a point by this quaternion. - - Point to rotate - Quaternion representing the rotation - Rotated point. - - - - Multiplies two quaternions. - - First quaternion - Second quaternion - Resulting quaternion - - - - Tests equality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are equal, false otherwise. - - - - Tests inequality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are not equal, false otherwise. - - - - Tests equality between two quaternions. - - Quaternion to compare - True if the quaternions are equal. - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a rotation for a given time. - - - - - The time of this key. - - - - - The rotation of this key. - - - - - Constructs a new QuaternionKey. - - Time of the key. - Quaternion rotation at the time frame. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's rotations are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's rotations are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their rotations are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Defines a 3D ray with a point of origin and a direction. - - - - - Origin of the ray in space. - - - - - Direction of the ray. - - - - - Constructs a new Ray. - - Origin of the ray. - Direction of the ray. - - - - Represents a completely imported model or scene. Everything that was imported from the given file can be - accessed from here. Once the scene is loaded from unmanaged memory, it resides solely in managed memory - and Assimp's read only copy is released. - - - - - Gets or sets the state of the imported scene. By default no flags are set, but - issues can arise if the flag is set to incomplete. - - - - - Gets or sets the root node of the scene graph. There will always be at least the root node - if the import was successful and no special flags have been set. Presence of further nodes - depends on the format and content of the imported file. - - - - - Gets if the scene contains meshes. Unless if no special scene flags are set - this should always be true. - - - - - Gets the number of meshes in the scene. - - - - - Gets the meshes contained in the scene, if any. - - - - - Gets if the scene contains any lights. - - - - - Gets the number of lights in the scene. - - - - - Gets the lights in the scene, if any. - - - - - Gets if the scene contains any cameras. - - - - - Gets the number of cameras in the scene. - - - - - Gets the cameras in the scene, if any. - - - - - Gets if the scene contains embedded textures. - - - - - Gets the number of embedded textures in the scene. - - - - - Gets the embedded textures in the scene, if any. - - - - - Gets if the scene contains any animations. - - - - - Gets the number of animations in the scene. - - - - - Gets the animations in the scene, if any. - - - - - Gets if the scene contains any materials. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the number of materials in the scene. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the materials in the scene. - - - - - Constructs a new instance of the class. - - - - - Clears the scene of all components. - - - - - Marshals a managed scene to unmanaged memory. The unmanaged memory must be freed with a call to - , the memory is owned by AssimpNet and cannot be freed by the native library. - - Scene data - Unmanaged scene or NULL if the scene is null. - - - - Marshals an unmanaged scene to managed memory. This does not free the unmanaged memory. - - The unmanaged scene data - The managed scene, or null if the pointer is NULL - - - - Frees unmanaged memory allocated -ONLY- in . To free an unmanaged scene allocated by the unmanaged Assimp library, - call the appropiate function. - - Pointer to unmanaged scene data. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a texel in ARGB8888 format. - - - - - Blue component. - - - - - Green component. - - - - - Red component. - - - - - Alpha component. - - - - - Constructs a new Texel. - - Blue component. - Green component. - Red component. - Alpha component. - - - - Tests equality between two texels. - - First texel - Second texel - True if the texels are equal, false otherwise. - - - - Tests inequality between two texels. - - First texel - Second texel - True if the texels are not equal, false otherwise. - - - - Implicitly converts a texel to a Color4D. - - Texel to convert - Converted Color4D - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes all the values pertaining to a particular texture slot in a material. - - - - - Gets the texture file path. - - - - - Gets the texture type semantic. - - - - - Gets the texture index in the material. - - - - - Gets the texture mapping. - - - - - Gets the UV channel index that corresponds to this texture from the mesh. - - - - - Gets the blend factor. - - - - - Gets the texture operation. - - - - - Gets the texture wrap mode for the U coordinate. - - - - - Gets the texture wrap mode for the V coordinate. - - - - - Gets misc flags. - - - - - Constructs a new TextureSlot. - - Texture filepath - Texture type semantic - Texture index in the material - Texture mapping - UV channel in mesh that corresponds to this texture - Blend factor - Texture operation - Texture wrap mode for U coordinate - Texture wrap mode for V coordinate - Misc flags - - - - Defines configurable properties for importing models. All properties - have default values. Setting config properties are done via the SetProperty* - methods in AssimpMethods. - - - - - Enables time measurements. If enabled the time needed for each - part of the loading process is timed and logged. - Type: bool. Default: false - - - - - Sets Assimp's multithreading policy. This is ignored if Assimp is - built without boost.thread support. Possible values are: -1 to - let Assimp decide, 0 to disable multithreading, and nay number larger than 0 - to force a specific number of threads. This is only a hint and may be - ignored by Assimp. - Type: integer. Default: -1 - - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. - Type: Bool. Default: false. - - - - - Specifies the maximum angle that may be between two vertex tangents that their tangents - and bitangents are smoothed during the step to calculate the tangent basis. The angle specified - is in degrees. The maximum value is 175 degrees. - Type: float. Default: 45 degrees - - - - - Specifies the maximum angle that may be between two face normals at the same vertex position that - their normals will be smoothed together during the calculate smooth normals step. This is commonly - called the "crease angle". The angle is specified in degrees. Maximum value is 175 degrees (all vertices - smoothed). - Type: float. Default: 175 degrees - - - - - Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) files. - This must be a valid path to a file. The file is 768 (256 * 3) bytes large and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a default - palette (from Quake 1) is used. - Type: string. Default: "colormap.lmp" - - - - - Configures the step to - keep materials matching a name in a given list. This is a list of - 1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers - containing whitespaces must be enclosed in *single* quotation marks. Tabs or - carriage returns are treated as whitespace. - If a material matches one of these names, it will not be modified - or removed by the post processing step nor will other materials be replaced - by a reference to it. - Default: string. Default: "" - - - - - Configures the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization - is performed where meshes with the same materials are not joined. - This option could be of used if you have a scene hierarchy that contains - important additional information which you intend to parse. - Type: bool. Default: false - - - - - Configures the step - to normalize all vertex components into the -1...1 range. That is, a bounding - box for the whole scene is computed where the maximum component is taken - and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension - of the input data. - Type: bool. Default: false - - - - - Configures the step - to remove degenerated primitives from the import immediately. - The default behavior converts degenerated triangles to lines and - degenerated lines to points. - Type: bool. Default: false - - - - - Configures the step - to check the area of a triangle to be greater than 1e-6. If this is not the case, the triangle will be removed if is set to true. - Type: bool. Default: false - - - - - Configures the step - to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character. - Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns - and tabs are treated as white space. - If a node matches one of these names, it will not be modified or removed by the - postprocessing step. - Type: string. Default: "" - - - - - Sets the maximum number of triangles a mesh can contain. This is used by the - step to determine - whether a mesh must be split or not. - Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES - - - - - Sets the maximum number of vertices in a mesh. This is used by the - step to determine - whether a mesh must be split or not. - Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES - - - - - Sets the maximum number of bones that can affect a single vertex. This is used - by the step. - Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS - - - - - Sets the size of the post-transform vertex cache to optimize vertices for. This is - for the step. The size - is given in vertices. Of course you can't know how the vertex format will exactly look - like after the import returns, but you can still guess what your meshes will - probably have. The default value *has* resulted in slight performance improvements - for most Nvidia/AMD cards since 2002. - Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE - - - - - Input parameter to the step. - It specifies the parts of the data structure to be removed. - This is a bitwise combination of the flag. If no valid mesh is remaining after - the step is executed, the import FAILS. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies which primitive types are to be removed by the step. - This is a bitwise combination of the flag. - Specifying ALL types is illegal. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies the floating point accuracy for animation values, specifically the epislon - during the comparison. The step checks for animation tracks where all frame values are absolutely equal - and removes them. Two floats are considered equal if the invariant abs(n0-n1) > epislon holds - true for all vector/quaternion components. - Type: float. Default: 0.0f (comparisons are exact) - - - - - Input parameter to the step. - It specifies which UV transformations are to be evaluated. - This is bitwise combination of the flag. - Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations) - - - - - A hint to Assimp to favour speed against import quality. Enabling this option - may result in faster loading, or it may not. It is just a hint to loaders and post-processing - steps to use faster code paths if possible. A value not equal to zero stands - for true. - Type: integer. Default: 0 - - - - - Maximum bone cone per mesh for the step. Meshes - are split until the max number of bones is reached. - Type: integer. Default: 60 - - - - - Source UV channel for tangent space computation. The specified channel must exist or an error will be raised. - Type: integer. Default: 0 - - - - - Threshold used to determine if a bone is kept or removed during the step. - Type: float. Default: 1.0f - - - - - Require all bones to qualify for deboning before any are removed. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node - transformation before transforming vertices. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node transformation - before transforming vertices. - Type: Matrix4x4. Default: Identity Matrix - - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - Type: Float. Default: 1.0f. - - - - - Sets the vertex animation keyframe to be imported. Assimp does not support - vertex keyframes (only bone animation is supported). The libary reads only one frame of models - with vertex animations. By default this is the first frame. - The default value is 0. This option applies to all importers. However, it is - also possible to override the global setting for a specific loader. You can use the - AI_CONFIG_IMPORT_XXX_KEYFRAME options where XXX is a placeholder for the file format which - you want to override the global setting. - Type: integer. Default: 0 - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. - Type: bool. Default: true - - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. - Type: bool. Default: true - - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - Type: bool. Default: true - - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - Type: bool. Default: false - - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. - Type: bool. Default: true - - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. - Type: bool. Default: true - - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. - Type: string. Default: "default" - - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. - Type: string. Default: "" - - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - Type: bool. Default: false (All layers are loaded) - - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - Type: bool. Default: false - - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - Type: integer. Default: taken from file - - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - Type: integer. Default: taken from file - - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - Type: integer. Default: 100 - - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. - Type: string. Default: "Scene.Material" - - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. - Type: Bool. Default: false. - - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - Type: Bool. Default: true. - - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - Type: Bool. Default: true. - - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - Type: Float. Default: 10.0f - - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - Type: Integer. Default: 32 - - - - - Specifies whether the collada loader will ignore the up direction. - Type: Bool. Default: false - - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or take only the first. - Type: bool. Default: true. - - - - - Specifies whether the FBX importer will read all materials present in the source file or take only the referenced materials, if the importer - will read materials, otherwise this has no effect. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read materials. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read embedded textures. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will search for embedded loaded textures, where no embedded texture data is provided. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read cameras. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read light sources. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read animations. - Type: Bool. default: true. - - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. - Type: Bool. Default: true. - - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. - Type: Bool. Default: true. - - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - Type: Bool. Default: false. - - - - - Static class that has a number of constants that are found in Assimp. These can be limits to configuration property default values. The constants - are grouped according to their usage or where they're found in the Assimp include files. - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for - - - - - Defines the maximum number of indices per face (polygon). - - - - - Defines the maximum number of bone weights. - - - - - Defines the maximum number of vertices per mesh. - - - - - Defines the maximum number of faces per mesh. - - - - - Defines the maximum number of vertex color sets per mesh. - - - - - Defines the maximum number of texture coordinate sets (UV(W) channels) per mesh. - - - - - Defines the default bone count limit. - - - - - Defines the deboning threshold. - - - - - Defines the maximum length of a string used in AiString. - - - - - Defines the default color material. - - - - - Defines the default textured material (if the meshes have UV coords). - - - - - Static class containing material key constants. A fully qualified mat key - name here means that it's a string that combines the mat key (base) name, its - texture type semantic, and its texture index into a single string delimited by - commas. For non-texture material properties, the texture type semantic and texture - index are always zero. - - - - - Material name (String) - - - - - Material name (String) - - - - - Two sided property (boolean) - - - - - Two sided property (boolean) - - - - - Shading mode property (ShadingMode) - - - - - Shading mode property (ShadingMode) - - - - - Enable wireframe property (boolean) - - - - - Enable wireframe property (boolean) - - - - - Blending function (BlendMode) - - - - - Blending function (BlendMode) - - - - - Opacity (float) - - - - - Opacity (float) - - - - - Bumpscaling (float) - - - - - Bumpscaling (float) - - - - - Shininess (float) - - - - - Shininess (float) - - - - - Reflectivity (float) - - - - - Reflectivity (float) - - - - - Shininess strength (float) - - - - - Shininess strength (float) - - - - - Refracti (float) - - - - - Refracti (float) - - - - - Diffuse color (Color4D) - - - - - Diffuse color (Color4D) - - - - - Ambient color (Color4D) - - - - - Ambient color (Color4D) - - - - - Specular color (Color4D) - - - - - Specular color (Color4D) - - - - - Emissive color (Color4D) - - - - - Emissive color (Color4D) - - - - - Transparent color (Color4D) - - - - - Transparent color (Color4D) - - - - - Reflective color (Color4D) - - - - - Reflective color (Color4D) - - - - - Background image (String) - - - - - Background image (String) - - - - - Texture base name - - - - - UVWSRC base name - - - - - Texture op base name - - - - - Mapping base name - - - - - Texture blend base name. - - - - - Mapping mode U base name - - - - - Mapping mode V base name - - - - - Texture map axis base name - - - - - UV transform base name - - - - - Texture flags base name - - - - - Helper function to get the fully qualified name of a texture property type name. Takes - in a base name constant, a texture type, and a texture index and outputs the name in the format: - "baseName,TextureType,texIndex" - - Base name - Texture type - Texture index - Fully qualified texture name - - - - Helper function to get the base name from a fully qualified name of a material property type name. The format - of such a string is: - "baseName,TextureType,texIndex" - - Fully qualified material property name. - Base name of the property type. - - - - Singleton that governs access to the unmanaged Assimp library functions. - - - - - Default name of the unmanaged library. Based on runtime implementation the prefix ("lib" on non-windows) and extension (.dll, .so, .dylib) will be appended automatically. - - - - - Gets the AssimpLibrary instance. - - - - - Gets if the Assimp unmanaged library supports multithreading. If it was compiled for single threading only, - then it will not utilize multiple threads during import. - - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a scene from a stream. This uses the "aiImportFileFromMemory" function. The stream can be from anyplace, - not just a memory stream. It is up to the caller to dispose of the stream. - - Stream containing the scene data - Post processing flags - A hint to Assimp to decide which importer to use to process the data - Property store containing the config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Releases the unmanaged scene data structure. This should NOT be used for unmanaged scenes that were marshaled - from the managed scene structure - only for scenes whose memory was allocated by the native library! - - Pointer to the unmanaged scene data structure. - - - - Applies a post-processing step on an already imported scene. - - Pointer to the unmanaged scene data structure. - Post processing steps to run. - Pointer to the unmanaged scene data structure. - - - - Gets all supported export formats. - - Array of supported export formats. - - - - Exports the given scene to a chosen file format. Returns the exported data as a binary blob which you can embed into another data structure or file. - - Scene to export, it is the responsibility of the caller to free this when finished. - Format id describing which format to export to. - Pre processing flags to operate on the scene during the export. - Exported binary blob, or null if there was an error. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Creates a modifyable copy of a scene, useful for copying the scene that was imported so its topology can be modified - and the scene be exported. - - Valid scene to be copied - Modifyable copy of the scene - - - - Attaches a log stream callback to catch Assimp messages. - - Pointer to an instance of AiLogStream. - - - - Enables verbose logging. - - True if verbose logging is to be enabled or not. - - - - Gets if verbose logging is enabled. - - True if verbose logging is enabled, false otherwise. - - - - Detaches a logstream callback. - - Pointer to an instance of AiLogStream. - A return code signifying if the function was successful or not. - - - - Detaches all logstream callbacks currently attached to Assimp. - - - - - Create an empty property store. Property stores are used to collect import settings. - - Pointer to property store - - - - Deletes a property store. - - Pointer to property store - - - - Sets an integer property value. - - Pointer to property store - Property name - Property value - - - - Sets a float property value. - - Pointer to property store - Property name - Property value - - - - Sets a string property value. - - Pointer to property store - Property name - Property value - - - - Sets a matrix property value. - - Pointer to property store - Property name - Property value - - - - Retrieves a color value from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The color if it exists. If not, the default Color4D value is returned. - - - - Retrieves an array of float values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of floats to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available floats, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The float array, if it exists - - - - Retrieves an array of integer values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of integers to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available integers, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The integer array, if it exists - - - - Retrieves a material property with the specific key from the material. - - Material to retrieve the property from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The material property, if found. - - - - Retrieves a string from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The string, if it exists. If not, an empty string is returned. - - - - Gets the number of textures contained in the material for a particular texture type. - - Material to retrieve the data from - Texture Type semantic - The number of textures for the type. - - - - Gets the texture filepath contained in the material. - - Material to retrieve the data from - Texture type semantic - Texture index - The texture filepath, if it exists. If not an empty string is returned. - - - - Gets all values pertaining to a particular texture from a material. - - Material to retrieve the data from - Texture type semantic - Texture index - Returns the texture slot struct containing all the information. - - - - Gets the last error logged in Assimp. - - The last error message logged. - - - - Checks whether the model format extension is supported by Assimp. - - Model format extension, e.g. ".3ds" - True if the format is supported, false otherwise. - - - - Gets all the model format extensions that are currently supported by Assimp. - - Array of supported format extensions - - - - Gets a collection of importer descriptions that detail metadata and feature support for each importer. - - Collection of importer descriptions - - - - Gets the memory requirements of the scene. - - Pointer to the unmanaged scene data structure. - The memory information about the scene. - - - - Creates a quaternion from the 3x3 rotation matrix. - - Quaternion struct to fill - Rotation matrix - - - - Decomposes a 4x4 matrix into its scaling, rotation, and translation parts. - - 4x4 Matrix to decompose - Scaling vector - Quaternion containing the rotation - Translation vector - - - - Transposes the 4x4 matrix. - - Matrix to transpose - - - - Transposes the 3x3 matrix. - - Matrix to transpose - - - - Transforms the vector by the 3x3 rotation matrix. - - Vector to transform - Rotation matrix - - - - Transforms the vector by the 4x4 matrix. - - Vector to transform - Matrix transformation - - - - Multiplies two 4x4 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Multiplies two 3x3 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Creates a 3x3 identity matrix. - - Matrix to hold the identity - - - - Creates a 4x4 identity matrix. - - Matrix to hold the identity - - - - Gets the Assimp legal info. - - String containing Assimp legal info. - - - - Gets the native Assimp DLL's minor version number. - - Assimp minor version number - - - - Gets the native Assimp DLL's major version number. - - Assimp major version number - - - - Gets the native Assimp DLL's revision version number. - - Assimp revision version number - - - - Gets the native Assimp DLL's current version number as "major.minor.revision" string. This is the - version of Assimp that this wrapper is currently using. - - Unmanaged DLL version - - - - Gets the native Assimp DLL's current version number as a .NET version object. - - Unmanaged DLL version - - - - Get the compilation flags that describe how the native Assimp DLL was compiled. - - Compilation flags - - - - Defines all the unmanaged assimp C-function names. - - - - - Defines all of the delegates that represent the unmanaged assimp functions. - - - - - Enumerates supported platforms. - - - - - Windows platform. - - - - - Linux platform. - - - - - Mac platform. - - - - - An attribute that represents the name of an unmanaged function to import. - - - - - Name of the unmanaged function. - - - - - Constructs a new . - - Name of the function. - - - - Represents management and access to an unmanaged library. An unmanaged library can be loaded and unloaded dynamically. The library then searches for a list - of exported functions to create managed delegates for, allowing callers to access the library. Each OS platform has its own implementation to determine how to load - unmanaged libraries. - - - - - Occurs when the unmanaged library is loaded. - - - - - Occurs when the unmanaged library is freed. - - - - - Queries if the unmanaged library has been loaded or not. - - - - - Gets the default name of the unmanaged library DLL. This is dependent based on the platform extension and name prefix. Additional - names can be set in the (e.g. to load versioned DLLs) - - - - - Gets the path to the unmanaged library DLL that is currently loaded. - - - - - Gets the resolver used to find the unmanaged library DLL when loading. - - - - - Gets or sets whether an is thrown if the unmanaged DLL fails to load for whatever reason. By - default this is true. - - - - - Queries if the OS is 64-bit, if false then it is 32-bit. - - - - - Constructs a new . - - Default name (NOT path) of the unmanaged library. - Delegate types to instantiate and load. - - - - Gets an enum representing the current OS that is application is executing on. - - Platform enumeration. - - - - Loads the unmanaged library using the . - - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied 32 and 64 bit paths, the one chosen is based on the OS bitness. - - Path to the 32-bit DLL - Path to the 64-bit DLL - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied path. - - Path to the unmanaged DLL. - True if the library was found and successfully loaded. - - - - Frees the unmanaged library that is currently loaded. - - True if the library was sucessfully freed. - - - - Gets a delegate based on the unmanaged function name. - - Type of delegate. - Name of unmanaged function that is exported by the library. - The delegate, or null if not found. - - - - If library is not explicitly loaded by user, call this when trying to call an unmanaged function to load the unmanaged library - from the default path. This function is thread safe. - - - - - Called when the library is loaded. - - - - - Called when the library is freed. - - - - - Resolves unmanaged DLLs for . The process is completely configurable, where the user can supply alternative library names (e.g. versioned libs), - an override library name, and probing paths. These can be set for both 32/64 bit, or seperately for 32 or 64 bit. See - for the search strategy. - - - - - Gets the platform that the application is running on. - - - - - Constructs a new instance of the class. - - Platform we're resolving binaries for. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 32-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for both 32-bit and 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of file paths to probe for 32-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for both 32-bit and 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets an override 32-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 32-bit and 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Given a library name, this function attempts to resolve the file path from which it can be loaded. Each step of the search strategy uses the fallback - library names if the given name was not found in the current step. If the search is unsuccessfully, the library name is returned which means the OS will try - and do its own search strategy when attempting to load the library (this is dependent on the OS). The search strategy is the following, in order of execution: - - - Search user-specified probing paths. - Search {AppBaseDirectory}/runtimes/{RID}/native/. - Search {AppBaseDirectory}/. - Search nuget package path, e.g. {UserProfile}/.nuget/packages/{PackageId}/{PackageVersion}/runtimes/{RID}/native/. - - - - The search strategy gives priority to user-specified probing paths, then local paths to the application, then finally examining the global nuget cache. The RID - is the Runtime Identifier based on the platform/architecture, see also Microsoft's RID Catalog. - - - Name of the library to attempt to resolve. - Full file path to the library, or the file name if not found (e.g. "libXYZ.so"). - - - - Represents an aiScene struct. - - - - - unsigned int, flags about the state of the scene - - - - - aiNode*, root node of the scenegraph. - - - - - Number of meshes contained. - - - - - aiMesh**, meshes in the scene. - - - - - Number of materials contained. - - - - - aiMaterial**, materials in the scene. - - - - - Number of animations contained. - - - - - aiAnimation**, animations in the scene. - - - - - Number of embedded textures contained. - - - - - aiTexture**, textures in the scene. - - - - - Number of lights contained. - - - - - aiLight**, lights in the scene. - - - - - Number of cameras contained. - - - - - aiCamera**, cameras in the scene. - - - - - void*, Private data do not touch! - - - - - Represents an aiNode struct. - - - - - Name of the node. - - - - - Node's transform relative to its parent. - - - - - aiNode*, node's parent. - - - - - Number of children the node owns. - - - - - aiNode**, array of nodes this node owns. - - - - - Number of meshes referenced by this node. - - - - - unsigned int*, array of mesh indices. - - - - - aiMetadata*, pointer to a metadata container. May be NULL, if an importer doesn't document metadata then it doesn't write any. - - - - - Represents an aiMetadataEntry struct. - - - - - Type of metadata. - - - - - Pointer to data. - - - - - Represents an aiMetadata struct. - - - - - Length of the Keys and Values arrays. - - - - - aiString*, array of keys. May not be NULL. Each entry must exist. - - - - - aiMetadataEntry*, array of values. May not be NULL. Entries may be NULL if the corresponding property key has no assigned value. - - - - - Represents an aiMesh struct. Note: This structure requires marshaling, due to the arrays of IntPtrs. - - - - - unsigned int, bitwise flag detailing types of primitives contained. - - - - - Number of vertices in the mesh, denotes length of - -all- per-vertex arrays. - - - - - Number of faces in the mesh. - - - - - aiVector3D*, array of positions. - - - - - aiVector3D*, array of normals. - - - - - aiVector3D*, array of tangents. - - - - - aiVector3D*, array of bitangents. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int[Max_Value], array of ints denoting the number of components for each set of texture coordinates - UV (2), UVW (3) for example. - Max_Value is defined as . - - - - - aiFace*, array of faces. - - - - - Number of bones in the mesh. - - - - - aiBone**, array of bones. - - - - - Material index referencing the material in the scene. - - - - - Optional name of the mesh. - - - - - Number of attachment meshes. NOT CURRENTLY IN USE. - - - - - aiAnimMesh**, array of attachment meshes for vertex-based animation. NOT CURRENTLY IN USE. - - - - - unsigned int, method of morphing when anim meshes are specified. - - - - - Represents an aiTexture struct. - - - - - Width of the texture. - - - - - Height of the texture. - - - - - sbyte[9], format extension hint. Fixed size char is two bytes regardless of encoding. Unmanaged assimp uses a char that - maps to one byte. 8 for string + 1 for terminator. - - - - - aiTexel*, array of texel data. - - - - - Sets the format hint. - - Format hint - must be 3 characters or less - - - - Gets the format hint. - - The format hint - - - - Gets the format hint. Use this to avoid struct copy if the string was passed by read-only ref. - - AiTexture - The format hint - - - - Represents an aiFace struct. - - - - - Number of indices in the face. - - - - - unsigned int*, array of indices. - - - - - Represents an aiBone struct. - - - - - Name of the bone. - - - - - Number of weights. - - - - - VertexWeight*, array of vertex weights. - - - - - Matrix that transforms the vertex from mesh to bone space in bind pose - - - - - Represents an aiMaterialProperty struct. - - - - - Name of the property (key). - - - - - Textures: Specifies texture usage. None texture properties - have this zero (or None). - - - - - Textures: Specifies the index of the texture. For non-texture properties - this is always zero. - - - - - Size of the buffer data in bytes. This value may not be zero. - - - - - Type of value contained in the buffer. - - - - - char*, byte buffer to hold the property's value. - - - - - Represents an aiMaterial struct. - - - - - aiMaterialProperty**, array of material properties. - - - - - Number of key-value properties. - - - - - Storage allocated for key-value properties. - - - - - Represents an aiNodeAnim struct. - - - - - Name of the node affected by the animation. The node must exist - and be unique. - - - - - Number of position keys. - - - - - VectorKey*, position keys of this animation channel. Positions - are 3D vectors and are accompanied by at least one scaling and one rotation key. - - - - - The number of rotation keys. - - - - - QuaternionKey*, rotation keys of this animation channel. Rotations are 4D vectors (quaternions). - If there are rotation keys there will be at least one scaling and one position key. - - - - - Number of scaling keys. - - - - - VectorKey*, scaling keys of this animation channel. Scalings are specified as a - 3D vector, and if there are scaling keys, there will at least be one position - and one rotation key. - - - - - Defines how the animation behaves before the first key is encountered. - - - - - Defines how the animation behaves after the last key was processed. - - - - - Represents an aiMeshAnim struct. - - - - - Name of the mesh to be animated. Empty string not allowed. - - - - - Number of keys, there is at least one. - - - - - aiMeshkey*, the key frames of the animation. There must exist at least one. - - - - - Represents an aiMeshMorphKey struct. - - - - - The time of this key. - - - - - unsigned int*, values at the time of this key. - - - - - double*, weights at the time of this key. - - - - - unsigned int, the number of values/weights. - - - - - Represents an aiMeshMorphAnim struct. - - - - - aiString, the name of the mesh to be animated. Empty strings are not allowed, animated meshes need to be named (not necessarily uniquely, - the name can basically serve as a wildcard to select a group of meshes with similar animation setup). - - - - - unsigned int, number of key frames. Must be at least one. - - - - - aiMeshMorphKey*, key frames of the animation. - - - - - Represents an aiAnimation struct. - - - - - Name of the animation. - - - - - Duration of the animation in ticks. - - - - - Ticks per second, 0 if not specified in imported file. - - - - - Number of bone animation channels, each channel affects a single node. - - - - - aiNodeAnim**, node animation channels. Each channel affects a single node. - - - - - Number of mesh animation channels. Each channel affects a single mesh and defines - vertex-based animation. - - - - - aiMeshAnim**, mesh animation channels. Each channel affects a single mesh. - - - - - Number of mesh morph animation channels. Each channel affects a single mesh and defines - morphing animation. - - - - - aiMeshMorphAnim**, mesh morph animation channels. Each channel affects a single mesh. - - - - - Represents an aiLight struct. - - - - - Name of the light. - - - - - Type of light. - - - - - Position of the light. - - - - - Direction of the spot/directional light. - - - - - Up direction of the light source in space. Undefined for point lights. - - - - - Attenuation constant value. - - - - - Attenuation linear value. - - - - - Attenuation quadratic value. - - - - - Diffuse color. - - - - - Specular color. - - - - - Ambient color. - - - - - Spot light inner angle. - - - - - Spot light outer angle. - - - - - Width (X) and Height (Y) of the area that represents an light. - - - - - Represents an aiCamera struct. - - - - - Name of the camera. - - - - - Position of the camera. - - - - - Up vector of the camera. - - - - - Viewing direction of the camera. - - - - - Field Of View of the camera. - - - - - Near clip plane distance. - - - - - Far clip plane distance. - - - - - The Aspect ratio. - - - - - Represents an aiString struct. - - - - - Byte length of the UTF-8 string. - - - - - Actual string data. - - - - - Constructs a new instance of the struct. - - The string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. Use this to avoid struct copy if the string was passed by read-only ref. - - AiString - AiString string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. - - AiString string data - - - - Convienence method for setting the AiString string (and length). - - String data to set - True if the operation was successful, false otherwise. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Function pointer that gets called when a message is to be logged. - - - - - char*, user defined opaque data. - - - - - Represents the memory requirements for the different components of an imported - scene. All sizes in in bytes. - - - - - Size of the storage allocated for texture data, in bytes. - - - - - Size of the storage allocated for material data, in bytes. - - - - - Size of the storage allocated for mesh data, in bytes. - - - - - Size of the storage allocated for node data, in bytes. - - - - - Size of the storage allocated for animation data, in bytes. - - - - - Size of the storage allocated for camera data, in bytes. - - - - - Size of the storage allocated for light data, in bytes. - - - - - Total storage allocated for the imported scene, in bytes. - - - - - Represents an aiAnimMesh struct. Note: This structure requires marshaling, due to the array of IntPtrs. - - - - - aiVector3D*, replacement position array. - - - - - aiVector3D*, replacement normal array. - - - - - aiVector3D*, replacement tangent array. - - - - - aiVector3D*, replacement bitangent array. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int, number of vertices. - - - - - float, weight of the AnimMesh. - - - - - Describes a variety of information about an importer. - - - - - char*, full name of the importer (e.g. Blender3D Importer) - - - - - char*, original author (blank if unknown or assimp team) - - - - - char*, current maintainer, left blank if the author maintains. - - - - - char*, implementation comments. E.g. unimplemented features. - - - - - unsigned int, features supported by the importer. - - - - - unsigned int, max major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, max major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - char*, list of file extensions the importer can handle. Entries are separated by space characters, and all entries are lower case WITHOUT a leading dot. (e.g. "xml dae"). - Multiple importers may respond to the same file extension, assim - - - - - Describes a file format which Assimp can export to. - - - - - char*, a short string ID to uniquely identify the export format. e.g. "collada" or "obj" - - - - - char*, a short description of the file format to present to users. - - - - - char*, a recommended file extension of the exported file in lower case. - - - - - Describes a blob of exported scene data. Blobs can be nested, the first blob always has an empty name. Nested - blobs represent auxillary files produced by the exporter (e.g. material files) and are named accordingly. - - - - - size_t, size of the data in bytes. - - - - - void*, the data. - - - - - AiString, name of the blob. - - - - - aiExportDataBlob*, pointer to the next blob in the chain. - - - - - Contains callbacks to implement a custom file system to open and close files. - - - - - Function pointer to open a new file. - - - - - Function pointer used to close an existing file. - - - - - Char*, user defined opaque data. - - - - - Contains callbacks to read and write to a file opened by a custom file system. - - - - - Function pointer to read from a file. - - - - - Function pointer to write to a file. - - - - - Function pointer to retrieve the current position of the file cursor. - - - - - Function pointer to retrieve the size of the file. - - - - - Function pointer to set the current position of the file cursor. - - - - - Function pointer to flush the file contents. - - - - - Char*, user defined opaque data. - - - - - Callback delegate for Assimp's LogStream. - - Log message - char* pointer to user data that is passed to the callback - - - - Callback delegate for a custom file system, to write to a file. - - Pointer to an AiFile instance - Char* pointer to data to write (casted from a void*) - Size of a single element in bytes to write - Number of elements to write - Number of elements successfully written. Should be zero if either size or numElements is zero. May be less than numElements if an error occured. - - - - Callback delegate for a custom file system, to read from a file. - - Pointer to an AiFile instance. - Char* pointer that will store the data read (casted from a void*) - Size of a single element in bytes to read - Number of elements to read - Number of elements succesfully read. Should be zero if either size or numElements is zero. May be less than numElements if end of file is encountered, or if an error occured. - - - - Callback delegate for a custom file system, to tell offset/size information about the file. - - Pointer to an AiFile instance. - Returns the current file cursor or the file size in bytes. May be -1 if an error has occured. - - - - Callback delegate for a custom file system, to flush the contents of the file to the disk. - - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to set the current position of the file cursor. - - Pointer to An AiFile instance. - Offset from the origin. - Position used as a reference - Returns success, if successful - - - - Callback delegate for a custom file system, to open a given file and create a new AiFile instance. - - Pointer to an AiFileIO instance. - Path to the target file - Read-write permissions to request - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to close a given file and free its memory. - - Pointer to an AiFileIO instance. - Pointer to an AiFile instance that will be closed. - - - - Fixed length array for representing the color channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the texture coordinate channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the number of UV components for each texture coordinate channel of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Defines how an UV channel is transformed. - - - - - Translation on the U and V axes. Default is 0|0 - - - - - Scaling on the U and V axes. Default is 1|1. - - - - - Rotation in counter-clockwise direction, specfied in - radians. The rotation center is 0.5f|0.5f and the - default value is zero. - - - - - Represents a two-dimensional vector. - - - - - X component. - - - - - Y component - - - - - Gets or sets the component value at the specified zero-based index - in the order of XY (index 0 access X, 1 access Y. If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector2D. - - X component - Y component - - - - Constructs a new Vector2D with both components - set the same value. - - Value to set both X and Y to - - - - Sets the X and Y values. - - X component - Y component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a three-dimensional vector. - - - - - X component. - - - - - Y component. - - - - - Z component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of XYZ (index 0 access X, 1 access Y, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector3D. - - X component - Y component - Z component - - - - Constructs a new Vector3D. - - Vector2D containing the X, Y values - Z component - - - - Constructs a new Vector3D where each component is set - to the same value. - - Value to set X, Y, and Z to - - - - Sets the X, Y, and Z values. - - X component - Y component - Z component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Calculates the cross product of two vectors. - - First vector - Second vector - Resulting vector - - - - Calculates the dot product of two vectors. - - First vector - Second vector - Resulting vector - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Transforms this vector by a 3x3 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Transforms this vector by a 4x4 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a 3D vector for a given time. - - - - - The time of this key. - - - - - The 3D vector value of this key. - - - - - Constructs a new VectorKey. - - The time of this key. - The 3D vector value of this key. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's 3D vectors are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's 3D vectors are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their 3D vectors are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a single influence of a bone on a vertex. - - - - - Index of the vertex which is influenced by the bone. - - - - - Strength of the influence in range of (0...1). All influences - from all bones at one vertex amounts to 1. - - - - - Constructs a new VertexWeight. - - Index of the vertex. - Weight of the influence. - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Internal stub type used by MemoryInterop.ILPatcher to inject fast-interop code. Depending on the type of method, the IL injection is either inline (replacing the call) or - replaces the entire method body. Recommended types to use are generally blittable structs. - - - - - Casts the by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the readonly by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the pointer to a by-ref value of the specified type. - - Type to cast to. - Pointer. - Ref to the value, as the new type. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to receive the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to write the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Computes the size of the type (inlined). - - Type of data. - Size of the type in bytes. - - - - Casts the by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Casts the readonly by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Writes a single element to the memory location (inlined). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Writes a single element to the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Reads a single element from the memory location (inlined). - - Type of data. - Pointer to memory location. - Value read. - - - - Reads a single element from the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value read. - - - - Copies the number of bytes from one pointer to the other (inlined). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Copies the number of bytes from one pointer to the other (inlined, unaligned copy). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Clears the memory to a specified value (inlined). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - - Clears the memory to a specified value (inlined, unaligned init). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/netstandard1.3/AssimpNet.deps.json b/Dependencies/assimpnet/AssimpNet/bin/Release/netstandard1.3/AssimpNet.deps.json deleted file mode 100644 index 3ae591b1..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/netstandard1.3/AssimpNet.deps.json +++ /dev/null @@ -1,1056 +0,0 @@ -{ - "runtimeTarget": { - "name": ".NETStandard,Version=v1.3/", - "signature": "" - }, - "compilationOptions": {}, - "targets": { - ".NETStandard,Version=v1.3": {}, - ".NETStandard,Version=v1.3/": { - "AssimpNet/4.1.1": { - "dependencies": { - "MemoryInterop.ILPatcher": "2.0.0", - "NETStandard.Library": "1.6.1" - }, - "runtime": { - "AssimpNet.dll": {} - } - }, - "MemoryInterop.ILPatcher/2.0.0": {}, - "Microsoft.NETCore.Platforms/1.1.0": {}, - "Microsoft.NETCore.Targets/1.1.0": {}, - "Microsoft.Win32.Primitives/4.3.0": { - "dependencies": { - "Microsoft.NETCore.Platforms": "1.1.0", - "Microsoft.NETCore.Targets": "1.1.0", - "System.Runtime": "4.3.0" - } - }, - "NETStandard.Library/1.6.1": { - "dependencies": { - "Microsoft.NETCore.Platforms": "1.1.0", - "Microsoft.Win32.Primitives": "4.3.0", - "System.AppContext": "4.3.0", - "System.Collections": "4.3.0", - "System.Collections.Concurrent": "4.3.0", - "System.Console": "4.3.0", - "System.Diagnostics.Debug": "4.3.0", - "System.Diagnostics.Tools": "4.3.0", - "System.Diagnostics.Tracing": "4.3.0", - "System.Globalization": "4.3.0", - "System.Globalization.Calendars": "4.3.0", - "System.IO": "4.3.0", - "System.IO.Compression": "4.3.0", - "System.IO.Compression.ZipFile": "4.3.0", - "System.IO.FileSystem": "4.3.0", - "System.IO.FileSystem.Primitives": "4.3.0", - "System.Linq": "4.3.0", - "System.Linq.Expressions": "4.3.0", - "System.Net.Http": "4.3.0", - "System.Net.Primitives": "4.3.0", - "System.Net.Sockets": "4.3.0", - "System.ObjectModel": "4.3.0", - "System.Reflection": "4.3.0", - "System.Reflection.Extensions": "4.3.0", - "System.Reflection.Primitives": "4.3.0", - "System.Resources.ResourceManager": "4.3.0", - "System.Runtime": "4.3.0", - "System.Runtime.Extensions": "4.3.0", - "System.Runtime.Handles": "4.3.0", - "System.Runtime.InteropServices": "4.3.0", - "System.Runtime.InteropServices.RuntimeInformation": "4.3.0", - "System.Runtime.Numerics": "4.3.0", - "System.Security.Cryptography.Algorithms": "4.3.0", - "System.Security.Cryptography.Encoding": "4.3.0", - "System.Security.Cryptography.Primitives": "4.3.0", - "System.Security.Cryptography.X509Certificates": "4.3.0", - "System.Text.Encoding": "4.3.0", - "System.Text.Encoding.Extensions": "4.3.0", - "System.Text.RegularExpressions": "4.3.0", - "System.Threading": "4.3.0", - "System.Threading.Tasks": "4.3.0", - 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- - - AssimpNet - - - - - An animation consists of keyframe data for a number of nodes. For - each node affected by the animation, a separate series of data is given. - - - - - Gets or sets the name of the animation. If the modeling package the - data was exported from only supports a single animation channel, this - name is usually empty. - - - - - Gets or sets the duration of the animation in number of ticks. - - - - - Gets or sets the number of ticks per second. It may be zero - if it is not specified in the imported file. - - - - - Gets if the animation has node animation channels. - - - - - Gets the number of node animation channels where each channel - affects a single node. - - - - - Gets the node animation channels. - - - - - Gets if the animation has mesh animations. - - - - - Gets the number of mesh animation channels. - - - - - Gets the number of mesh morph animation channels. - - - - - Gets the mesh animation channels. - - - - - Gets the mesh morph animation channels. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an Assimp Import/Export context that load or save models using the unmanaged library. Additionally, conversion - functionality is offered to bypass loading model data into managed memory. - - - - - Gets if the context has been disposed. - - - - - Gets or sets the uniform scale for the model. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the X-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation abut the Y-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets or sets the model's rotation about the Z-Axis, in degrees. This is multiplied - with the existing root node's transform. This is only used during import. - - - - - Gets whether this context is using a user-defined IO system for file handling. - - - - - Gets the property configurations set to this context. This is only used during import. - - - - - Constructs a new instance of the class. - - - - - Imports a model from the stream without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the stream. The importer sets configurations and loads the model into managed memory, releasing the unmanaged memory - used by Assimp. It is up to the caller to dispose of the stream. If the format is distributed across multiple files/streams, set a custom - and use the "ImportFile" family of functions. - - Stream to read from - Post processing flags, if any - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful. - The imported scene - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file without running any post-process steps. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Imports a model from the specified file. The importer sets configurations - and loads the model into managed memory, releasing the unmanaged memory used by Assimp. - - Full path to the file - Post processing flags, if any - The imported scene - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a file. - - Scene containing the model to export. - Path to the file. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - True if the scene was exported successfully, false otherwise. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Exports a scene to the specified format and writes it to a data blob. - - Scene containing the model to export. - FormatID representing the format to export to. - Preprocessing flags to apply to the model before it is exported. - The resulting data blob, or null if the export failed. - Thrown if the scene is null. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a file. - - Input file name to import - Post processing steps used for the import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the file to the specified format and save it to a data blob. - - Input file name to import - Post processing steps used for the import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if there was a general error in importing the model. - Thrown if the file could not be located. - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a file. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToFile" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Output file name to export to - Format id that specifies what format to export to - Pre processing steps used for the export - True if the conversion was successful or not, false otherwise. - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Converts the model contained in the stream to the specified format and save it to a data blob. It is up to the caller to dispose of the stream. - If the format is distributed across multiple files/streams, set a custom - and use the "ConvertFromFileToBlob" family of functions. - - Stream to read from - Optional format extension to serve as a hint to Assimp to choose which importer to use. If null or empty, the system will - try to detect what importer to use from the data which may or may not be successful - Post processing steps used for import - Format id that specifies what format to export to - Pre processing steps used for the export - Data blob containing the exported scene in a binary form - Thrown if the stream is not valid (null or write-only). - Thrown if the context has already been disposed of. - - - - Sets a custom file system implementation that is used by this importer. If it is null, then the default assimp file system - is used instead. - - Custom file system implementation - - - - Removes the currently set custom file system implementation from the importer. - - - - - Gets the model formats that are supported for export by Assimp. - - Export formats supported - - - - Gets the model formats that are supported for import by Assimp. - - Import formats supported - - - - Gets descriptions for each importer that assimp has registered. - - Descriptions of supported importers. - - - - Gets an importer description for the specified file extension. If no importers support it, null is returned. Multiple importers may support the file extension, - they are called in the order that they were registered. - - File extension to query importer support for. - Importer description or null if it does not exist. - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for import. - - Model format - True if the format is supported, false otherwise - - - - Checks if the format extension (e.g. ".dae" or ".obj") is supported for export. - - Model format - True if the format is supported, false otherwise - - - - Sets a configuration property to the context. This is only used during import. - - Config to set - - - - Removes a set configuration property by name. - - Name of the config property - - - - Removes all configuration properties from the context. - - - - - Checks if the context has a config set by the specified name. - - Name of the config property - True if the config is present, false otherwise - - - - Disposes of resources held by the context. These include IO systems still attached. - - - - - Releases unmanaged and - optionally - managed resources - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - AssimpNet general exception. - - - - - Initializes a new instance of the class. - - - - - Initializes a new instance of the class. - - The error message. - - - - Initializes a new instance of the class. - - Name of the param. - The error message. - - - - Initializes a new instance of the class. - - The error message - The inner exception. - - - - Represents a single bone of a mesh. A bone has a name which allows it to be found in the frame - hierarchy and by which it can be addressed by animations. In addition it has a number of - influences on vertices. - - - - - Gets or sets the name of the bone. - - - - - Gets the number of vertex influences the bone contains. - - - - - Gets if the bone has vertex weights - this should always be true. - - - - - Gets the vertex weights owned by the bone. - - - - - Gets or sets the matrix that transforms from mesh space to bone space in bind pose. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the bone - Bone's offset matrix - Vertex weights - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes a right-handed camera in the scene. An important aspect is that - the camera itself is also part of the scenegraph, meaning any values such - as the direction vector are not *absolute*, they can be relative to the coordinate - system defined by the node which corresponds to the camera. This allows for camera - animations. - - - - - Gets or sets the name of the camera. This corresponds to a node in the - scenegraph with the same name. This node specifies the position of the - camera in the scene hierarchy and can be animated. - - - - - Gets or sets the position of the camera relative to the coordinate space defined by - the corresponding node. THe default value is 0|0|0. - - - - - Gets or sets the 'up' vector of the camera, relative to the coordinate space defined by the - corresponding node. The 'right' vector of the camera is the cross product of the up - and direction vectors. The default value is 0|1|0. - - - - - Gets or sets the viewing direction of the camera, relative to the coordinate space defined by the corresponding node. - The default value is 0|0|1. - - - - - Gets or sets the half horizontal field of view angle, in radians. The FoV angle is - the angle between the center line of the screen and the left or right border. The default - value is 1/4PI. - - - - - Gets or sets the distance of the near clipping plane from the camera. The value may not - be 0.0f for arithmetic reasons to prevent a division through zero. The default value is 0.1f; - - - - - Gets or sets the distance of the far clipping plane from the camera. The far clippling plane must - be further than the near clippling plane. The default value is 1000.0f. The ratio between - the near and far plane should not be too large (between 1000 - 10000 should be ok) to avoid - floating-point inaccuracies which can lead to z-fighting. - - - - - Gets or sets the screen aspect ratio. This is the ratio between the width and height of the screen. Typical - values are 4/3, 1/2, or 1/1. This value is 0 if the aspect ratio is not defined in the source file. - The default value is zero. - - - - - Gets a right-handed view matrix. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a RGB color. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color3D. - - Red component - Green component - Blue component - - - - Constructs a Color3D where each component is - set to the same value. - - Value to set R, G, B components - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a Red-Green-Blue-Alpha (RGBA) color. - Color values range from 0 to 1. - - - - - Red component. - - - - - Green component. - - - - - Blue component. - - - - - Alpha component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of RGBA (index 0 access R, 1 access G, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a Color4D. - - Red component - Green component - Blue component - Alpha component - - - - Constructs a Color4D. Alpha is set to 1.0. - - Red component - Green component - Blue component - - - - Constructs a Color4D where each component is - set to the same value. - - Value to set R, G, B, A components - - - - Constructs a Color4D from a Color3D. Alpha is set to 1.0. - - RGB values - - - - Constructs a Color4D from a Color3D and alpha value. - - RGB values - Alpha value - - - - Determines if the color is black, or close to being black. - - True if the color is black/nearly block, false otherwise. - - - - Adds the two colors together. - - First color - Second color - Added color - - - - Adds the value to each of the components of the color. - - Source color - Value to add to each component - Added color - - - - Adds the value to each of the components of the color. - - Value to add to each component - Source color - Added color - - - - Subtracts the second color from the first color. - - First color - Second color - Resulting color - - - - Subtracts the value from each of the color's components. - - Source color - Value to subtract from each component - Resulting color - - - - Subtracts the color's components from the value, returning - the result as a new color. Same as new Color4D(value) - color - - Value for each component of the first color - Second color - Resulting color - - - - Multiplies the two colors. - - First color - Second color - Multiplied color. - - - - Multiplies the color by a scalar value, component wise. - - Source color - Scalar value - Resulting color - - - - Multiplies the color by a scalar value, component wise. - - Scalar value - Source color - Resulting color - - - - Divides the first color by the second color, component wise. - - First color - Second color - Resulting color - - - - Divides the color by a divisor value. - - Source color - Divisor - Resulting color - - - - Tets equality between two colors. - - First color - Second color - True if the colors are equal, false otherwise - - - - Tets inequality between two colors. - - First color - Second color - True if the colors are not equal, false otherwise - - - - Tests equality between this color and another color - - Color to test against - True if components are equal - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Base property config. - - - - - Gets the property name. - - - - - Creates a new property config that has no active Assimp property store. - - Name of the property. - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes an integer configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new IntengerPropertyConfig. - - Name of the property - Property value - - - - constructs a new IntegerPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a float configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new FloatPropertyConfig. - - Name of the property - Property value - - - - Constructs a new FloatPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - - - - Constructs a new MatrixPropertyConfig. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a boolean configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new BooleanPropertyConfig. - - Name of the property - Property value - - - - Constructs a new BooleanPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Describes a string configuration property. - - - - - Gets the property value. - - - - - Gets the default property value. - - - - - Constructs a new StringPropertyConfig. - - Name of the property - Property value - - - - Constructs a new StringPropertyConfig with a default value. - - Name of the property - Property value - The default property value - - - - Sets the current value to the default value. - - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Convience method for constructing a whitespace delimited name list. - - Array of names - White-space delimited list as a string - - - - Configuration to enable time measurements. If enabled, each - part of the loading process is timed and logged. Default value is false. - - - - - Gets the string name used by MeasureTimeConfig. - - - - - Constructs a new MeasureTimeConfig. - - True if the loading process should be timed or not. - - - - Configuration to set Assimp's multithreading policy. Possible - values are -1 to let Assimp decide, 0 to disable multithreading, or - any number larger than zero to force a specific number of threads. This - is only a hint and may be ignored by Assimp. Default value is -1. - - - - - Gets the string name used by MultithreadingConfig. - - - - - Constructs a new MultithreadingConfig. - - A value of -1 will let Assimp decide, - a value of zero to disable multithreading, and a value greater than zero - to force a specific number of threads. - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. Default value is false. - - - - - Gets the string name used by NoSkeletonMeshConfig. - - - - - Constructs a new NoSkeletonMeshConfig. - - True if dummy skeleton mesh generation should be disabled, false otherwise. - - - - Configuration to set the maximum angle that may be between two vertex tangents/bitangents - when they are smoothed during the step to calculate the tangent basis. The default - value is 45 degrees. - - - - - Gets the string name used by TangentSmoothingAngleConfig. - - - - - Constructs a new TangentSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the maximum angle between two face normals at a vertex when - they are smoothed during the step to calculate smooth normals. This is frequently - called the "crease angle". The maximum and default value is 175 degrees. - - - - - Gets the string name used by NormalSmoothingAngleConfig. - - - - - Constructs a new NormalSmoothingAngleConfig. - - Smoothing angle, in degrees. - - - - Configuration to set the colormap (palette) to be used to decode embedded textures in MDL (Quake or 3DG5) - files. This must be a valid path to a file. The file is 768 (256 * 3) bytes alrge and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a - default palette (from Quake 1) is used. The default value is "colormap.lmp". - - - - - Gets the string name used by MDLColorMapConfig. - - - - - Constructs a new MDLColorMapConfig. - - Colormap filename - - - - Configuration for the the step - to determine what materials to keep. If a material matches one of these names it will not - be modified or removed by the post processing step. Default is an empty string. - - - - - Gets the string name used by MaterialExcludeListConfig. - - - - - Constructs a new MaterialExcludeListConfig. Material names containing whitespace - must be enclosed in single quotation marks. - - List of material names that will not be modified or replaced by the remove redundant materials post process step. - - - - Configuration for the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization is performed - where meshes with the same materials are not joined. This option can be useful - if you have a scene hierarchy that contains important additional information - which you intend to parse. The default value is false. - - - - - Gets the string name used by KeepSceneHierarchyConfig. - - - - - Constructs a new KeepHierarchyConfig. - - True to keep the hierarchy, false otherwise. - - - - Configuration for the step - to normalize all vertex components into the -1...1 range. The default value is - false. - - - - - Gets the string name used by NormalizeVertexComponentsConfig. - - - - - Constructs a new NormalizeVertexComponentsConfig. - - True if the post process step should normalize vertex components, false otherwise. - - - - Configuration for the step to - remove degenerted primitives from the import immediately. The default value is false, - where degenerated triangles are converted to lines, and degenerated lines to points. - - - - - Gets the string name used by RemoveDegeneratePrimitivesConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesConfig. - - True if the post process step should remove degenerate primitives, false otherwise. - - - - Configuration for the step. If true, the area of the triangles are checked - to see if they are greater than 1e-6. If so, the triangle is removed if is set to true. - - - - - Gets the string name used by RemoveDegeneratePrimitivesCheckAreaConfig. - - - - - Constructs a new RemoveDegeneratePrimitivesCheckAreaConfig. - - True if the post process step should check the area of triangles when finding degenerate primitives, false otherwise. - - - - Configuration for the step - to preserve nodes matching a name in the given list. Nodes that match the names in the list - will not be modified or removed. Identifiers containing whitespaces - must be enclosed in single quotation marks. The default value is an - empty string. - - - - - Gets the string name used by NodeExcludeListConfig. - - - - - Constructs a new NodeExcludeListConfig. - - List of node names - - - - Configuration for the step - that specifies the maximum number of triangles a mesh can contain. The - default value is MeshTriangleLimitConfigDefaultValue. - - - - - Gets the string name used by MeshTriangleLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshTriangleLimitConfig. - - Max number of triangles a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of vertices a mesh can contain. The - default value is MeshVertexLimitConfigDefaultValue. - - - - - Gets the string name used by MeshVertexLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new MeshVertexLimitConfig. - - Max number of vertices a mesh can contain. - - - - Configuration for the step - that specifies the maximum number of bone weights per vertex. The default - value is VertexBoneWeightLimitConfigDefaultValue. - - - - - gets the string name used by VertexBoneWeightLimitConfig. - - - - - Gets the defined default limit value, this corresponds to the - constant. - - - - - Constructs a new VertexBoneWeightLimitConfig. - - Max number of bone weights per vertex. - - - - Configuration for the step - that specifies the size of the post-transform vertex cache. The size is - given in number of vertices and the default value is VertexCacheSizeConfigDefaultValue. - - - - - Gets the string name used by VertexCacheConfig. - - - - - Gets the defined default vertex cache size, this corresponds to - the . - - - - - Constructs a new VertexCacheSizeConfig. - - Size of the post-transform vertex cache, in number of vertices. - - - - Configuration for the step that - specifies which parts of the data structure is to be removed. If no valid mesh - remains after the step, the import fails. The default value i . - - - - - Gets the string name used by RemoveComponentConfig. - - - - - Constructs a new RemoveComponentConfig. - - Bit-wise combination of components to exclude. - - - - Configuration for the step that - specifies which primitive types are to be removed by the step. Specifying all - primitive types is illegal. The default value is zero specifying none. - - - - - Gets the string name used by SortByPrimitiveTypeConfig. - - - - - Constructs a new SortByPrimitiveTypeConfig. - - Bit-wise combination of primitive types to remove - - - - Configuration for the step that - specifies the floating point accuracy for animation values, specifically - the episilon during comparisons. The default value is 0.0f. - - - - - Gets the string name used by AnimationAccuracyConfig. - - - - - Constructs a new AnimationAccuracyConfig. - - Episilon for animation value comparisons. - - - - Configuration for the step that - specifies which UV transformations are to be evaluated. The default value - is for all combinations (scaling, rotation, translation). - - - - - Gets the string name used by TransformUVConfig. - - - - - Constructs a new TransformUVConfig. - - Bit-wise combination specifying which UV transforms that should be evaluated. - - - - Configuration that is a hint to Assimp to favor speed against import quality. Enabling this - option may result in faster loading, or it may not. It is just a hint to loaders - and post-process steps to use faster code paths if possible. The default value is false. - - - - - Gets the string name used by FavorSpeedConfig. - - - - - Constructs a new FavorSpeedConfig. - - True if Assimp should favor speed at the expense of quality, false otherwise. - - - - Configures the maximum bone count per mesh for the step. Meshes are - split until the maximum number of bones is reached. - - - - - Gets the string name used by MaxBoneCountConfig. - - - - - Constructs a new MaxBoneCountConfig. - - The maximum bone count. - - - - Configures which texture channel is used for tangent space computations. The channel must exist or an error will be raised. - - - - - Gets the string name used by TangentTextureChannelIndexConfig. - - - - - Constructs a new TangentTextureChannelIndexConfig. - - The zero-based texture channel index. - - - - Configures the threshold that is used to determine what bones are removed. - - - - - Gets the string name used by DeboneThresholdConfig. - - - - - Constructs a new DeboneThresholdConfig. - - The debone threshold. - - - - Configuration that requires all bones to qualify for deboning before any are removed. - - - - - Gets the string name used by DeboneAllOrNoneConfig. - - - - - Constructs a new DeboneAllOrNoneConfig. - - True if all are required, false if none need to qualify. - - - - Configuration for that sets a user defined matrix as the scene root node transformation before - transforming vertices. Default value is the identity matrix. - - - - - Gets the string name used by RootTransformationConfig. - - - - - Constructs a new RootTransformationConfig. - - Root transformation matrix to be set to the root scene node during the pretransform post process step. - - - - Applies the property value to the given Assimp property store. - - Assimp property store - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - - - - - - Gets the string name used by GlobalScaleConfig. - - - - - Constructs a new GlobalScaleConfig. - - Value to scale the entire scene by. - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the "global" keyframe that will be imported. There are other configs - for specific importers that will override the global setting. - - - - - Gets the string name used by GlobalKeyFrameImportConfig. - - - - - Constructs a new GlobalKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD3 format. - - - - - Gets the string name used by MD3KeyFrameImportConfig. - - - - - Constructs a new MD3KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MD2 format. - - - - - Gets the string name used by MD2KeyFrameImportConfig. - - - - - Constructs a new MD2KeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the MDL format. - - - - - Gets the string name used by MDLKeyFrameImportConfig. - - - - - Constructs a new MDLKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the SMD format. - - - - - Gets the string name used by SMDKeyFrameImportConfig. - - - - - Constructs a new SMDKeyFrameImportConfig. - - Keyframe index - - - - Sets the vertex animation keyframe to be imported. Assimp does not support vertex keyframes (only - bone animation is supported). the library reads only one keyframe with vertex animations. By default this is the - first frame. This config sets the global override for the Unreal format. - - - - - Gets the string name used by UnrealKeyFrameImportConfig. - - - - - Constructs a new UnrealKeyFrameImportConfig. - - Keyframe index - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. The default value is true. - - - - - Gets the string name used by ACSeparateBackfaceCullConfig. - - - - - Constructs a new ACSeparateBackfaceCullConfig. - - True if all surfaces that have the "backface cull" flag set should be collected in separate meshes, false otherwise. - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. The default value is true. - - - - - Gets the string name used by ACEvaluateSubdivisionConfig. - - - - - Constructs a new ACEvaluateSubdivisionConfig. - - True if the AC loader should evaluate subdivisions, false otherwise. - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - The default value is true. - - - - - Gets the string name used by UnrealHandleFlagsConfig. - - - - - Constructs a new UnrealHandleFlagsConfig. - - True if the unreal loader should separate faces with different surface flags, false otherwise. - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. The default value is false. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - - - - - Gets the string name used by TerragenComputeTexCoordsConfig. - - - - - Constructs a new TerragenComputeTexCoordsConfig. - - True if terran UV coordinates should be computed, false otherwise. - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. The default value is true. - - - - - Gets the string name used by ASEReconstructNormalsConfig. - - - - - Constructs a new ASEReconstructNormalsConfig. - - True if normals should be re-computed, false otherwise. - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. The - default value is true. - - - - - Gets the string name used by MD3HandleMultiPartConfig. - - - - - Constructs a new MD3HandleMultiPartConfig. - - True if the split files should be loaded and combined, false otherwise. - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. The default string value is "default". - - - - - Gets the string name used by MD3SkinNameConfig. - - - - - Constructs a new MD3SkinNameConfig. - - The skin name. - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. the default string value is an empty string. - - - - - Gets the string name used by MD3ShaderSourceConfig. - - - - - Constructs a new MD3ShaderSourceConfig. - - The shader file. - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - The default value is false (all layers are loaded). - - - - - Gets the string name used by LWOImportOneLayerConfig. - - - - - Constructs a new LWOImportOneLayerConfig. - - True if only one layer should be imported, false if all layers should be imported. - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default value is false. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - - - - - Gets the string name used by MD5NoAnimationAutoLoadConfig. - - - - - Constructs a new MD5NoAnimationAutoLoadConfig. - - True if animations should not be automatically loaded, false if they should be. - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - - - - - Gets the string name used by LWSAnimationStartConfig. - - - - - Constructs a new LWSAnimationStartConfig. - - Beginning of the time range - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. The default value is the one taken from the file - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - - - - - Gets the string name used by LWSAnimationEndConfig. - - - - - Constructs a new LWSAnimationEndConfig. - - Ending of the time range - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - The default value is 100 frames per second. - - - - - Gets the string name used by IRRAnimationFrameRateConfig. - - - - - Constructs a new IRRAnimationFramerateConfig. - - Number of frames per second to output. - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. The default value is "Scene.Material". - - - - - Gets the string name used by OgreMaterialFileConfig. - - - - - Constructs a new OgreMaterialFileConfig. - - Material file name to load. - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. The default value is false. - - - - - Gets the string name used by OgreTextureTypeFromFilenameConfig. - - - - - Constructs a new OgreTextureTypeFromFilenameConfig. - - True if the filename defines texture usage, false otherwise. - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - - - - - Gets the string name used by IFCSkipSpaceRepresentationsConfig. - - - - - Constructs a new IFCSkipSpaceRepresentationsConfig. - - True if the IfcSpace elements are skipped, false if otherwise. - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - - - - - Gets the string name used by IFCUseCustomTriangulationConfig. - - - - - Constructs a new IFCUseCustomTriangulationConfig. - - True if the loader should use its own triangulation routine for walls/floors, false otherwise. - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - - - - - Gets the string name used by IFCSmoothingAngleConfig. - - - - - Constructs a new IFCSmoothingAngleConfig. - - Smoothing angle when tessellating curves. Needs to be in the range of [5, 120]. - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - - - - - Gets the string name used by IFCCylindricalTessellationConfig. - - - - - Constructs a new IFCCylindricalTessellationConfig. - - Tessellation of cylindrical shapes (e.g. the number of segments used to approximate a circle). Needs to be in the range of [3, 180]. - - - - Specifies whether the collada loader will ignore the up direction. Default is false. - - - - - Gets the string name used by ColladaIgnoreUpDirectionConfig. - - - - - Constructs a new ColladaIgnoreUpDirectionConfig. - - True if the loader should ignore the up direction, false otherwise. - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or import only the first. Default is true. - - - - - Gets the string name used by FBXImportAllGeometryLayersConfig. - - - - - Constructs a new FBXImportAllGeometryLayersConfig. - - True if all geometry layers should be merged, false otherwise to take only the first layer. - - - - Specifies whether the FBX importer will import all materials present in the source file or take only the referenced materials, - if the importer is configured to import materials at all. Otherwise this will have no effect. Default is false. - - - - - Gets the string name used by FBXImportAllMaterialsConfig. - - - - - Constructs a new FBXImportAllMaterialsConfig. - - True if the FBX importer should import ALL materials even if not referenced, false otherwise (take only the referenced materials). - - - - Specifies whether the FBX importer will import materials. Default is true. - - - - - Gets the string name used by FBXImportMaterialsConfig. - - - - - Constructs a new FBXImportMaterialsConfig. - - True if the FBX importer should import materials, false otherwise. - - - - Specifies whether the FBX importer will import embedded textures. Default is true. - - - - - - Gets the string name used by FBXImportEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportEmbeddedTexturesConfig. - - True if the FBX importer should import embedded textures, false otherwise. - - - - Specifies if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. Default is false. - - - - - Gets the string name used by FBXImportSearchEmbeddedTexturesConfig. - - - - - Constructs a new FBXImportSearchEmbeddedTexturesConfig. - - True if the FBX importer should search for embedded loaded textures, where no embedded texture data is provided. - - - - Specifies whether the FBX importer will import cameras. Default is true. - - - - - Gets the string name used by FBXImportCamerasConfig. - - - - - Constructs a new FBXImportCamerasConfig. - - True if the FBX importer should import cameras, false otherwise. - - - - Specifies whether the FBX importer will import lights. Default is true. - - - - - Gets the string name used by FBXImportLightsConfig. - - - - - Constructs a new FBXImportLightsConfig. - - True if the FBX importer should import lights, false otherwise. - - - - Specifies whether the FBX importer will import animations. Default is true. - - - - - Gets the string name used by FBXImportAnimationsConfig. - - - - - Constructs a new FBXImportAnimationsConfig. - - True if the FBX importer should import animations, false otherwise. - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. Default is false. - - - - - Gets the string name used by FBXStrictModeConfig. - - - - - Constructs a new FBXStrictModeConfig. - - True if FBX strict mode should be used, false otherwise. - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. Default value is true. - - - - - Gets the string name used by FBXPreservePivotsConfig. - - - - - Constructs a new FBXPreservePivotsConfig. - - True if pivots should be preserved, false otherwise. - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. Default value is true. - - - - - Gets the string name used by FBXOptimizeEmptyAnimationCurvesConfig. - - - - - Constructs a new FBXOptimizeEmptyAnimationCurvesConfig. - - True if empty animation curves should be dropped, false otherwise. - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - - - - - Gets the string name used by XFileUseDoublesConfig. - - - - - Constructs a new XFileUseDoublesConfig. - - True if the x file uses 64-bit double values rather than 32-bit float values. - - - - Represents an embedded texture. Some file formats directly embed texture assets. - Embedded textures may be uncompressed, where the data is given in an uncompressed format. - Or it may be compressed in a format like png or jpg. In the latter case, the raw - file bytes are given so the application must utilize an image decoder (e.g. DevIL) to - get access to the actual color data. This object represents both types, so some properties may or may not be valid depending - if it is compressed or not. - - - - - Gets if the texture is compressed or not. - - - - - Gets the width of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets the height of the texture in pixels. Only valid for non-compressed textures. - - - - - Gets if the texture has non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the size of the non-compressed texel data. Only valid for non-compressed textures. - - - - - Gets the non-compressed texel data, the array is of size Width * Height. Only valid for non-compressed textures. - - - - - Gets if the embedded texture has compressed data. Only valid for compressed textures. - - - - - Gets the size of the compressed data. Only valid for compressed textures. - - - - - Gets the raw byte data representing the compressed texture. Only valid for compressed textures. - - - - - Gets the format hint to determine the type of compressed data. This hint - is a three-character lower-case hint like "dds", "jpg", "png". - - - - - Constructs a new instance of the class. Should use only if - reading from a native value. - - - - - Constructs a new instance of the class. This creates a compressed - embedded texture. - - The 3 character format hint. - The compressed data. - - - - Constructs a new instance of the class. This creates an uncompressed - embedded texture. - - Width of the texture - Height of the texture - Color data - Thrown if the data size does not match width * height. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Enumerates metadata data types. - - - - - Metadata is a boolean. - - - - - Metadata is an integer. - - - - - Metadata is an unsigned 64-bit integer. - - - - - Metadata is a float. - - - - - Metadata is a double. - - - - - Metadata is a string. - - - - - Metadata is a . - - - - - Post processing flag options, specifying a number of steps - that can be run on the data to either generate additional vertex - data or optimize the imported data. - - - - - No flags enabled. - - - - - Calculates the tangents and binormals (bitangents) - for the imported meshes. - - This does nothing if a mesh does not have normals. You might - want this post processing step to be executed if you plan - to use tangent space calculations such as normal mapping. There is a - config setting AI_CONFIG_PP_CT_MAX_SMOOTHING_ANGLE which - allows you to specify a maximimum smoothing angle for the algorithm. - However, usually you'll want to leave it at the default value. - - - - - - Identifies and joins identical vertex data sets within all - imported meshes. - - After this step is run each mesh does contain only unique vertices - anymore, so a vertex is possibly used by multiple faces. You usually - want to use this post processing step. If your application deals with - indexed geometry, this step is compulsory or you'll just waste rendering - time. - If this flag is not specified, no vertices are referenced by more than one - face and no index buffer is required for rendering. - - - - - Converts all imported data to a left handed coordinate space. - - By default the data is returned in a right-handed coordinate space, - where +X points to the right, +Z towards the viewer, and +Y upwards. - - - - - Triangulates all faces of all meshes. - - By default the imported mesh data might contain faces with more than - three indices. For rendering you'll usually want all faces to - be triangles. This post processing step splits up all - higher faces to triangles. Line and point primitives are *not* - modified. If you want 'triangles only' with no other kinds of primitives, - try the following: - - - - Specify both and . - - - Ignore all point and line meshes when you process Assimp's output - - - - - - - Removes some parts of the data structure (animations, materials, - light sources, cameras, textures, vertex components). - - The components to be removed are specified in a separate configuration - option, AI_CONFIG_PP_RVC_FLAGS. This is quite useful if you don't - need all parts of the output structure. Especially vertex colors are rarely used today...calling this step to remove - unrequired stuff from the pipeline as early as possible results in an increased - performance and a better optimized output data structure. - - - This step is also useful if you want to force Assimp to recompute normals - or tangents. the corresponding steps don't recompute them if they're already - there (loaded from the source asset). By using this step you can make sure - they are NOT there. - - - - - Generates normals for all faces of all meshes. It may not be - specified together with . - - This is ignored if normals are already there at the time where this - flag is evaluated. Model importers try to load them from the source file, - so they're usually already there. Face normals are shared between all - points of a single face, so a single point can have multiple normals, - which in other words, forces the library to duplicate vertices in - some cases. This makes senseless then. - - - - - - Generates smooth normals for all vertices of all meshes. It - may not be specified together with . - - This is ignored if normals are already there at the time where - this flag is evaluated. Model importers try to load them from the - source file, so they're usually already there. - - The configuration option AI_CONFIG_PP_GSN_MAX_SMOOTHING_ANGLE - allows you to specify an angle maximum for the normal smoothing algorithm. - Normals exceeding this limit are not smoothed, resulting in a 'hard' seam - between two faces. using a decent angle here (e.g. 80 degrees) results in a very good visual - appearance. - - - - - Splits large meshes into smaller submeshes. - - This is useful for realtime rendering where the number - of triangles which can be maximally processed in a single draw call is - usually limited by the video driver/hardware. The maximum vertex buffer - is usually limited, too. Both requirements can be met with this step: - you may specify both a triangle and a vertex limit for a single mesh. - - The split limits can be set through the AI_CONFIG_PP_SLM_VERTEX_LIMIT - and AI_CONFIG_PP_SLM_TRIANGLE_LIMIT config settings. The default - values are 1,000,000. - - Warning: This can be a time consuming task. - - - - - Removes the node graph and "bakes" (pre-transforms) all - vertices with the local transformation matrices of their nodes. - The output scene does still contain nodes, however, there is only - a root node with children, each one referencing only one mesh. - Each mesh referencing one material. For rendering, you can simply render - all meshes in order, you don't need to pay attention to local transformations - and the node hierarchy. - - Warning: Animations are removed during this step. - - - - - Limits the number of bones simultaneously affecting a single - vertex to a maximum value. - - If any vertex is affected by more than that number of bones, - the least important vertex weights are removed and the remaining vertex - weights are re-normalized so that the weights still sum up to 1. - - The default bone weight limit is 4 and uses the - AI_LMW_MAX_WEIGHTS config. If you intend to perform the skinning in hardware, this post processing - step might be of interest for you. - - - - - Validates the imported scene data structure. - - This makes sure that all indices are valid, all animations - and bones are linked correctly, all material references are - correct, etc. - - It is recommended to capture Assimp's log output if you use this flag, - so you can easily find out what's actually wrong if a file fails the - validation. The validator is quite rude and will find *all* inconsistencies - in the data structure. There are two types of failures: - - - Error: There's something wrong with the imported data. Further - postprocessing is not possible and the data is not usable at all. The import - fails. - - - Warning: There are some minor issues (e.g. 1000000 animation keyframes - with the same time), but further postprocessing and use of the data structure is still - safe. Warning details are written to the log file. - - - - - - - Re-orders triangles for better vertex cache locality. - - This step tries to improve the ACMR (average post-transform vertex cache - miss ratio) for all meshes. The implementation runs in O(n) time - and is roughly based on the 'tipsify' algorithm. - - If you intend to render huge models in hardware, this step might be of interest for you. - The AI_CONFIG_PP_ICL_PTCACHE_SIZE config setting can be used to fine tune - the cache optimization. - - - - - Searches for redundant/unreferenced materials and removes them. - - This is especially useful in combination with the PreTransformVertices - and OptimizeMeshes flags. Both join small meshes with equal characteristics, but - they can't do their work if two meshes have different materials. Because several - material settings are always lost during Assimp's import filders and because many - exporters don't check for redundant materials, huge models often have materials which - are defined several times with exactly the same settings. - - Several material settings not contributing to the final appearance of a surface - are ignored in all comparisons ... the material name is one of them. So, if you're passing - additional information through the content pipeline (probably using *magic* material names), - don't specify this flag. Alternatively, take a look at the AI_CONFIG_PP_RRM_EXCLUDE_LIST - setting. - - - - - This step tries to determine which meshes have normal vectors - that are facing inwards. - - The algorithm is simple but effective: - - The bounding box of all vertices and their normals are compared - against the volume of the bounding box of all vertices without their normals. - This works well for most objects, problems might occur with planar surfaces. However, - the step tries to filter such cases. The step inverts all in-facing normals. - Generally, it is recommended to enable this step, although the result is not - always correct. - - - - - This step splits meshes with more than one primitive type in homogeneous submeshes. - - This step is executed after triangulation and after it returns, just one - bit is set in aiMesh:mPrimitiveTypes. This is especially useful for real-time - rendering where point and line primitives are often ignored or rendered separately. - - - You can use AI_CONFIG_PP_SBP_REMOVE option to specify which primitive types you need. - This can be used to easily exclude lines and points, which are rarely used, - from the import. - - - - - - This step searches all meshes for degenerated primitives and - converts them to proper lines or points. A face is 'degenerated' if one or more of its points are identical. - - To have degenerated primitives removed, specify the flag - try one of the following procedures: - - - - To support lines and points: Set the - AI_CONFIG_PP_FD_REMOVE option to one. This will cause the step to remove degenerated triangles as - soon as they are detected. They won't pass any further pipeline steps. - - - If you don't support lines and points: Specify flag, which - will move line and point primitives to separate meshes. Then set the AI_CONFIG_PP_SBP_REMOVE - option to and to cause step - to reject point and line meshes from the scene. - - - - Degenerated polygons are not necessarily evil and that's why they are not removed by default. There are several - file formats which do not support lines or points where exporters bypass the format specification and write - them as degenerated triangles instead. - - - - - - This step searches all meshes for invalid data, such as zeroed - normal vectors or invalid UV coordinates and removes or fixes them. - This is intended to get rid of some common exporter rrors. - - This is especially useful for normals. If they are invalid, - and the step recognizes this, they will be removed and can later - be recomputed, e.g. by the GenerateSmoothNormals flag. The step - will also remove meshes that are infinitely small and reduce animation - tracks consisting of hundreds of redundant keys to a single key. The - AI_CONFIG_PP_FID_ANIM_ACCURACY config property decides the accuracy of the check - for duplicate animation tracks. - - - - - This step converts non-UV mappings (such as spherical or - cylindrical mapping) to proper texture coordinate channels. - - Most applications will support UV mapping only, so you will - probably want to specify this step in every case. Note that Assimp - is not always able to match the original mapping implementation of the 3D - app which produced a model perfectly. It's always better - to let the father app compute the UV channels, at least 3DS max, maya, blender, - lightwave, modo, .... are able to achieve this. - - If this step is not requested, you'll need to process the MATKEY_MAPPING - material property in order to display all assets properly. - - - - - Applies per-texture UV transformations and bakes them to stand-alone vtexture - coordinate channels. - - UV Transformations are specified per-texture - see the MATKEY_UVTRANSFORM material - key for more information. This step processes all textures with transformed input UV coordinates - and generates new (pretransformed) UV channel transformations, so you will probably - want to specify this step. - - UV transformations are usually implemented in realtime apps by - transforming texture coordinates in a vertex shader stage with a 3x3 (homogenous) - transformation matrix. - - - - - Searches for duplicated meshes and replaces them with a reference - to the first mesh. - - This is time consuming, so don't use it if you have no time. Its - main purpose is to work around the limitation with some - file formats that don't support instanced meshes, so exporters - duplicate meshes. - - - - - - Attempts to reduce the number of meshes (and draw calls). - - This is recommended to be used together with - and is fully compatible with both and . - - - - - - Optimizes scene hierarchy. Nodes with no animations, bones, - lights, or cameras assigned are collapsed and joined. - - Node names can be lost during this step, you can specify - names of nodes that should'nt be touched or modified - with AI_CONFIG_PP_OG_EXCLUDE_LIST. - - Use this flag with caution. Most simple files will be collapsed to a - single node, complex hierarchies are usually completely lost. That's not - the right choice for editor environments, but probably a very effective - optimization if you just want to get the model data, convert it to your - own format and render it as fast as possible. - - This flag is designed to be used with for best - results. - - Scenes with thousands of extremely small meshes packed - in deeply nested nodes exist for almost all file formats. - Usage of this and usually fixes them all and - makes them renderable. - - - - - Flips all UV coordinates along the y-axis - and adjusts material settings/bitangents accordingly. - - - - - Flips face winding order from CCW (default) to CW. - - - - - Splits meshes with many bones into submeshes so that each submesh has fewer or as many bones as a given limit. - - - - - Removes bones losslessly or according to some threshold. In some cases (e.g. formats that require it) exporters - are faced to assign dummy bone weights to otherwise static meshes assigned to animated meshes. Full, weight-based skinning is expensive while - animating nodes is extremely cheap, so this step is offered to clean up the data in that regard. - - Usage of the configuration AI_CONFIG_PP_DB_THRESHOLD to control the threshold and AI_CONFIG_PP_DB_ALL_OR_NONE if you want bones - removed if and only if all bones within the scene qualify for removal. - - - - - This step will perform a global scale of the model. Some importers provide a mechanism to define a scaling unit for the model, which this processing step can utilize. - Use AI_CONFIG_GLOBAL_SCALE_FACTOR_KEY to control this. - - - - - Enumerates components of the scene or mesh data that - can be excluded from the import using the post process step - RemoveComponent. - - - - - No components to be excluded. - - - - - Removes normal vectors - - - - - Removes tangents/binormals - - - - - Removes all color sets. - - - - - Removes all texture UV sets. - - - - - Remove all boneweights from all meshes. Scenegraph - nodes corresponding to the bones are NOT removed. - Use OptimizeGraph step to remove them. - - - - - Removes all node animations. Coressponding scenegraph - nodes are NOT removed. Use OptimizeGraph step to - remove them. - - - - - Removes all embedded textures. - - - - - Removes all light sources. The corresponding scenegraph nodes are - NOT removed. Use the OptimizeGraph step to do this. - - - - - Removes all cameras. The corresponding scenegraph - nodes are NOT removed. Use the OptimizeGraph step - to do this. - - - - - Removes all meshes. - - - - - Removes all materials. One default material will be generated. - - - - - Enumerates geometric primitive types. - - - - - Point primitive. This is just a single vertex - in the virtual world. A face has one index for such a primitive. - - - - - Line primitive. This is a line defined through a start and an - end position. A face contains exactly two indices for such a primitive. - - - - - Triangle primitive, consisting of three indices. - - - - - A n-Gon that has more than three edges (thus is not a triangle). - - - - - Defines an animation channel behaves outside the defined - time range. This corresponds to the prestate and poststates - of the animation node. - - - - - The value from the default node transformation is taken. - - - - - The nearest key value is used without interpolation. - - - - - The value of the nearest two keys is linearly extrapolated for the current - time value. - - - - - The animation is repeated. If the animation key goes from n to m - and the current time is t, use the value at (t - n ) % (|m-n|). - - - - - Defines the methods of mesh morphing supported. - - - - - No morphing. - - - - - Interpolation between morph targets. - - - - - Normalized morphing between morph targets. - - - - - Relative morphing between morph targets. - - - - - Enumerates all supported light sources. - - - - - Unknown light. - - - - - Directional light source that has a well-defined - direction but is infinitely far away, e.g. the sun. - - - - - Point light source that has a well-defined position in - space but is omni-directional, e.g. a light bulb. - - - - - Spot light source emits light from a position in space, - in a certain direction that is limited by an angle, like - a cone. - - - - - Generic light level of the world, including the bounces of all other light sources. Typically, there's at most one ambient light in a scene and - is usually just a constant color. This light does not have a valid position, direction, or other properties - just the color. - - - - - An area light is a rectangle with a predefined size that uniformly emits light from one of its sides. The position is center of the rectangle and the direction is its normal vector. - - - - - Defines alpha blending flags, how the final - color value of a pixel is computed, based on the following equation: - - sourceColor * sourceBlend + destColor * destBlend - - - Where the destColor is the previous color in the frame buffer - and sourceColor is the material color before the - transparency calculation. This corresponds to the AI_MATKEY_BLEND_FUNC property. - - - - - Default blending: sourceColor * sourceAlpha + destColor * (1 - sourceAlpha) - - - - - Additive blending: sourcecolor * 1 + destColor * 1. - - - - - Defines all shading models supported by the library. - - The list of shading modes has been taken from Blender. See Blender - documentation for more information. - - - - - - No shading mode defined. - - - - - Flat shading. Shading is done on a per-face basis and is diffuse only. Also known - as 'faceted shading'. - - - - - Simple Gouraud shading. - - - - - Phong Shading. - - - - - Phong-Blinn Shading. - - - - - Toon-shading, also known as a 'comic' shader. - - - - - OrenNayer shading model. Extension to standard Lambertian shading, taking the roughness - of the material into account. - - - - - Minnaert shading model. Extension to standard Lambertian shading, taking the "darkness" of - the material into account. - - - - - CookTorrance shading model. Special shader for metallic surfaces. - - - - - No shading at all. Constant light influence of 1.0. - - - - - Fresnel shading. - - - - - Defines some mixed flags for a particular texture. This corresponds - to the AI_MAT_KEY_TEXFLAGS property. - - - - - The texture's color values have to be inverted (componentwise 1-n). - - - - - Explicit request to the application to process the alpha channel of the texture. This is mutually - exclusive with . These flags are - set if the library can say for sure that the alpha channel is used/is not used. - If the model format does not define this, iti s left to the application to decide - whether the texture alpha channel - if any - is evaluated or not. - - - - - Explicit request to the application to ignore the alpha channel of the texture. This is mutually - exclusive with . - - - - - Defines how UV coordinates outside the [0..1] range are handled. Commonly - referred to as the 'wrapping mode' - - - - - A texture coordinate u|v is translated to u % 1| v % 1. - - - - - Texture coordinates outside [0...1] are clamped to the nearest valid value. - - - - - A texture coordinate u|v becomes u1|v1 if (u - (u % 1)) % 2 is zero - and 1 - (u % 1) | 1 - (v % 1) otherwise. - - - - - If the texture coordinates for a pixel are outside [0...1] the texture is not - applied to that pixel. - - - - - Defines how texture coordinates are generated - - Real-time applications typically require full UV coordinates. So the use - of step is highly recommended. - It generates proper UV channels for non-UV mapped objects, as long as an accurate - description of how the mapping should look like is given. - - - - - - Coordinates are taken from the an existing UV channel. - - The AI_MATKEY_UVWSRC key specifies from the UV channel the texture coordinates - are to be taken from since meshes can have more than one UV channel. - - - - - - Spherical mapping - - - - - Cylinder mapping - - - - - Cubic mapping - - - - - Planar mapping - - - - - Unknown mapping that is not recognied. - - - - - Defines how the Nth texture of a specific type is combined - with the result of all previous layers. - - Example (left: key, right: value): - - DiffColor0 - gray - DiffTextureOp0 - TextureOperation.Multiply - DiffTexture0 - tex1.png - DiffTextureOp0 - TextureOperation.Add - DiffTexture1 - tex2.png - - - Written as an equation, the final diffuse term for a specific - pixel would be: - - - diffFinal = DiffColor0 * sampleTex(DiffTexture0, UV0) + sampleTex(DiffTexture1, UV0) * diffContrib; - - - - - - - T = T1 * T2 - - - - - T = T1 + T2 - - - - - T = T1 - T2 - - - - - T = T1 / T2 - - - - - T = (T1 + T2) - (T1 * T2) - - - - - T = T1 + (T2 - 0.5) - - - - - Defines the purpose of a texture. - - - - - No texture, but the value can be used as a 'texture semantic'. - - - - - A diffuse texture that is combined with the result of the diffuse lighting equation. - - - - - A specular texture that is combined with the result of the specular lighting equation. - - - - - An ambient texture that is combined with the ambient lighting equation. - - - - - An emissive texture that is added to the result of the lighting calculation. It is not influenced - by incoming light, instead it represents the light that the object is naturally emitting. - - - - - A height map texture. by convention, higher gray-scale values stand for - higher elevations from some base height. - - - - - A tangent-space normal map. There are several conventions for normal maps - and Assimp does (intentionally) not distinguish here. - - - - - A texture that defines the glossiness of the material. This is the exponent of the specular (phong) - lighting equation. Usually there is a conversion function defined to map the linear color values - in the texture to a suitable exponent. - - - - - The texture defines per-pixel opacity. usually 'white' means opaque and 'black' means 'transparency. Or quite - the opposite. - - - - - A displacement texture. The exact purpose and format is application-dependent. Higher color values stand for higher vertex displacements. - - - - - A lightmap texture (aka Ambient occlusion). Both 'lightmaps' and dedicated 'ambient occlusion maps' are covered by this material property. The - texture contains a scaling value for the final color value of a pixel. Its intensity is not affected by incoming light. - - - - - A reflection texture. Contains the color of a perfect mirror reflection. This is rarely used, almost never for real-time applications. - - - - - An unknown texture that does not mention any of the defined texture type definitions. It is still imported, but is excluded from any - further postprocessing. - - - - - Defines the state of the imported scene data structure. - - - - - Default state of the scene, it imported successfully. - - - - - Specifies that the scene data structure that was imported is not complete. - This flag bypasses some internal validations and allows the import - of animation skeletons, material libaries, or camera animation paths - using Assimp. Most applications won't support such data. - - - - - This flag is set by the - post process step if validation is successful. In a validated scene you can be sure that any - cross references in the data structure (e.g. vertex indices) are valid. - - - - - This flag is set by the - post process step if validation is successful, but some issues have been found. This can for example - mean that a texture that does not exist is referenced by a material or that the bone weights for a vertex - do not sum to 1.0. In most cases you should still be able to use the import. This flag can be useful - for applications which do not capture Assimp's log output. - - - - - This flag is set by the post process step. - It indicates that the vertices of the output mesh are not in the internal verbose format anymore. In the - verbose format, all vertices are unique where no vertex is ever referenced by more than one face. - - - - - Denotes the scene is pure height-map terrain data. Pure terrains usually consist of quads, sometimes triangles, - in a regular grid. The x,y coordinates of all vertex positions refer to the x,y coordinates on the terrain height map, the - z-axis stores the elevation at a specific point. - - TER (Terragen) and HMP (3D Game Studio) are height map formats. - - - - - - Specifies that the scene data can be shared between structures. For example: one vertex in a few faces. This differs from as - that has internal meanings about postprocessing steps. - - - - - Enumerates Assimp function result codes. - - - - - Function returned successfully. - - - - - There was an error. - - - - - Assimp ran out of memory. - - - - - Seek origins for Assimp's virtual file system API. - - - - - Beginning of the file - - - - - Current position of the file pointer. - - - - - End of the file, offsets must be negative. - - - - - Enumerates predefined log streaming destinations. - - - - - Stream log to a file - - - - - Stream log to the standard output - - - - - Stream log to the standard error output. - - - - - MSVC only: Stream the log to the debugger (this relies - on OutputDebugString from the Win32 SDK). - - - - - Defines material property types. - - - - - Array of single-precision (32 bit) floats. - - - - - Array of double-precision (64 bit) floats. - - - - - Property is a string. - - - - - Array of 32 bit integers. - - - - - Byte buffer where the content is undefined. - - - - - Enumerates how the native Assimp DLL was compiled - - - - - Assimp compiled as a shared object (Windows: DLL); - - - - - Assimp was compiled against STLport - - - - - Assimp was compiled as a debug build - - - - - Assimp was compiled with the boost work around. - - - - - Assimp was compiled built to run single threaded. - - - - - Defines how UV coordinates should be transformed. - - - - - Scaling is evaluated. - - - - - Rotation is evaluated. - - - - - Translation is evaluated. - - - - - Defines the desired file I/O mode is when opening a new file. - - - - - Open the file for writing. - - - - - Open the file for writing binary data to it. - - - - - Open the file for writing text data to it. - - - - - Open the file for reading. - - - - - Open the file for reading binary data from it. - - - - - Open the file for reading text data from it. - - - - - Defines flags that indicate level of support for common features for a given importer. - - - - - Indicates there is a textual encoding of the file format and it is supported. - - - - - Indicates there is a binary encoding of the file format and it is supported. - - - - - Indicates there is a compressed encoding of the file format and it is supported. - - - - - Indicates that the importer reads only a very particular subset of the file format. This is common - for formats that cannot easily be mapped to the Scene data structure. - - - - - Indicates that the importer is experimental and used with caution - this is only reserved for importers still in - development, and not typically yet in released production code. - - - - - Describes a blob of exported scene data. Blobs can be nested - each blob may reference another blob, which in - turn can reference another and so on. This is used to allow exporters to write more than one output for a given - scene, such as material files. Existence of such files depends on the format. - - - The stream representation of an ExportDataBlob is as follows: - - String: Name of the Blob - int: Length of Binary Data - byte[]: Binary Data - bool: If has next data blob - String: Name of nested blob - int: Length of nested blob binary data - byte[]: Nested blob binary data - bool: If nested blob has next data blob - .... - - - - - - Gets the name of the blob. The first and primary blob always has an empty string for a name. Auxillary files - that are nested will have names. - - - - - Get the blob data. - - - - - Gets the next data blob. - - - - - Gets if the blob data is valid. - - - - - Creates a new ExportDataBlob. - - Unmanaged structure. - - - - Creates a new ExportDataBlob. - - Name - Data - - - - Writes the data blob to the specified stream. - - Output stream - - - - Reads a data blob from the specified stream. - - Input stream - Data blob - - - - Describes a file format which Assimp can export to. - - - - - Gets a short string ID to uniquely identify the export format. E.g. "collada" or "obj". - - - - - Gets a short description of the file format to present to users. - - - - - Gets the recommended file extension for the exported file in lower case. - - - - - Constructs a new ExportFormatDescription. - - Unmanaged structure - - - - A single face in a mesh, referring to multiple vertices. This can be a triangle - if the index count is equal to three, or a polygon if the count is greater than three. - - Since multiple primitive types can be contained in a single mesh, this approach - allows you to better examine how the mesh is constructed. If you use the - post process step flag during import, then each mesh will be homogenous where primitive type is concerned. - - - - - Gets the number of indices defined in the face. - - - - - Gets if the face has faces (should always be true). - - - - - Gets or sets the indices that refer to positions of vertex data in the mesh's vertex - arrays. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Face indices - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Simple implementation of an IOSystem that searches for files on the disk. This implementation - can be given a number of search directories that it will attempt to locate the file in first, before - using the file path given by Assimp. That way, you can load models that have files distributed in a number of other - directories besides the root model's. - - - - - Constructs a new FileIOSystem that does not have any search directories. - - - - - Constructs a new FileIOSystem that uses the specified search directories. - - Search directories to search for files in - - - - Sets the search directories the FileIOSystem will use when searching for files. - - Directory paths - - - - Gets the search directories the FileIOSystem is using. - - Directory paths - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Finds the first file that matches the file name (name + extension) in the search paths. - - File name (+ extension) to search for - Found file path - True if the file was found, false otherwise - - - - Wraps a FileStream. - - - - - Metadata and feature support information for a given importer. - - - - - Gets the name of the importer (e.g. Blender3D Importer) - - - - - Gets the original author (blank if unknown or assimp team). - - - - - Gets the name of the current maintainer, if empty then the author maintains. - - - - - Gets any implementation comments. - - - - - Gets the features supported by the importer. - - - - - Gets the minimum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the maximum version of the file format supported. If no version scheme, forwards compatible, or importer doesn't care, major/min will be zero. - - - - - Gets the list of file extensions the importer can handle. All entries are lower case and do NOT have a leading dot. - - - - - Represents an object that can be marshaled to and from a native representation. - - Managed object type - Native value type - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Custom marshaler for usage with the for performing marshaling - to-and-from unmanaged memory for non-blittable types. A type must be attributed with - to automatically have an instance of its marshaler be utilized. - - - - - Gets the native data size in bytes. - - - - - Marshals the managed object to the unmanaged chunk of memory. - - Managed object to marshal. - Unmanaged chunk of memory to write to. - - - - Marshals the managed object from the unmanaged chunk of memory. - - Unmanaged chunk of memory to read from. - Managed object marshaled. - - - - Defines a stream to some file input or output source. This object is responsible for reading/writing data - that is used by Assimp. - - - - - Gets whether or not this IOStream has been disposed. - - - - - Gets the original path to file given by Assimp. - - - - - Gets the original desired file access mode. - - - - - Gets whether the stream is in fact valid - that is, the input/output has been - properly located and can be read/written. - - - - - Constructs a new IOStream. - - Path to file given by Assimp - Desired file access mode - - - - Finalizes an instance of the class. - - - - - Disposes of resources held by the IOStream. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Writes data to the stream. - - Data to write - Number of bytes to write - Number of bytes actually written. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Reads data from the stream. - - Byte buffer to store the read data in - Number of bytes to read - Number of bytes actually read. Should be equal to the specified count, unless if EoF was hit or an error occured. - - - - Sets the current file position pointer. - - Offset in bytes from the origin - Origin reference - ReturnCode indicating success or failure. - - - - Gets the current file position pointer (in bytes). - - Current file position pointer (in bytes) - - - - Gets the total file size (in bytes). - - File size in bytes - - - - Flushes all data currently in the stream buffers. - - - - - Closes the stream - flushing any data not yet read/written and disposes of resources. - - - - - Defines a custom IO handler that can be registered to an importer that will handle I/O for assimp. This includes searching/opening - files to read during import, and creating/writing to files during export. - - - - - Gets whether or not this IOSystem has been disposed. - - - - - Gets the number of currently opened streams. - - - - - Constructs a new IOSystem. - - - - - Finalizes an instance of the class. - - - - - Opens a stream to a file. - - Path to the file - Desired file access mode - The IO stream - - - - Closes a stream that is owned by this IOSystem. - - Stream to close - - - - Closes all outstanding streams owned by this IOSystem. - - - - - Disposes of all resources held by this object. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Describes a light source in the scene. Assimp supports multiple light sources - including spot, point, and directional lights. All are defined by a single structure - and distinguished by their parameters. Lights have corresponding nodes in the scenegraph. - Some file formats such as 3DS and ASE export a "target point", e.g. the point - a spot light is looking at (it can even be animated). Assimp writes the target point as a subnode - of a spotlight's main node called "spotName.Target". However, this is just additional information - then, the transform tracks of the main node make the spot light already point in the right direction. - - - - - Gets or sets the name of the light source. This corresponds to a node present in the scenegraph. - - - - - Gets or sets the type of light source. This should never be undefined. - - - - - Gets or sets the inner angle of a spot light's light cone. The spot light has - maximum influence on objects inside this angle. The angle is given in radians, it - is 2PI for point lights and defined for directional lights. - - - - - Gets or sets the outer angle of a spot light's light cone. The spot light does not affect objects outside - this angle. The angle is given in radians. It is 2PI for point lights and undefined for - directional lights. The outer angle must be greater than or equal to the inner angle. - - - - - Gets or sets the constant light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att0 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the linear light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d) - This member corresponds to the att1 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the quadratic light attenuation factor. The intensity of the light source - at a given distance 'd' from the light position is Atten = 1 / (att0 + att1 * d + att2 * d*d). - This member corresponds to the att2 variable in the equation and is undefined for directional lights. - - - - - Gets or sets the position of the light source in space, relative to the - transformation of the node corresponding to the light. This is undefined for - directional lights. - - - - - Gets or sets the direction of the light source in space, relative to the transformation - of the node corresponding to the light. This is undefined for point lights. - - - - - Gets or sets the up vector of the light source in space, relative to the transformation of the node corresponding to the light. - This is undefined for point lights. - - - - - Gets or sets the diffuse color of the light source. The diffuse light color is multiplied with - the diffuse material color to obtain the final color that contributes to the diffuse shading term. - - - - - Gets or sets the specular color of the light source. The specular light color is multiplied with the - specular material color to obtain the final color that contributes to the specular shading term. - - - - - Gets or sets the ambient color of the light source. The ambient light color is multiplied with the ambient - material color to obtain the final color that contributes to the ambient shading term. - - - - - Gets or sets the Width (X) and Height (Y) of the area that represents an light. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Callback delegate for Assimp's LogStream. - - Log message - Supplied user data - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Gets or sets, if verbose logging is enabled globally. - - - - - Gets or sets the user data to be passed to the callback. - - - - - Gets whether the logstream has been disposed or not. - - - - - Gets whether or not the logstream is currently attached to the library. - - - - - Static constructor. - - - - - Constructs a new LogStream. - - - - - Constructs a new LogStream. - - User-supplied data - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - - - - Constructs a new LogStream. - - Logging callback that is called when messages are received by the log stream. - User-supplied data - - - - Finalizes an instance of the class. - - - - - Detaches all active logstreams from the library. - - - - - Gets all active logstreams that are currently attached to the library. - - Collection of active logstreams attached to the library. - - - - Attaches the logstream to the library. - - - - - Detaches the logstream from the library. - - - - - Logs a message. - - Message contents - - - - Releases unmanaged resources held by the LogStream. This should not be called by the user if the logstream is currently attached to an assimp importer. - - - - - Releases unmanaged and - optionally - managed resources. - - True to release both managed and unmanaged resources; False to release only unmanaged resources. - - - - Override this method to log a message for a subclass of Logstream, if no callback - was set. - - Message - User data - - - - Called when the log stream has been attached to the assimp importer. At this point it may start receiving messages. - - - - - Called when the log stream has been detatched from the assimp importer. After this point it will stop receiving - messages until it is re-attached. - - - - - Log stream that writes messages to the Console. - - - - - Constructs a new console logstream. - - - - - Constructs a new console logstream. - - User supplied data - - - - Log a message to the console. - - Message - Userdata - - - - A material contains all the information that describes how to render a mesh. E.g. textures, colors, and render states. Internally - all this information is stored as key-value pair properties. The class contains many convienence methods and properties for - accessing non-texture/texture properties without having to know the Assimp material key names. Not all properties may be present, - and if they aren't a default value will be returned. - - - - - Gets the number of properties contained in the material. - - - - - Checks if the material has a name property. - - - - - Gets the material name value, if any. Default value is an empty string. - - - - - Checks if the material has a two-sided property. - - - - - Gets if the material should be rendered as two-sided. Default value is false. - - - - - Checks if the material has a shading-mode property. - - - - - Gets the shading mode. Default value is , meaning it is not defined. - - - - - Checks if the material has a wireframe property. - - - - - Gets if wireframe should be enabled. Default value is false. - - - - - Checks if the material has a blend mode property. - - - - - Gets the blending mode. Default value is . - - - - - Checks if the material has an opacity property. - - - - - Gets the opacity. Default value is 1.0f. - - - - - Checks if the material has a bump scaling property. - - - - - Gets the bump scaling. Default value is 0.0f; - - - - - Checks if the material has a shininess property. - - - - - Gets the shininess. Default value is 0.0f; - - - - - Checks if the material has a shininess strength property. - - - - - Gets the shininess strength. Default vaulue is 1.0f. - - - - - Checks if the material has a reflectivty property. - - - - - Gets the reflectivity. Default value is 0.0f; - - - - - Checks if the material has a color diffuse property. - - - - - Gets the color diffuse. Default value is white. - - - - - Checks if the material has a color ambient property. - - - - - Gets the color ambient. Default value is (.2f, .2f, .2f, 1.0f). - - - - - Checks if the material has a color specular property. - - - - - Gets the color specular. Default value is black. - - - - - Checks if the material has a color emissive property. - - - - - Gets the color emissive. Default value is black. - - - - - Checks if the material has a color transparent property. - - - - - Gets the color transparent. Default value is black. - - - - - Checks if the material has a color reflective property. - - - - - Gets the color reflective. Default value is black. - - - - - Gets if the material has a diffuse texture in the first texture index. - - - - - Gets or sets diffuse texture properties in the first texture index. - - - - - Gets if the material has a specular texture in the first texture index. - - - - - Gets or sets specular texture properties in the first texture index. - - - - - Gets if the material has a ambient texture in the first texture index. - - - - - Gets or sets ambient texture properties in the first texture index. - - - - - Gets if the material has a emissive texture in the first texture index. - - - - - Gets or sets emissive texture properties in the first texture index. - - - - - Gets if the material has a height texture in the first texture index. - - - - - Gets or sets height texture properties in the first texture index. - - - - - Gets if the material has a normal texture in the first texture index. - - - - - Gets or sets normal texture properties in the first texture index. - - - - - Gets if the material has an opacity texture in the first texture index. - - - - - Gets or sets opacity texture properties in the first texture index. - - - - - Gets if the material has a displacement texture in the first texture index. - - - - - Gets or sets displacement texture properties in the first texture index. - - - - - Gets if the material has a light map texture in the first texture index. - - - - - Gets or sets light map texture properties in the first texture index. - - - - - Gets if the material has a reflection texture in the first texture index. - - - - - Gets or sets reflection texture properties in the first texture index. - - - - - Constructs a new instance of the class. - - - - - Helper method to construct a fully qualified name from the input parameters. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". This is the name that is used as the material dictionary key. - - Key basename, this must not be null or empty - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The fully qualified name - - - - Gets the non-texture properties contained in this Material. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - The material property, if it exists - - - - Gets the material property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - The material property, if it exists - - - - Gets the material property by its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - The material property, if it exists - - - - Checks if the material has the specified non-texture property. The name should be - the "base name", as in it should not contain texture type/texture index information. E.g. "$clr.diffuse" rather than "$clr.diffuse,0,0". The extra - data will be filled in automatically. - - Key basename - True if the property exists, false otherwise. - - - - Checks if the material has the specified property. All the input parameters are combined into the fully qualified name: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Key basename - Texture type; non-texture properties should leave this - Texture index; non-texture properties should leave this zero. - True if the property exists, false otherwise. - - - - Checks if the material has the specified property by looking up its fully qualified name. The format is: {baseName},{texType},{texIndex}. E.g. - "$clr.diffuse,0,0" or "$tex.file,1,0". - - Fully qualified name of the property - True if the property exists, false otherwise. - - - - Adds a property to this material. - - Material property - True if the property was successfully added, false otherwise (e.g. null or key already present). - - - - Removes a non-texture property from the material. - - Property name - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Name of the property - Property texture type - Property texture index - True if the property was removed, false otherwise - - - - Removes a property from the material. - - Fully qualified name of the property ({basename},{texType},{texIndex}) - True if the property was removed, false otherwise - - - - Removes all properties from the material; - - - - - Gets -all- properties contained in the Material. - - All properties in the material property map. - - - - Gets all the number of textures that are of the specified texture type. - - Texture type - Texture count - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True if the texture properties were added or modified - - - - Adds a texture to the material - this bulk creates a property for each field. This will - either create properties or overwrite existing properties. If the texture has no - file path, nothing is added. - - Texture to add - True to only set the texture's file path, false otherwise - True if the texture properties were added or modified - - - - Removes a texture from the material - this bulk removes a property for each field. - If the texture has no file path, nothing is removed - - Texture to remove - True if the texture was removed, false otherwise. - - - - Gets a texture that corresponds to the type/index. - - Texture type - Texture index - Texture description - True if the texture was found in the material - - - - Gets all textures that correspond to the type. - - Texture type - The array of textures - - - - Gets all textures in the material. - - The array of textures - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A key-value pairing that represents some material property. - - - - - Gets or sets the property key name. E.g. $tex.file. This corresponds to the - "AiMatKeys" base name constants. - - - - - Gets or sets the type of property. - - - - - Gets the raw byte data count. - - - - - Checks if the property has data. - - - - - Gets the raw byte data. To modify/read this data, see the Get/SetXXXValue methods. - - - - - Gets or sets the texture type semantic, for non-texture properties this is always . - - - - - Gets or sets the texture index, for non-texture properties this is always zero. - - - - - Gets the property's fully qualified name. Format: "{base name},{texture type semantic},{texture index}". E.g. "$clr.diffuse,0,0". This - is the key that is used to index the property in the material property map. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. Constructs a buffer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a float property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs an integer property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Constructs a boolean property. - - Name of the property - Property value - - - - Constructs a new instance of the class. Creates a string property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a texture property. - - Base name of the property - Property value - Texture type - Texture index - - - - Constructs a new instance of the class. Creates a float array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a int array property. - - Base name of the property - Property values - - - - Constructs a new instance of the class. Creates a Color3D property. - - Base name of the property - Property value - - - - Constructs a new instance of the class. Creates a Color4D property. - - Base name of the property - Property value - - - - Gets the property raw data as a float. - - Float - - - - Sets the property raw data with a float. - - Float. - True if successful, false otherwise - - - - Gets the property raw data as a double. - - Double - - - - Sets the property raw data with a double. - - Double. - True if successful, false otherwise. - - - - Gets the property raw data as an integer. - - Integer - - - - Sets the property raw data as an integer. - - Integer - True if successful, false otherwise - - - - Gets the property raw data as a string. - - String - - - - Sets the property raw data as string. - - String - True if successful, false otherwise - - - - Gets the property raw data as a float array. - - Number of elements to get - Float array - - - - Gets the property raw data as a float array. - - Float array - - - - Sets the property raw data as a float array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a double array. - - Double array - - - - Sets the property raw data as a double array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as an integer array. - - Number of elements to get - Integer array - - - - Gets the property raw data as an integer array. - - Integer array - - - - Sets the property raw data as an integer array. - - Values to set - True if successful, otherwise false - - - - Gets the property raw data as a boolean. - - Boolean - - - - Sets the property raw data as a boolean. - - Boolean value - True if successful, false otherwise - - - - Gets the property raw data as a Color3D. - - Color3D - - - - Sets the property raw data as a Color3D. - - Color3D - True if successful, false otherwise - - - - Gets the property raw data as a Color4D. - - Color4D - - - - Sets the property raw data as a Color4D. - - Color4D - True if successful, false otherwise - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a 3x3 matrix. Assimp docs say their matrices are always row-major, - and it looks like they're only describing the memory layout. Matrices are treated - as column vectors however (X base in the first column, Y base the second, and Z base the third) - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix3x3. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - - - - Constructs a new Matrix3x3. - - A 4x4 matrix to construct from, only taking the rotation/scaling part. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication.Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 4x4 matrix to a 3x3 matrix. - - 4x4 matrix - 3x3 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a 4x4 column-vector matrix (X base is the first column, Y base is the second, Z base the third, and translation the fourth). - Memory layout is row major. Right handed conventions are used by default. - - - - - Value at row 1, column 1 of the matrix - - - - - Value at row 1, column 2 of the matrix - - - - - Value at row 1, column 3 of the matrix - - - - - Value at row 1, column 4 of the matrix - - - - - Value at row 2, column 1 of the matrix - - - - - Value at row 2, column 2 of the matrix - - - - - Value at row 2, column 3 of the matrix - - - - - Value at row 2, column 4 of the matrix - - - - - Value at row 3, column 1 of the matrix - - - - - Value at row 3, column 2 of the matrix - - - - - Value at row 3, column 3 of the matrix - - - - - Value at row 3, column 4 of the matrix - - - - - Value at row 4, column 1 of the matrix - - - - - Value at row 4, column 2 of the matrix - - - - - Value at row 4, column 3 of the matrix - - - - - Value at row 4, column 4 of the matrix - - - - - Gets the identity matrix. - - - - - Gets if this matrix is an identity matrix. - - - - - Gets or sets the value at the specific one-based row, column - index. E.g. i = 1, j = 2 gets the value in row 1, column 2 (MA2). Indices - out of range return a value of zero. - - - One-based Row index - One-based Column index - Matrix value - - - - Constructs a new Matrix4x4. - - Element at row 1, column 1 - Element at row 1, column 2 - Element at row 1, column 3 - Element at row 1, column 4 - Element at row 2, column 1 - Element at row 2, column 2 - Element at row 2, column 3 - Element at row 2, column 4 - Element at row 3, column 1 - Element at row 3, column 2 - Element at row 3, column 3 - Element at row 3, column 4 - Element at row 4, column 1 - Element at row 4, column 2 - Element at row 4, column 3 - Element at row 4, column 4 - - - - Constructs a new Matrix4x4. - - Rotation matrix to copy values from. - - - - Transposes this matrix (rows become columns, vice versa). - - - - - Inverts the matrix. If the matrix is *not* invertible all elements are set to . - - - - - Compute the determinant of this matrix. - - The determinant - - - - Decomposes a transformation matrix into its original scale, rotation, and translation components. The - scaling vector receives the scaling for the x, y, z axes. The rotation is returned as a hamilton quaternion. And - the translation is the output position for the x, y, z axes. - - Vector to hold the scaling component - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Decomposes a transformation matrix with no scaling. The rotation is returned as a hamilton - quaternion. The translation receives the output position for the x, y, z axes. - - Quaternion to hold the rotation component - Vector to hold the translation component - - - - Creates a rotation matrix from a set of euler angles. - - Rotation angle about the x-axis, in radians. - Rotation angle about the y-axis, in radians. - Rotation angle about the z-axis, in radians. - The rotation matrix - - - - Creates a rotation matrix from a set of euler angles. - - Vector containing the rotation angles about the x, y, z axes, in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the x-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the y-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about the z-axis. - - Rotation angle in radians. - The rotation matrix - - - - Creates a rotation matrix for a rotation about an arbitrary axis. - - Rotation angle, in radians - Rotation axis, which should be a normalized vector. - The rotation matrix - - - - Creates a translation matrix. - - Translation vector - The translation matrix - - - - Creates a scaling matrix. - - Scaling vector - The scaling vector - - - - Creates a rotation matrix that rotates a vector called "from" into another - vector called "to". Based on an algorithm by Tomas Moller and John Hudges: - - "Efficiently Building a Matrix to Rotate One Vector to Another" - Journal of Graphics Tools, 4(4):1-4, 1999 - - - Starting vector - Ending vector - Rotation matrix to rotate from the start to end. - - - - Tests equality between two matrices. - - First matrix - Second matrix - True if the matrices are equal, false otherwise - - - - Tests inequality between two matrices. - - First matrix - Second matrix - True if the matrices are not equal, false otherwise - - - - Performs matrix multiplication. Multiplication order is B x A. That way, SRT concatenations - are left to right. - - First matrix - Second matrix - Multiplied matrix - - - - Implicit conversion from a 3x3 matrix to a 4x4 matrix. - - 3x3 matrix - 4x4 matrix - - - - Tests equality between this matrix and another. - - Other matrix to test - True if the matrices are equal, false otherwise - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Delegate for performing unmanaged memory cleanup. - - Location in unmanaged memory of the value to cleanup - True if the unmanaged memory should be freed, false otherwise - - - - Helper static class containing functions that aid dealing with unmanaged memory to managed memory conversions. - - - - - Marshals an array of managed values to a c-style unmanaged array (void*). - - Managed type - Native type - Array of managed values - Pointer to unmanaged memory - - - - Marshals an array of managed values to a c-style unmanaged array (void*). This also can optionally marshal to - an unmanaged array of pointers (void**). - - Managed type - Native type - Array of managed values - True if the pointer is an array of pointers, false otherwise. - Pointer to unmanaged memory - - - - Marshals an array of managed values from a c-style unmanaged array (void*). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - Marshaled managed values - - - - Marshals an array of managed values from a c-style unmanaged array (void*). This also can optionally marshal from - an unmanaged array of pointers (void**). - - Managed type - Native type - Pointer to unmanaged memory - Number of elements to marshal - True if the pointer is an array of pointers, false otherwise. - Marshaled managed values - - - - Marshals an array of blittable structs to a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Managed array of structs - Pointer to unmanaged memory - - - - Marshals an array of blittable structs from a c-style unmanaged array (void*). This should not be used on non-blittable types - that require marshaling by the runtime (e.g. has MarshalAs attributes). - - Struct type - Pointer to unmanaged memory - Number of elements to read - Managed array - - - - Frees an unmanaged array and performs cleanup for each value. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - - - - Frees an unmanaged array and performs cleanup for each value. Optionally can free an array of pointers. This can be used on any type that can be - marshaled into unmanaged memory. - - Struct type - Pointer to unmanaged memory - Number of elements to free - Delegate that performs the necessary cleanup - True if the pointer is an array of pointers, false otherwise. - - - - Marshals a managed value to unmanaged memory. - - Managed type - Unmanaged type - Managed value to marshal - Pointer to unmanaged memory - - - - Marshals a managed value from unmanaged memory. - - Managed type - Unmanaged type - Pointer to unmanaged memory - The marshaled managed value - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a pointer to a structure. Only use if the type is not blittable, otherwise - use the read methods for blittable types. - - Struct type - Pointer to marshal - The marshaled structure - - - - Convienence method for marshaling a structure to a pointer. Only use if the type is not blittable, otherwise - use the write methods for blittable types. - - Struct type - Struct to marshal - Pointer to unmanaged chunk of memory which must be allocated prior to this call - - - - Computes the size of the struct type using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Size of the struct in bytes. - - - - Computes the size of the struct array using Marshal SizeOf. Only use if the type is not blittable, thus requiring marshaling by the runtime, - (e.g. has MarshalAs attributes), otherwise use the SizeOf methods for blittable types. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Pins an object in memory, which allows a pointer to it to be returned. While the object remains pinned the runtime - cannot move the object around in memory, which may degrade performance. - - Object to pin. - Pointer to pinned object's memory location. - - - - Unpins an object in memory, allowing it to once again freely be moved around by the runtime. - - Object to unpin. - - - - Convienence method to dispose all items in the collection - - IDisposable type - Collection of disposables - - - - Casts an underlying value type to an enum type, WITHOUT first casting the value to an Object. So this avoid boxing the value. - - Underlying value type. - Enum type. - Value to cast. - Enum value. - - - - Allocates unmanaged memory. This memory should only be freed by this helper. - - Size to allocate - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Allocates unmanaged memory that is cleared to a certain value. This memory should only be freed by this helper. - - Size to allocate - Value the memory will be cleared to, by default zero. - Alignment of the memory, by default aligned along 16-byte boundary. - Pointer to the allocated unmanaged memory. - - - - Frees unmanaged memory that was allocated by this helper. - - Pointer to unmanaged memory to free. - - - - Checks if the memory is aligned to the specified alignment. - - Pointer to the memory - Alignment value, by defauly 16-byte - True if is aligned, false otherwise. - - - - Swaps the value between two references. - - Type of data to swap. - First reference - Second reference - - - - Computes a hash code using the FNV modified algorithmm. - - Byte data to hash. - Hash code for the data. - - - - Reads a stream until the end is reached into a byte array. Based on - Jon Skeet's implementation. - It is up to the caller to dispose of the stream. - - Stream to read all bytes from - Initial buffer length, default is 32K - The byte array containing all the bytes from the stream - - - - Compares two arrays of bytes for equivalence. - - First array of data. - Second array of data. - True if both arrays contain the same data, false otherwise. - - - - Clears the memory to the specified value. - - Pointer to the memory. - Value the memory will be cleared to. - Number of bytes, starting from the memory pointer, to clear. - - - - Computes the size of the struct type. - - Struct type - Size of the struct in bytes. - - - - Casts the by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the readonly by-ref value into a pointer. - - Struct type. - By-ref value. - Pointer to the value. - - - - Casts the pointer into a by-ref value of the specified type. - - Struct type. - Memory location. - By-ref value. - - - - Casts one by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Casts one readonly by-ref type to another, unsafely. - - From struct type - To struct type - Source by-ref value. - Reference as the from type. - - - - Computes the size of the struct array. - - Struct type - Array of structs - Total size, in bytes, of the array's contents. - - - - Adds an offset to the pointer. - - Pointer - Offset - Pointer plus the offset - - - - Performs a memcopy that copies data from the memory pointed to by the source pointer to the memory pointer by the destination pointer. - - Destination memory location - Source memory location - Number of bytes to copy - - - - Returns the number of elements in the enumerable. - - Type of element in collection. - Enumerable collection - The number of elements in the enumerable collection. - - - - Converts typed element array to a byte array. - - Struct type - Element array - Byte array copy or null if the source array was not valid. - - - - Converts a byte array to a typed element array. - - Struct type - Byte array - Typed element array or null if the source array was not valid. - - - - Copies bytes from a byte array to an element array. - - Struct type - Source byte array - Starting index in destination array - Destination element array - Starting index in destination array - Number of elements to copy - - - - Copies bytes from an element array to a byte array. - - Struct type - Source element array - Starting index in source array - Destination byte array - Starting index in destination array - Number of elements to copy - - - - Reads data from the memory location into the array. - - Struct type - Pointer to memory location - Array to store the copied data - Zero-based element index to start writing data to in the element array. - Number of elements to copy - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value - - - - Reads a single element from the memory location. - - Struct type - Pointer to memory location - The read value. - - - - Writes data from the array to the memory location. - - Struct type - Pointer to memory location - Array containing data to write - Zero-based element index to start reading data from in the element array. - Number of elements to copy - - - - Writes a single element to the memory location. - - Struct type - Pointer to memory location - The value to write - - - - A mesh represents geometry with a single material. - - - - - Gets or sets the mesh name. This tends to be used - when formats name nodes and meshes independently, - vertex animations refer to meshes by their names, - or importers split meshes up, each mesh will reference - the same (dummy) name. - - - - - Gets or sets the primitive type. This may contain more than one - type unless if - option is not set. - - - - - Gets or sets the index of the material associated with this mesh. - - - - - Gets the number of vertices in this mesh. This is the count that all - per-vertex lists should be the size of. - - - - - Gets if the mesh has a vertex array. This should always return - true provided no special scene flags are set. - - - - - Gets the vertex position list. - - - - - Gets if the mesh as normals. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex normal list. - - - - - Gets if the mesh has tangents and bitangents. It is not - possible for one to be without the other. If it does exist, the count should be the same as the vertex count. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of faces contained in the mesh. - - - - - Gets if the mesh contains faces. If no special - scene flags are set, this should always return true. - - - - - Gets the mesh's faces. Each face will contain indices - to the vertices. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel, by default all are lists of zero (but can be set to null). Each index - in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets the array that contains the count of UV(W) components for each texture coordinate channel, usually 2 (UV) or 3 (UVW). A component - value of zero means the texture coordinate channel does not exist. The channel index (index in the array) corresponds - to the texture coordinate channel index. - - - - - Gets the number of bones that influence this mesh. - - - - - Gets if this mesh has bones. - - - - - Gets the bones that influence this mesh. - - - - - Gets the number of mesh animation attachments that influence this mesh. - - - - - Gets if this mesh has mesh animation attachments. - - - - - Gets the mesh animation attachments that influence this mesh. - - - - - Gets or sets the morph method used when animation attachments are used. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the mesh. - - - - Constructs a new instance of the class. - - Primitive types contained in the mesh. - - - - Constructs a new instance of the class. - - Name of the mesh - Primitive types contained in the mesh. - - - - Checks if the mesh has vertex colors for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh has texture coordinates for the specified channel. This returns false if the list - is null or empty. The channel, if it exists, should contain the same number of entries as . - - Channel index - True if texture coordinates are present in the channel. - - - - Convienence method for setting this meshe's face list from an index buffer. - - Index buffer - Indices per face - True if the operation succeeded, false otherwise (e.g. not enough data) - - - - Convienence method for accumulating all face indices into a single - index array. - - int index array - - - - Convienence method for accumulating all face indices into a single index - array as unsigned integers (the default from Assimp, if you need them). - - uint index array - - - - Convienence method for accumulating all face indices into a single - index array. - - short index array - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A mesh attachment store per-vertex animations for a particular frame. You may - think of this as a 'patch' for the host mesh, since the mesh attachment replaces only certain - vertex data streams at a particular time. Each mesh stores 'n' attached meshes. The actual - relationship between the time line and mesh attachments is established by the mesh animation channel, - which references singular mesh attachments by their ID and binds them to a time offset. - - - - - Gets the number of vertices in this mesh. This is a replacement - for the host mesh's vertex count. Likewise, a mesh attachment - cannot add or remove per-vertex attributes, therefore the existance - of vertex data will match the existance of data in the mesh. - - - - - Checks whether the attachment mesh overrides the vertex positions - of its host mesh. - - - - - Gets the vertex position list. - - - - - Checks whether the attachment mesh overrides the vertex normals of - its host mesh. - - - - - Gets the vertex normal list. - - - - - Checks whether the attachment mesh overrides the vertex - tangents and bitangents of its host mesh. - - - - - Gets the vertex tangent list. - - - - - Gets the vertex bitangent list. - - - - - Gets the number of valid vertex color channels contained in the - mesh (list is not empty/not null). This can be a value between zero and the maximum vertex color count. Each individual channel - should be the size of . - - - - - Gets the number of valid texture coordinate channels contained - in the mesh (list is not empty/not null). This can be a value between zero and the maximum texture coordinate count. - Each individual channel should be the size of . - - - - - Gets the array that contains each vertex color channels that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum vertex color channel limit. - - - - - Gets the array that contains each texture coordinate channel that override a specific channel in the host mesh, by default all are lists of zero (but can be set to null). - Each index in the array corresponds to the texture coordinate channel. The length of the array corresponds to Assimp's maximum UV channel limit. - - - - - Gets or sets the weight of the mesh animation. - - - - - Constructs a new instance of the class. - - - - - Checks if the mesh attachment overrides a particular set of vertex colors on - the host mesh. This returns false if the list is null or empty. The index is between - zero and the maximumb number of vertex color channels. - - Channel index - True if vertex colors are present in the channel. - - - - Checks if the mesh attachment overrides a particular set of texture coordinates on - the host mesh. This returns false if the list is null or empty. The index is - between zero and the maximum number of texture coordinate channels. - - Channel index - True if texture coordinates are present in the channel. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes vertex-based animations for a single mesh or a group of meshes. Meshes - carry the animation data for each frame. The purpose of this object is to define - keyframes, linking each mesh attachment to a particular point in a time. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of meshkeys in this animation channel. There will always - be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds an anim mesh (referenced by an index) to a specific point in time. - - - - - The time of this key. - - - - - Index of the anim mesh that corresponds to this keyframe. - - - - - Constructs a new MeshKey. - - The time of this key. - Index of the anim mesh that corresponds to this keyframe. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's indices are the same, false otherwise - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's indices are not equal, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes morph-based keyframe animations for a single mesh or a group of meshes. - - - - - Gets or sets the name of the mesh to be animated. Empty strings are not allowed, - animation meshes need to be named (not necessarily uniquely, the name can basically - serve as a wildcard to select a group of meshes with similar animation setup). - - - - - Gets the number of mesh morph keys in this animation channel. There will always be at least one key. - - - - - Gets if this animation channel has mesh keys - this should always be true. - - - - - Gets the mesh morph keyframes of the animation. This should not be null. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Binds a morph animation mesh to a specific point in time. - - - - - Gets or sets the time of this keyframe. - - - - - Gets the values at the time of this keyframe. Number of values must equal number of weights. - - - - - Gets the weights at the time of this keyframe. Number of weights must equal number of values. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a container for holding metadata, representing as key-value pairs. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents an entry in a metadata container. - - - - - Gets the type of metadata. - - - - - Gets the metadata data stored in this entry. - - - - - Constructs a new instance of the struct. - - Type of the data. - The data. - - - - Tests equality between two entries. - - First entry - Second entry - True if the entries are equal, false otherwise - - - - Tests inequality between two entries. - - First entry - Second entry - True if the entries are not equal, false otherwise - - - - Gets the data as the specified type. If it cannot be casted to the type, then null is returned. - - Type to cast the data to. - Casted data or null. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - True if the specified is equal to this instance; otherwise, false. - - - - Indicates whether the current object is equal to another object of the same type. - - An object to compare with this object. - True if the current object is equal to the parameter; otherwise, false. - - - - Returns a hash code for this instance. - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Attribute for assocating a type with an instance. - - - - - Gets the associated marshaler. - - - - - Constructs a new instance of the class. - - Type that implements - Thrown if the type is null. - Thrown if the type does not implement . - - - - A node in the imported model hierarchy. - - - - - Gets or sets the name of the node. - - - - - Gets or sets the transformation of the node relative to its parent. - - - - - Gets the node's parent, if it exists. - - - - - Gets the number of children that is owned by this node. - - - - - Gets if the node contains children. - - - - - Gets the node's children. - - - - - Gets the number of meshes referenced by this node. - - - - - Gets if the node contains mesh references. - - - - - Gets the indices of the meshes referenced by this node. Meshes can be - shared between nodes, so there is a mesh collection owned by the scene - that each node can reference. - - - - - Gets the node's metadata container. - - - - - Constructs a new instance of the class. - - - - - Constructs a new instance of the class. - - Name of the node - - - - Constructs a new instance of the class. - - Name of the node - Parent of the node - - - - Finds a node with the specific name, which may be this node - or any children or children's children, and so on, if it exists. - - Node name - The node or null if it does not exist - - - - Gets a value indicating whether this instance is native blittable. - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Describes the animation of a single node. The name specifies the bone/node which is affected by - this animation chanenl. The keyframes are given in three separate seties of values, - one for each position, rotation, and scaling. The transformation matrix is computed from - these values and replaces the node's original transformation matrix at a specific time. - This means all keys are absolute and not relative to the bone default pose. - The order which the transformations are to be applied is scaling, rotation, and translation (SRT). - Keys are in chronological order and duplicate keys do not pass the validation step. There most likely will be no - negative time values, but they are not forbidden. - - - - - Gets or sets the name of the node affected by this animation. It must exist and it must - be unique. - - - - - Gets the number of position keys in the animation channel. - - - - - Gets if this animation channel contains position keys. - - - - - Gets the position keys of this animation channel. Positions are - specified as a 3D vector. If there are position keys, there should - also be -at least- one scaling and one rotation key. - - - - - Gets the number of rotation keys in the animation channel. - - - - - Gets if the animation channel contains rotation keys. - - - - - Gets the rotation keys of this animation channel. Rotations are - given as quaternions. If this exists, there should be -at least- one - scaling and one position key. - - - - - Gets the number of scaling keys in the animation channel. - - - - - Gets if the animation channel contains scaling keys. - - - - - Gets the scaling keys of this animation channel. Scalings are - specified in a 3D vector. If there are scaling keys, there should - also be -at least- one position and one rotation key. - - - - - Gets or sets how the animation behaves before the first key is encountered. By default the original - transformation matrix of the affected node is used. - - - - - Gets or sets how the animation behaves after the last key was processed. By default the original - transformation matrix of the affected node is taken. - - - - - Constructs a new instance of the class. - - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - A collection of child nodes owned by a parent node. Manages access to the collection while maintaing parent-child linkage. - - - - - Gets the number of elements contained in the . - - - - - Gets or sets the element at the specified index. - - The child index - - - - Gets a value indicating whether the is read-only. - - true if the is read-only; otherwise, false. - - - - Constructs a new instance of the class. - - Parent node - - - - Adds an item to the . - - The object to add to the . - - - - Adds a range of items to the list. - - Item array - - - - Removes all items from the . - - - - - Determines whether the contains a specific value. - - The object to locate in the . - - true if is found in the ; otherwise, false. - - - - - Copies collection contents to the array - - The array to copy to. - Index of the array to start copying. - - - - Determines the index of a specific item in the . - - The object to locate in the . - - The index of if found in the list; otherwise, -1. - - - - - Inserts an item to the at the specified index. - - The zero-based index at which should be inserted. - The object to insert into the . - - - - Removes the item at the specified index. - - The zero-based index of the item to remove. - - - - Removes the first occurrence of a specific object from the . - - The object to remove from the . - - true if was successfully removed from the ; otherwise, false. This method also returns false if is not found in the original . - - - - - Copies elements in the collection to a new array. - - Array of copied elements - - - - Returns an enumerator that iterates through the collection. - - A that can be used to iterate through the collection. - - - - Returns an enumerator that iterates through a collection. - - An object that can be used to iterate through the collection. - - - - Represents a plane in three-dimensional euclidean space where - A, B, C are components of the plane normal and D is the distance along the - normal from the origin to the plane. - - - - - X component of the normal vector. - - - - - Y component of the normal vector. - - - - - Z component of the normal vector. - - - - - Distance from the origin to the plane along the normal vector. - - - - - Constructs a new Plane. - - X component of the normal vector. - Y component of the normal vector. - Z component of the normal vector. - Distance from the origin to the plane along the normal vector. - - - - Static class containing preset properties for post processing options. - - - - - PostProcess configuration for (some) Direct3D conventions, - left handed geometry, upper left origin for UV coordinates, - and clockwise face order, suitable for CCW culling. - - - - - PostProcess configuration for optimizing data for real-time. - Does the following steps: - - , , - , , - , and - - - - - PostProcess configuration for optimizing - data for real-time rendering. Does the following steps: - - , , - , , - , - , , - , , and - - - - - - PostProcess configuration for heavily optimizing the data - for real-time rendering. Includes all flags in - as well as - , , and - - - - - - A 4D vector that represents a rotation. - - - - - Rotation component of the quaternion/ - - - - - X component of the vector part of the quaternion. - - - - - Y component of the vector part of the quaternion. - - - - - Z component of the vector part of the quaternion. - - - - - Constructs a new Quaternion. - - W component - X component - Y component - Z component - - - - Constructs a new Quaternion from a rotation matrix. - - Rotation matrix to create the Quaternion from. - - - - Constructs a new Quaternion from three euler angles. - - Pitch - Yaw - Roll - - - - Constructs a new Quaternion from an axis-angle. - - Axis - Angle about the axis - - - - Normalizes the quaternion. - - - - - Transforms this quaternion into its conjugate. - - - - - Returns a matrix representation of the quaternion. - - Rotation matrix representing the quaternion. - - - - Spherical interpolation between two quaternions. - - Start rotation when factor == 0 - End rotation when factor == 1 - Interpolation factor between 0 and 1, values beyond this range yield undefined values - Interpolated quaternion. - - - - Rotates a point by this quaternion. - - Point to rotate - Quaternion representing the rotation - Rotated point. - - - - Multiplies two quaternions. - - First quaternion - Second quaternion - Resulting quaternion - - - - Tests equality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are equal, false otherwise. - - - - Tests inequality between two quaternions. - - First quaternion - Second quaternion - True if the quaternions are not equal, false otherwise. - - - - Tests equality between two quaternions. - - Quaternion to compare - True if the quaternions are equal. - - - - Tests equality between this color and another object. - - Object to test against - True if the object is a color and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a rotation for a given time. - - - - - The time of this key. - - - - - The rotation of this key. - - - - - Constructs a new QuaternionKey. - - Time of the key. - Quaternion rotation at the time frame. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's rotations are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's rotations are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their rotations are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Defines a 3D ray with a point of origin and a direction. - - - - - Origin of the ray in space. - - - - - Direction of the ray. - - - - - Constructs a new Ray. - - Origin of the ray. - Direction of the ray. - - - - Represents a completely imported model or scene. Everything that was imported from the given file can be - accessed from here. Once the scene is loaded from unmanaged memory, it resides solely in managed memory - and Assimp's read only copy is released. - - - - - Gets or sets the state of the imported scene. By default no flags are set, but - issues can arise if the flag is set to incomplete. - - - - - Gets or sets the root node of the scene graph. There will always be at least the root node - if the import was successful and no special flags have been set. Presence of further nodes - depends on the format and content of the imported file. - - - - - Gets if the scene contains meshes. Unless if no special scene flags are set - this should always be true. - - - - - Gets the number of meshes in the scene. - - - - - Gets the meshes contained in the scene, if any. - - - - - Gets if the scene contains any lights. - - - - - Gets the number of lights in the scene. - - - - - Gets the lights in the scene, if any. - - - - - Gets if the scene contains any cameras. - - - - - Gets the number of cameras in the scene. - - - - - Gets the cameras in the scene, if any. - - - - - Gets if the scene contains embedded textures. - - - - - Gets the number of embedded textures in the scene. - - - - - Gets the embedded textures in the scene, if any. - - - - - Gets if the scene contains any animations. - - - - - Gets the number of animations in the scene. - - - - - Gets the animations in the scene, if any. - - - - - Gets if the scene contains any materials. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the number of materials in the scene. There should always be at least the - default Assimp material if no materials were loaded. - - - - - Gets the materials in the scene. - - - - - Constructs a new instance of the class. - - - - - Clears the scene of all components. - - - - - Marshals a managed scene to unmanaged memory. The unmanaged memory must be freed with a call to - , the memory is owned by AssimpNet and cannot be freed by the native library. - - Scene data - Unmanaged scene or NULL if the scene is null. - - - - Marshals an unmanaged scene to managed memory. This does not free the unmanaged memory. - - The unmanaged scene data - The managed scene, or null if the pointer is NULL - - - - Frees unmanaged memory allocated -ONLY- in . To free an unmanaged scene allocated by the unmanaged Assimp library, - call the appropiate function. - - Pointer to unmanaged scene data. - - - - Gets if the native value type is blittable (that is, does not require marshaling by the runtime, e.g. has MarshalAs attributes). - - - - - Writes the managed data to the native value. - - Optional pointer to the memory that will hold the native value. - Output native value - - - - Reads the unmanaged data from the native value. - - Input native value - - - - Frees unmanaged memory created by . - - Native value to free - True if the unmanaged memory should be freed, false otherwise. - - - - Represents a texel in ARGB8888 format. - - - - - Blue component. - - - - - Green component. - - - - - Red component. - - - - - Alpha component. - - - - - Constructs a new Texel. - - Blue component. - Green component. - Red component. - Alpha component. - - - - Tests equality between two texels. - - First texel - Second texel - True if the texels are equal, false otherwise. - - - - Tests inequality between two texels. - - First texel - Second texel - True if the texels are not equal, false otherwise. - - - - Implicitly converts a texel to a Color4D. - - Texel to convert - Converted Color4D - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their indices are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Describes all the values pertaining to a particular texture slot in a material. - - - - - Gets the texture file path. - - - - - Gets the texture type semantic. - - - - - Gets the texture index in the material. - - - - - Gets the texture mapping. - - - - - Gets the UV channel index that corresponds to this texture from the mesh. - - - - - Gets the blend factor. - - - - - Gets the texture operation. - - - - - Gets the texture wrap mode for the U coordinate. - - - - - Gets the texture wrap mode for the V coordinate. - - - - - Gets misc flags. - - - - - Constructs a new TextureSlot. - - Texture filepath - Texture type semantic - Texture index in the material - Texture mapping - UV channel in mesh that corresponds to this texture - Blend factor - Texture operation - Texture wrap mode for U coordinate - Texture wrap mode for V coordinate - Misc flags - - - - Defines configurable properties for importing models. All properties - have default values. Setting config properties are done via the SetProperty* - methods in AssimpMethods. - - - - - Enables time measurements. If enabled the time needed for each - part of the loading process is timed and logged. - Type: bool. Default: false - - - - - Sets Assimp's multithreading policy. This is ignored if Assimp is - built without boost.thread support. Possible values are: -1 to - let Assimp decide, 0 to disable multithreading, and nay number larger than 0 - to force a specific number of threads. This is only a hint and may be - ignored by Assimp. - Type: integer. Default: -1 - - - - - Global setting to disable generation of skeleton dummy meshes. These are generated as a visualization aid - in cases which the input data contains no geometry, but only animation data. So the geometry are visualizing - the bones. - Type: Bool. Default: false. - - - - - Specifies the maximum angle that may be between two vertex tangents that their tangents - and bitangents are smoothed during the step to calculate the tangent basis. The angle specified - is in degrees. The maximum value is 175 degrees. - Type: float. Default: 45 degrees - - - - - Specifies the maximum angle that may be between two face normals at the same vertex position that - their normals will be smoothed together during the calculate smooth normals step. This is commonly - called the "crease angle". The angle is specified in degrees. Maximum value is 175 degrees (all vertices - smoothed). - Type: float. Default: 175 degrees - - - - - Sets the colormap(= palette) to be used to decode embedded textures in MDL (Quake or 3DG5) files. - This must be a valid path to a file. The file is 768 (256 * 3) bytes large and contains - RGB triplets for each of the 256 palette entries. If the file is not found, a default - palette (from Quake 1) is used. - Type: string. Default: "colormap.lmp" - - - - - Configures the step to - keep materials matching a name in a given list. This is a list of - 1 to n strings where whitespace ' ' serves as a delimiter character. Identifiers - containing whitespaces must be enclosed in *single* quotation marks. Tabs or - carriage returns are treated as whitespace. - If a material matches one of these names, it will not be modified - or removed by the post processing step nor will other materials be replaced - by a reference to it. - Default: string. Default: "" - - - - - Configures the step - to keep the scene hierarchy. Meshes are moved to worldspace, but no optimization - is performed where meshes with the same materials are not joined. - This option could be of used if you have a scene hierarchy that contains - important additional information which you intend to parse. - Type: bool. Default: false - - - - - Configures the step - to normalize all vertex components into the -1...1 range. That is, a bounding - box for the whole scene is computed where the maximum component is taken - and all meshes are scaled uniformly. This is useful if you don't know the spatial dimension - of the input data. - Type: bool. Default: false - - - - - Configures the step - to remove degenerated primitives from the import immediately. - The default behavior converts degenerated triangles to lines and - degenerated lines to points. - Type: bool. Default: false - - - - - Configures the step - to check the area of a triangle to be greater than 1e-6. If this is not the case, the triangle will be removed if is set to true. - Type: bool. Default: false - - - - - Configures the step - to preserve nodes matching a name in a given list. This is a list of 1 to n strings, whitespace ' ' serves as a delimter character. - Identifiers containing whitespaces must be enclosed in *single* quotation marks. Carriage returns - and tabs are treated as white space. - If a node matches one of these names, it will not be modified or removed by the - postprocessing step. - Type: string. Default: "" - - - - - Sets the maximum number of triangles a mesh can contain. This is used by the - step to determine - whether a mesh must be split or not. - Type: int. Default: AiDefines.AI_SLM_DEFAULT_MAX_TRIANGLES - - - - - Sets the maximum number of vertices in a mesh. This is used by the - step to determine - whether a mesh must be split or not. - Type: integer. Default: AiDefines.AI_SLM_DEFAULT_MAX_VERTICES - - - - - Sets the maximum number of bones that can affect a single vertex. This is used - by the step. - Type: integer. Default: AiDefines.AI_LBW_MAX_WEIGHTS - - - - - Sets the size of the post-transform vertex cache to optimize vertices for. This is - for the step. The size - is given in vertices. Of course you can't know how the vertex format will exactly look - like after the import returns, but you can still guess what your meshes will - probably have. The default value *has* resulted in slight performance improvements - for most Nvidia/AMD cards since 2002. - Type: integer. Default: AiDefines.PP_ICL_PTCACHE_SIZE - - - - - Input parameter to the step. - It specifies the parts of the data structure to be removed. - This is a bitwise combination of the flag. If no valid mesh is remaining after - the step is executed, the import FAILS. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies which primitive types are to be removed by the step. - This is a bitwise combination of the flag. - Specifying ALL types is illegal. - Type: integer. Default: 0 - - - - - Input parameter to the step. - It specifies the floating point accuracy for animation values, specifically the epislon - during the comparison. The step checks for animation tracks where all frame values are absolutely equal - and removes them. Two floats are considered equal if the invariant abs(n0-n1) > epislon holds - true for all vector/quaternion components. - Type: float. Default: 0.0f (comparisons are exact) - - - - - Input parameter to the step. - It specifies which UV transformations are to be evaluated. - This is bitwise combination of the flag. - Type: integer. Default: AiDefines.AI_UV_TRAFO_ALL (All combinations) - - - - - A hint to Assimp to favour speed against import quality. Enabling this option - may result in faster loading, or it may not. It is just a hint to loaders and post-processing - steps to use faster code paths if possible. A value not equal to zero stands - for true. - Type: integer. Default: 0 - - - - - Maximum bone cone per mesh for the step. Meshes - are split until the max number of bones is reached. - Type: integer. Default: 60 - - - - - Source UV channel for tangent space computation. The specified channel must exist or an error will be raised. - Type: integer. Default: 0 - - - - - Threshold used to determine if a bone is kept or removed during the step. - Type: float. Default: 1.0f - - - - - Require all bones to qualify for deboning before any are removed. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node - transformation before transforming vertices. - Type: bool. Default: false - - - - - Configures the step to use a user defined matrix as the scene root node transformation - before transforming vertices. - Type: Matrix4x4. Default: Identity Matrix - - - - - Configures the step to scale the entire scene by a certain amount. Some importers provide a mechanism to define a scaling unit for the model, - which this processing step can utilize. - Type: Float. Default: 1.0f. - - - - - Sets the vertex animation keyframe to be imported. Assimp does not support - vertex keyframes (only bone animation is supported). The libary reads only one frame of models - with vertex animations. By default this is the first frame. - The default value is 0. This option applies to all importers. However, it is - also possible to override the global setting for a specific loader. You can use the - AI_CONFIG_IMPORT_XXX_KEYFRAME options where XXX is a placeholder for the file format which - you want to override the global setting. - Type: integer. Default: 0 - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - See the documentation for . - - - - - Configures the AC loader to collect all surfaces which have the "Backface cull" flag set in separate - meshes. - Type: bool. Default: true - - - - - Configures whether the AC loader evaluates subdivision surfaces (indicated by the presence - of the 'subdiv' attribute in the file). By default, Assimp performs - the subdivision using the standard Catmull-Clark algorithm. - Type: bool. Default: true - - - - - Configures the UNREAL 3D loader to separate faces with different surface flags (e.g. two-sided vs single-sided). - Type: bool. Default: true - - - - - Configures the terragen import plugin to compute UV's for terrains, if - they are not given. Furthermore, a default texture is assigned. - UV coordinates for terrains are so simple to compute that you'll usually - want to compute them on your own, if you need them. This option is intended for model viewers which - want to offer an easy way to apply textures to terrains. - Type: bool. Default: false - - - - - Configures the ASE loader to always reconstruct normal vectors basing on the smoothing groups - loaded from the file. Some ASE files carry invalid normals, others don't. - Type: bool. Default: true - - - - - Configures the M3D loader to detect and process multi-part Quake player models. These models - usually consit of three files, lower.md3, upper.md3 and head.md3. If this propery is - set to true, Assimp will try to load and combine all three files if one of them is loaded. - Type: bool. Default: true - - - - - Tells the MD3 loader which skin files to load. When loading MD3 files, Assimp checks - whether a file named "md3_file_name"_"skin_name".skin exists. These files are used by - Quake III to be able to assign different skins (e.g. red and blue team) to models. 'default', 'red', 'blue' - are typical skin names. - Type: string. Default: "default" - - - - - Specifies the Quake 3 shader file to be used for a particular MD3 file. This can be a full path or - relative to where all MD3 shaders reside. - Type: string. Default: "" - - - - - Configures the LWO loader to load just one layer from the model. - LWO files consist of layers and in some cases it could be useful to load only one of them. - This property can be either a string - which specifies the name of the layer - or an integer - the index - of the layer. If the property is not set then the whole LWO model is loaded. Loading fails - if the requested layer is not vailable. The layer index is zero-based and the layer name may not be empty - Type: bool. Default: false (All layers are loaded) - - - - - Configures the MD5 loader to not load the MD5ANIM file for a MD5MESH file automatically. - The default strategy is to look for a file with the same name but with the MD5ANIm extension - in the same directory. If it is found it is loaded and combined with the MD5MESH file. This configuration - option can be used to disable this behavior. - Type: bool. Default: false - - - - - Defines the beginning of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the start time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation start from the input LWS - file ('FirstFrame' line) - Type: integer. Default: taken from file - - - - - Defines the ending of the time range for which the LWS loader evaluates animations and computes - AiNodeAnim's. - Assimp provides full conversion of Lightwave's envelope system, including pre and post - conditions. The loader computes linearly subsampled animation channels with the frame rate - given in the LWS file. This property defines the end time. - Animation channels are only generated if a node has at least one envelope with more than one key - assigned. This property is given in frames where '0' is the first. By default, - if this property is not set, the importer takes the animation end from the input LWS - file. - Type: integer. Default: taken from file - - - - - Defines the output frame rate of the IRR loader. - IRR animations are difficult to convert for Assimp and there will always be - a loss of quality. This setting defines how many keys per second are returned by the converter. - Type: integer. Default: 100 - - - - - The Ogre importer will try to load this MaterialFile. Ogre meshes reference with material names, this does not tell Assimp - where the file is located. Assimp will try to find the source file in the following order: [material-name].material, [mesh-filename-base].material, - and lastly the material name defined by this config property. - Type: string. Default: "Scene.Material" - - - - - The Ogre importer will detect the texture usage from the filename. Normally a texture is loaded as a color map, if no target is specified - in the material file. If this is enabled, then Assimp will try to detect the type from the texture filename postfix: - - Normal Maps: _n, _nrm, _nrml, _normal, _normals, _normalmap - Specular Maps: _s, _spec, _specular, _specularmap - Light Maps: _l, _light, _lightmap, _occ, _occlusion - Displacement Maps: _dis, _displacement - - The matching is case insensitive. Postfix is taken between the last "_" and last ".". The default behavior is to detect type from lower cased - texture unit name by matching against: normalmap, specularmap, lightmap, and displacementmap. For both cases if no match is found then, - is used. - Type: Bool. Default: false. - - - - - Specifies whether the IFC loader skips over IfcSpace elements. IfcSpace elements (and their geometric representations) are used to represent free space in a building story. - Type: Bool. Default: true. - - - - - Specifies whether the IFC loader will use its own, custom triangulation algorithm to triangulate wall and floor meshes. If this is set to false, - walls will be either triangulated by the post process triangulation or will be passed through as huge polygons with faked holes (e.g. holes that are connected - with the outer boundary using a dummy edge). It is highly recommended to leave this property set to true as the default post process has some known - issues with these kind of polygons. - Type: Bool. Default: true. - - - - - Specifies the tessellation conic angle for IFC smoothing curves. Accepted range of values is between [5, 120] - Type: Float. Default: 10.0f - - - - - Specifies the tessellation for IFC cylindrical shapes. E.g. the number of segments used to approximate a circle. Accepted range of values is between [3, 180]. - Type: Integer. Default: 32 - - - - - Specifies whether the collada loader will ignore the up direction. - Type: Bool. Default: false - - - - - Specifies whether the FBX importer will merge all geometry layers present in the source file or take only the first. - Type: bool. Default: true. - - - - - Specifies whether the FBX importer will read all materials present in the source file or take only the referenced materials, if the importer - will read materials, otherwise this has no effect. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read materials. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read embedded textures. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will search for embedded loaded textures, where no embedded texture data is provided. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will read cameras. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read light sources. - Type: Bool. Default: true. - - - - - Specifies whether the FBX importer will read animations. - Type: Bool. default: true. - - - - - Specifies whether the FBX importer will act in strict mode in which only the FBX 2013 - format is supported and any other sub formats are rejected. FBX 2013 is the primary target for the importer, so this - format is best supported and well-tested. - Type: Bool. Default: false. - - - - - Specifies whether the FBX importer will preserve pivot points for transformations (as extra nodes). If set to false, pivots - and offsets will be evaluated whenever possible. - Type: Bool. Default: true. - - - - - Specifies whether the importer will drop empty animation curves or animation curves which match the bind pose - transformation over their entire defined range. - Type: Bool. Default: true. - - - - - Specifies if the X-file exporter should use 64-bit doubles rather than 32-bit floats. - Type: Bool. Default: false. - - - - - Static class that has a number of constants that are found in Assimp. These can be limits to configuration property default values. The constants - are grouped according to their usage or where they're found in the Assimp include files. - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for . - - - - - Default value for - - - - - Defines the maximum number of indices per face (polygon). - - - - - Defines the maximum number of bone weights. - - - - - Defines the maximum number of vertices per mesh. - - - - - Defines the maximum number of faces per mesh. - - - - - Defines the maximum number of vertex color sets per mesh. - - - - - Defines the maximum number of texture coordinate sets (UV(W) channels) per mesh. - - - - - Defines the default bone count limit. - - - - - Defines the deboning threshold. - - - - - Defines the maximum length of a string used in AiString. - - - - - Defines the default color material. - - - - - Defines the default textured material (if the meshes have UV coords). - - - - - Static class containing material key constants. A fully qualified mat key - name here means that it's a string that combines the mat key (base) name, its - texture type semantic, and its texture index into a single string delimited by - commas. For non-texture material properties, the texture type semantic and texture - index are always zero. - - - - - Material name (String) - - - - - Material name (String) - - - - - Two sided property (boolean) - - - - - Two sided property (boolean) - - - - - Shading mode property (ShadingMode) - - - - - Shading mode property (ShadingMode) - - - - - Enable wireframe property (boolean) - - - - - Enable wireframe property (boolean) - - - - - Blending function (BlendMode) - - - - - Blending function (BlendMode) - - - - - Opacity (float) - - - - - Opacity (float) - - - - - Bumpscaling (float) - - - - - Bumpscaling (float) - - - - - Shininess (float) - - - - - Shininess (float) - - - - - Reflectivity (float) - - - - - Reflectivity (float) - - - - - Shininess strength (float) - - - - - Shininess strength (float) - - - - - Refracti (float) - - - - - Refracti (float) - - - - - Diffuse color (Color4D) - - - - - Diffuse color (Color4D) - - - - - Ambient color (Color4D) - - - - - Ambient color (Color4D) - - - - - Specular color (Color4D) - - - - - Specular color (Color4D) - - - - - Emissive color (Color4D) - - - - - Emissive color (Color4D) - - - - - Transparent color (Color4D) - - - - - Transparent color (Color4D) - - - - - Reflective color (Color4D) - - - - - Reflective color (Color4D) - - - - - Background image (String) - - - - - Background image (String) - - - - - Texture base name - - - - - UVWSRC base name - - - - - Texture op base name - - - - - Mapping base name - - - - - Texture blend base name. - - - - - Mapping mode U base name - - - - - Mapping mode V base name - - - - - Texture map axis base name - - - - - UV transform base name - - - - - Texture flags base name - - - - - Helper function to get the fully qualified name of a texture property type name. Takes - in a base name constant, a texture type, and a texture index and outputs the name in the format: - "baseName,TextureType,texIndex" - - Base name - Texture type - Texture index - Fully qualified texture name - - - - Helper function to get the base name from a fully qualified name of a material property type name. The format - of such a string is: - "baseName,TextureType,texIndex" - - Fully qualified material property name. - Base name of the property type. - - - - Singleton that governs access to the unmanaged Assimp library functions. - - - - - Default name of the unmanaged library. Based on runtime implementation the prefix ("lib" on non-windows) and extension (.dll, .so, .dylib) will be appended automatically. - - - - - Gets the AssimpLibrary instance. - - - - - Gets if the Assimp unmanaged library supports multithreading. If it was compiled for single threading only, - then it will not utilize multiple threads during import. - - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a file. - - Valid filename - Post process flags specifying what steps are to be run after the import. - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Property store containing config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Imports a scene from a stream. This uses the "aiImportFileFromMemory" function. The stream can be from anyplace, - not just a memory stream. It is up to the caller to dispose of the stream. - - Stream containing the scene data - Post processing flags - A hint to Assimp to decide which importer to use to process the data - Property store containing the config name-values, may be null. - Pointer to the unmanaged data structure. - - - - Releases the unmanaged scene data structure. This should NOT be used for unmanaged scenes that were marshaled - from the managed scene structure - only for scenes whose memory was allocated by the native library! - - Pointer to the unmanaged scene data structure. - - - - Applies a post-processing step on an already imported scene. - - Pointer to the unmanaged scene data structure. - Post processing steps to run. - Pointer to the unmanaged scene data structure. - - - - Gets all supported export formats. - - Array of supported export formats. - - - - Exports the given scene to a chosen file format. Returns the exported data as a binary blob which you can embed into another data structure or file. - - Scene to export, it is the responsibility of the caller to free this when finished. - Format id describing which format to export to. - Pre processing flags to operate on the scene during the export. - Exported binary blob, or null if there was an error. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Exports the given scene to a chosen file format and writes the result file(s) to disk. - - The scene to export, which needs to be freed by the caller. The scene is expected to conform to Assimp's Importer output format. In short, - this means the model data should use a right handed coordinate system, face winding should be counter clockwise, and the UV coordinate origin assumed to be upper left. If the input is different, specify the pre processing flags appropiately. - Format id describing which format to export to. - Output filename to write to - Pointer to an instance of AiFileIO, a custom file IO system used to open the model and - any associated file the loader needs to open, passing NULL uses the default implementation. - Pre processing flags - accepts any post processing step flag. In reality only a small subset are actually supported, e.g. to ensure the input - conforms to the standard Assimp output format. Some may be redundant, such as triangulation, which some exporters may have to enforce due to the export format. - Return code specifying if the operation was a success. - - - - Creates a modifyable copy of a scene, useful for copying the scene that was imported so its topology can be modified - and the scene be exported. - - Valid scene to be copied - Modifyable copy of the scene - - - - Attaches a log stream callback to catch Assimp messages. - - Pointer to an instance of AiLogStream. - - - - Enables verbose logging. - - True if verbose logging is to be enabled or not. - - - - Gets if verbose logging is enabled. - - True if verbose logging is enabled, false otherwise. - - - - Detaches a logstream callback. - - Pointer to an instance of AiLogStream. - A return code signifying if the function was successful or not. - - - - Detaches all logstream callbacks currently attached to Assimp. - - - - - Create an empty property store. Property stores are used to collect import settings. - - Pointer to property store - - - - Deletes a property store. - - Pointer to property store - - - - Sets an integer property value. - - Pointer to property store - Property name - Property value - - - - Sets a float property value. - - Pointer to property store - Property name - Property value - - - - Sets a string property value. - - Pointer to property store - Property name - Property value - - - - Sets a matrix property value. - - Pointer to property store - Property name - Property value - - - - Retrieves a color value from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The color if it exists. If not, the default Color4D value is returned. - - - - Retrieves an array of float values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of floats to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available floats, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The float array, if it exists - - - - Retrieves an array of integer values with the specific key from the material. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The maximum number of integers to read. This may not accurately describe the data returned, as it may not exist or be smaller. If this value is less than - the available integers, then only the requested number is returned (e.g. 1 or 2 out of a 4 float array). - The integer array, if it exists - - - - Retrieves a material property with the specific key from the material. - - Material to retrieve the property from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The material property, if found. - - - - Retrieves a string from the material property table. - - Material to retrieve the data from - Ai mat key (base) name to search for - Texture Type semantic, always zero for non-texture properties - Texture index, always zero for non-texture properties - The string, if it exists. If not, an empty string is returned. - - - - Gets the number of textures contained in the material for a particular texture type. - - Material to retrieve the data from - Texture Type semantic - The number of textures for the type. - - - - Gets the texture filepath contained in the material. - - Material to retrieve the data from - Texture type semantic - Texture index - The texture filepath, if it exists. If not an empty string is returned. - - - - Gets all values pertaining to a particular texture from a material. - - Material to retrieve the data from - Texture type semantic - Texture index - Returns the texture slot struct containing all the information. - - - - Gets the last error logged in Assimp. - - The last error message logged. - - - - Checks whether the model format extension is supported by Assimp. - - Model format extension, e.g. ".3ds" - True if the format is supported, false otherwise. - - - - Gets all the model format extensions that are currently supported by Assimp. - - Array of supported format extensions - - - - Gets a collection of importer descriptions that detail metadata and feature support for each importer. - - Collection of importer descriptions - - - - Gets the memory requirements of the scene. - - Pointer to the unmanaged scene data structure. - The memory information about the scene. - - - - Creates a quaternion from the 3x3 rotation matrix. - - Quaternion struct to fill - Rotation matrix - - - - Decomposes a 4x4 matrix into its scaling, rotation, and translation parts. - - 4x4 Matrix to decompose - Scaling vector - Quaternion containing the rotation - Translation vector - - - - Transposes the 4x4 matrix. - - Matrix to transpose - - - - Transposes the 3x3 matrix. - - Matrix to transpose - - - - Transforms the vector by the 3x3 rotation matrix. - - Vector to transform - Rotation matrix - - - - Transforms the vector by the 4x4 matrix. - - Vector to transform - Matrix transformation - - - - Multiplies two 4x4 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Multiplies two 3x3 matrices. The destination matrix receives the result. - - First input matrix and is also the Matrix to receive the result - Second input matrix, to be multiplied with "dst". - - - - Creates a 3x3 identity matrix. - - Matrix to hold the identity - - - - Creates a 4x4 identity matrix. - - Matrix to hold the identity - - - - Gets the Assimp legal info. - - String containing Assimp legal info. - - - - Gets the native Assimp DLL's minor version number. - - Assimp minor version number - - - - Gets the native Assimp DLL's major version number. - - Assimp major version number - - - - Gets the native Assimp DLL's revision version number. - - Assimp revision version number - - - - Gets the native Assimp DLL's current version number as "major.minor.revision" string. This is the - version of Assimp that this wrapper is currently using. - - Unmanaged DLL version - - - - Gets the native Assimp DLL's current version number as a .NET version object. - - Unmanaged DLL version - - - - Get the compilation flags that describe how the native Assimp DLL was compiled. - - Compilation flags - - - - Defines all the unmanaged assimp C-function names. - - - - - Defines all of the delegates that represent the unmanaged assimp functions. - - - - - Enumerates supported platforms. - - - - - Windows platform. - - - - - Linux platform. - - - - - Mac platform. - - - - - An attribute that represents the name of an unmanaged function to import. - - - - - Name of the unmanaged function. - - - - - Constructs a new . - - Name of the function. - - - - Represents management and access to an unmanaged library. An unmanaged library can be loaded and unloaded dynamically. The library then searches for a list - of exported functions to create managed delegates for, allowing callers to access the library. Each OS platform has its own implementation to determine how to load - unmanaged libraries. - - - - - Occurs when the unmanaged library is loaded. - - - - - Occurs when the unmanaged library is freed. - - - - - Queries if the unmanaged library has been loaded or not. - - - - - Gets the default name of the unmanaged library DLL. This is dependent based on the platform extension and name prefix. Additional - names can be set in the (e.g. to load versioned DLLs) - - - - - Gets the path to the unmanaged library DLL that is currently loaded. - - - - - Gets the resolver used to find the unmanaged library DLL when loading. - - - - - Gets or sets whether an is thrown if the unmanaged DLL fails to load for whatever reason. By - default this is true. - - - - - Queries if the OS is 64-bit, if false then it is 32-bit. - - - - - Constructs a new . - - Default name (NOT path) of the unmanaged library. - Delegate types to instantiate and load. - - - - Gets an enum representing the current OS that is application is executing on. - - Platform enumeration. - - - - Loads the unmanaged library using the . - - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied 32 and 64 bit paths, the one chosen is based on the OS bitness. - - Path to the 32-bit DLL - Path to the 64-bit DLL - True if the library was found and successfully loaded. - - - - Loads the unmanaged library using the supplied path. - - Path to the unmanaged DLL. - True if the library was found and successfully loaded. - - - - Frees the unmanaged library that is currently loaded. - - True if the library was sucessfully freed. - - - - Gets a delegate based on the unmanaged function name. - - Type of delegate. - Name of unmanaged function that is exported by the library. - The delegate, or null if not found. - - - - If library is not explicitly loaded by user, call this when trying to call an unmanaged function to load the unmanaged library - from the default path. This function is thread safe. - - - - - Called when the library is loaded. - - - - - Called when the library is freed. - - - - - Resolves unmanaged DLLs for . The process is completely configurable, where the user can supply alternative library names (e.g. versioned libs), - an override library name, and probing paths. These can be set for both 32/64 bit, or seperately for 32 or 64 bit. See - for the search strategy. - - - - - Gets the platform that the application is running on. - - - - - Constructs a new instance of the class. - - Platform we're resolving binaries for. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 32-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of fallback library names (e.g. versioned libs) for both 32-bit and 64-bit probing. - - Null to clear, or set of fallback library names. - - - - Sets the collection of file paths to probe for 32-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets the collection of file paths to probe for both 32-bit and 64-bit libraries. These paths always are first to be searched, in the order - that they are given. - - Null to clear, or set of paths to probe. - - - - Sets an override 32-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Sets an override 32-bit and 64-bit library name. By default, the implementations creates a default name for the library, which - is passed into for resolving. If the override is non-null, it will be used instead. This is useful if the library - to be loaded is not conforming to the platform's default prefix/extension scheme (e.g. libXYZ.so on linux where "lib" is the prefix and ".so" the extension). - - Null to clear, or override library name. - - - - Given a library name, this function attempts to resolve the file path from which it can be loaded. Each step of the search strategy uses the fallback - library names if the given name was not found in the current step. If the search is unsuccessfully, the library name is returned which means the OS will try - and do its own search strategy when attempting to load the library (this is dependent on the OS). The search strategy is the following, in order of execution: - - - Search user-specified probing paths. - Search {AppBaseDirectory}/runtimes/{RID}/native/. - Search {AppBaseDirectory}/. - Search nuget package path, e.g. {UserProfile}/.nuget/packages/{PackageId}/{PackageVersion}/runtimes/{RID}/native/. - - - - The search strategy gives priority to user-specified probing paths, then local paths to the application, then finally examining the global nuget cache. The RID - is the Runtime Identifier based on the platform/architecture, see also Microsoft's RID Catalog. - - - Name of the library to attempt to resolve. - Full file path to the library, or the file name if not found (e.g. "libXYZ.so"). - - - - Represents an aiScene struct. - - - - - unsigned int, flags about the state of the scene - - - - - aiNode*, root node of the scenegraph. - - - - - Number of meshes contained. - - - - - aiMesh**, meshes in the scene. - - - - - Number of materials contained. - - - - - aiMaterial**, materials in the scene. - - - - - Number of animations contained. - - - - - aiAnimation**, animations in the scene. - - - - - Number of embedded textures contained. - - - - - aiTexture**, textures in the scene. - - - - - Number of lights contained. - - - - - aiLight**, lights in the scene. - - - - - Number of cameras contained. - - - - - aiCamera**, cameras in the scene. - - - - - void*, Private data do not touch! - - - - - Represents an aiNode struct. - - - - - Name of the node. - - - - - Node's transform relative to its parent. - - - - - aiNode*, node's parent. - - - - - Number of children the node owns. - - - - - aiNode**, array of nodes this node owns. - - - - - Number of meshes referenced by this node. - - - - - unsigned int*, array of mesh indices. - - - - - aiMetadata*, pointer to a metadata container. May be NULL, if an importer doesn't document metadata then it doesn't write any. - - - - - Represents an aiMetadataEntry struct. - - - - - Type of metadata. - - - - - Pointer to data. - - - - - Represents an aiMetadata struct. - - - - - Length of the Keys and Values arrays. - - - - - aiString*, array of keys. May not be NULL. Each entry must exist. - - - - - aiMetadataEntry*, array of values. May not be NULL. Entries may be NULL if the corresponding property key has no assigned value. - - - - - Represents an aiMesh struct. Note: This structure requires marshaling, due to the arrays of IntPtrs. - - - - - unsigned int, bitwise flag detailing types of primitives contained. - - - - - Number of vertices in the mesh, denotes length of - -all- per-vertex arrays. - - - - - Number of faces in the mesh. - - - - - aiVector3D*, array of positions. - - - - - aiVector3D*, array of normals. - - - - - aiVector3D*, array of tangents. - - - - - aiVector3D*, array of bitangents. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int[Max_Value], array of ints denoting the number of components for each set of texture coordinates - UV (2), UVW (3) for example. - Max_Value is defined as . - - - - - aiFace*, array of faces. - - - - - Number of bones in the mesh. - - - - - aiBone**, array of bones. - - - - - Material index referencing the material in the scene. - - - - - Optional name of the mesh. - - - - - Number of attachment meshes. NOT CURRENTLY IN USE. - - - - - aiAnimMesh**, array of attachment meshes for vertex-based animation. NOT CURRENTLY IN USE. - - - - - unsigned int, method of morphing when anim meshes are specified. - - - - - Represents an aiTexture struct. - - - - - Width of the texture. - - - - - Height of the texture. - - - - - sbyte[9], format extension hint. Fixed size char is two bytes regardless of encoding. Unmanaged assimp uses a char that - maps to one byte. 8 for string + 1 for terminator. - - - - - aiTexel*, array of texel data. - - - - - Sets the format hint. - - Format hint - must be 3 characters or less - - - - Gets the format hint. - - The format hint - - - - Gets the format hint. Use this to avoid struct copy if the string was passed by read-only ref. - - AiTexture - The format hint - - - - Represents an aiFace struct. - - - - - Number of indices in the face. - - - - - unsigned int*, array of indices. - - - - - Represents an aiBone struct. - - - - - Name of the bone. - - - - - Number of weights. - - - - - VertexWeight*, array of vertex weights. - - - - - Matrix that transforms the vertex from mesh to bone space in bind pose - - - - - Represents an aiMaterialProperty struct. - - - - - Name of the property (key). - - - - - Textures: Specifies texture usage. None texture properties - have this zero (or None). - - - - - Textures: Specifies the index of the texture. For non-texture properties - this is always zero. - - - - - Size of the buffer data in bytes. This value may not be zero. - - - - - Type of value contained in the buffer. - - - - - char*, byte buffer to hold the property's value. - - - - - Represents an aiMaterial struct. - - - - - aiMaterialProperty**, array of material properties. - - - - - Number of key-value properties. - - - - - Storage allocated for key-value properties. - - - - - Represents an aiNodeAnim struct. - - - - - Name of the node affected by the animation. The node must exist - and be unique. - - - - - Number of position keys. - - - - - VectorKey*, position keys of this animation channel. Positions - are 3D vectors and are accompanied by at least one scaling and one rotation key. - - - - - The number of rotation keys. - - - - - QuaternionKey*, rotation keys of this animation channel. Rotations are 4D vectors (quaternions). - If there are rotation keys there will be at least one scaling and one position key. - - - - - Number of scaling keys. - - - - - VectorKey*, scaling keys of this animation channel. Scalings are specified as a - 3D vector, and if there are scaling keys, there will at least be one position - and one rotation key. - - - - - Defines how the animation behaves before the first key is encountered. - - - - - Defines how the animation behaves after the last key was processed. - - - - - Represents an aiMeshAnim struct. - - - - - Name of the mesh to be animated. Empty string not allowed. - - - - - Number of keys, there is at least one. - - - - - aiMeshkey*, the key frames of the animation. There must exist at least one. - - - - - Represents an aiMeshMorphKey struct. - - - - - The time of this key. - - - - - unsigned int*, values at the time of this key. - - - - - double*, weights at the time of this key. - - - - - unsigned int, the number of values/weights. - - - - - Represents an aiMeshMorphAnim struct. - - - - - aiString, the name of the mesh to be animated. Empty strings are not allowed, animated meshes need to be named (not necessarily uniquely, - the name can basically serve as a wildcard to select a group of meshes with similar animation setup). - - - - - unsigned int, number of key frames. Must be at least one. - - - - - aiMeshMorphKey*, key frames of the animation. - - - - - Represents an aiAnimation struct. - - - - - Name of the animation. - - - - - Duration of the animation in ticks. - - - - - Ticks per second, 0 if not specified in imported file. - - - - - Number of bone animation channels, each channel affects a single node. - - - - - aiNodeAnim**, node animation channels. Each channel affects a single node. - - - - - Number of mesh animation channels. Each channel affects a single mesh and defines - vertex-based animation. - - - - - aiMeshAnim**, mesh animation channels. Each channel affects a single mesh. - - - - - Number of mesh morph animation channels. Each channel affects a single mesh and defines - morphing animation. - - - - - aiMeshMorphAnim**, mesh morph animation channels. Each channel affects a single mesh. - - - - - Represents an aiLight struct. - - - - - Name of the light. - - - - - Type of light. - - - - - Position of the light. - - - - - Direction of the spot/directional light. - - - - - Up direction of the light source in space. Undefined for point lights. - - - - - Attenuation constant value. - - - - - Attenuation linear value. - - - - - Attenuation quadratic value. - - - - - Diffuse color. - - - - - Specular color. - - - - - Ambient color. - - - - - Spot light inner angle. - - - - - Spot light outer angle. - - - - - Width (X) and Height (Y) of the area that represents an light. - - - - - Represents an aiCamera struct. - - - - - Name of the camera. - - - - - Position of the camera. - - - - - Up vector of the camera. - - - - - Viewing direction of the camera. - - - - - Field Of View of the camera. - - - - - Near clip plane distance. - - - - - Far clip plane distance. - - - - - The Aspect ratio. - - - - - Represents an aiString struct. - - - - - Byte length of the UTF-8 string. - - - - - Actual string data. - - - - - Constructs a new instance of the struct. - - The string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. Use this to avoid struct copy if the string was passed by read-only ref. - - AiString - AiString string data - - - - Convienence method for getting the AiString string - if the length is not greater than zero, it returns - an empty string rather than garbage. - - AiString string data - - - - Convienence method for setting the AiString string (and length). - - String data to set - True if the operation was successful, false otherwise. - - - - Returns the fully qualified type name of this instance. - - A containing a fully qualified type name. - - - - Represents a log stream, which receives all log messages and streams them somewhere. - - - - - Function pointer that gets called when a message is to be logged. - - - - - char*, user defined opaque data. - - - - - Represents the memory requirements for the different components of an imported - scene. All sizes in in bytes. - - - - - Size of the storage allocated for texture data, in bytes. - - - - - Size of the storage allocated for material data, in bytes. - - - - - Size of the storage allocated for mesh data, in bytes. - - - - - Size of the storage allocated for node data, in bytes. - - - - - Size of the storage allocated for animation data, in bytes. - - - - - Size of the storage allocated for camera data, in bytes. - - - - - Size of the storage allocated for light data, in bytes. - - - - - Total storage allocated for the imported scene, in bytes. - - - - - Represents an aiAnimMesh struct. Note: This structure requires marshaling, due to the array of IntPtrs. - - - - - aiVector3D*, replacement position array. - - - - - aiVector3D*, replacement normal array. - - - - - aiVector3D*, replacement tangent array. - - - - - aiVector3D*, replacement bitangent array. - - - - - aiColor4D*[Max_Value], array of arrays of vertex colors. Max_Value is defined as . - - - - - aiVector3D*[Max_Value], array of arrays of texture coordinates. Max_Value is defined as . - - - - - unsigned int, number of vertices. - - - - - float, weight of the AnimMesh. - - - - - Describes a variety of information about an importer. - - - - - char*, full name of the importer (e.g. Blender3D Importer) - - - - - char*, original author (blank if unknown or assimp team) - - - - - char*, current maintainer, left blank if the author maintains. - - - - - char*, implementation comments. E.g. unimplemented features. - - - - - unsigned int, features supported by the importer. - - - - - unsigned int, max major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme or importer doesn't care, will be zero. - - - - - unsigned int, max major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - unsigned int, min major version of format supported. If no version scheme, forwards compatible, or importer doesn't care, will be zero. - - - - - char*, list of file extensions the importer can handle. Entries are separated by space characters, and all entries are lower case WITHOUT a leading dot. (e.g. "xml dae"). - Multiple importers may respond to the same file extension, assim - - - - - Describes a file format which Assimp can export to. - - - - - char*, a short string ID to uniquely identify the export format. e.g. "collada" or "obj" - - - - - char*, a short description of the file format to present to users. - - - - - char*, a recommended file extension of the exported file in lower case. - - - - - Describes a blob of exported scene data. Blobs can be nested, the first blob always has an empty name. Nested - blobs represent auxillary files produced by the exporter (e.g. material files) and are named accordingly. - - - - - size_t, size of the data in bytes. - - - - - void*, the data. - - - - - AiString, name of the blob. - - - - - aiExportDataBlob*, pointer to the next blob in the chain. - - - - - Contains callbacks to implement a custom file system to open and close files. - - - - - Function pointer to open a new file. - - - - - Function pointer used to close an existing file. - - - - - Char*, user defined opaque data. - - - - - Contains callbacks to read and write to a file opened by a custom file system. - - - - - Function pointer to read from a file. - - - - - Function pointer to write to a file. - - - - - Function pointer to retrieve the current position of the file cursor. - - - - - Function pointer to retrieve the size of the file. - - - - - Function pointer to set the current position of the file cursor. - - - - - Function pointer to flush the file contents. - - - - - Char*, user defined opaque data. - - - - - Callback delegate for Assimp's LogStream. - - Log message - char* pointer to user data that is passed to the callback - - - - Callback delegate for a custom file system, to write to a file. - - Pointer to an AiFile instance - Char* pointer to data to write (casted from a void*) - Size of a single element in bytes to write - Number of elements to write - Number of elements successfully written. Should be zero if either size or numElements is zero. May be less than numElements if an error occured. - - - - Callback delegate for a custom file system, to read from a file. - - Pointer to an AiFile instance. - Char* pointer that will store the data read (casted from a void*) - Size of a single element in bytes to read - Number of elements to read - Number of elements succesfully read. Should be zero if either size or numElements is zero. May be less than numElements if end of file is encountered, or if an error occured. - - - - Callback delegate for a custom file system, to tell offset/size information about the file. - - Pointer to an AiFile instance. - Returns the current file cursor or the file size in bytes. May be -1 if an error has occured. - - - - Callback delegate for a custom file system, to flush the contents of the file to the disk. - - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to set the current position of the file cursor. - - Pointer to An AiFile instance. - Offset from the origin. - Position used as a reference - Returns success, if successful - - - - Callback delegate for a custom file system, to open a given file and create a new AiFile instance. - - Pointer to an AiFileIO instance. - Path to the target file - Read-write permissions to request - Pointer to an AiFile instance. - - - - Callback delegate for a custom file system, to close a given file and free its memory. - - Pointer to an AiFileIO instance. - Pointer to an AiFile instance that will be closed. - - - - Fixed length array for representing the color channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the texture coordinate channels of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Fixed length array for representing the number of UV components for each texture coordinate channel of a mesh. Length is equal - to . - - - - - Gets the length of the array. - - - - - Gets or sets an array value at the specified index. - - Zero-based index. - - - - Defines how an UV channel is transformed. - - - - - Translation on the U and V axes. Default is 0|0 - - - - - Scaling on the U and V axes. Default is 1|1. - - - - - Rotation in counter-clockwise direction, specfied in - radians. The rotation center is 0.5f|0.5f and the - default value is zero. - - - - - Represents a two-dimensional vector. - - - - - X component. - - - - - Y component - - - - - Gets or sets the component value at the specified zero-based index - in the order of XY (index 0 access X, 1 access Y. If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector2D. - - X component - Y component - - - - Constructs a new Vector2D with both components - set the same value. - - Value to set both X and Y to - - - - Sets the X and Y values. - - X component - Y component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a three-dimensional vector. - - - - - X component. - - - - - Y component. - - - - - Z component. - - - - - Gets or sets the component value at the specified zero-based index - in the order of XYZ (index 0 access X, 1 access Y, etc). If - the index is not in range, a value of zero is returned. - - Zero-based index. - The component value - - - - Constructs a new Vector3D. - - X component - Y component - Z component - - - - Constructs a new Vector3D. - - Vector2D containing the X, Y values - Z component - - - - Constructs a new Vector3D where each component is set - to the same value. - - Value to set X, Y, and Z to - - - - Sets the X, Y, and Z values. - - X component - Y component - Z component - - - - Calculates the length of the vector. - - Vector's length - - - - Calculates the length of the vector squared. - - Vector's length squared - - - - Normalizes the vector where all components add to one (Unit Vector), but preserves - the direction that the vector represents. - - - - - Negates the vector. - - - - - Calculates the cross product of two vectors. - - First vector - Second vector - Resulting vector - - - - Calculates the dot product of two vectors. - - First vector - Second vector - Resulting vector - - - - Adds two vectors together. - - First vector - Second vector - Added vector - - - - Subtracts the second vector from the first vector. - - First vector - Second vector - Resulting vector - - - - Multiplies two vectors together. - - First vector - Second vector - Multiplied vector - - - - Multiplies a vector by a scalar. - - Source vector - Scalar value - Scaled vector - - - - Multiplies a vector by a scalar. - - Scalar value - Source vector - Scaled vector - - - - Transforms this vector by a 3x3 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Transforms this vector by a 4x4 matrix. This "post-multiplies" the two. - - Source matrix - Source vector - Transformed vector - - - - Divides the first vector by the second vector. - - First vector - Second vector - Divided vector - - - - Divides the vector by a divisor value. - - Source vector - Divisor - Divided vector - - - - Negates the vector. - - Source vector - Negated vector - - - - Tests equality between two vectors. - - First vector - Second vector - True if the vectors are equal, false otherwise - - - - Tests inequality between two vectors. - - First vector - Second vector - True if the vectors are not equal, false otherwise - - - - Tests equality between this vector and another vector. - - Vector to test against - True if components are equal - - - - Tests equality between this vector and another object. - - Object to test against - True if the object is a vector and the components are equal - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Time-value pair specifying a 3D vector for a given time. - - - - - The time of this key. - - - - - The 3D vector value of this key. - - - - - Constructs a new VectorKey. - - The time of this key. - The 3D vector value of this key. - - - - Tests equality between two keys. - - The first key - The second key - True if the key's 3D vectors are the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the key's 3D vectors are not the same, false otherwise. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is less than the second key's. - - - - Tests inequality between two keys. - - The first key - The second key - True if the first key's time is greater than the second key's. - - - - Determines whether the specified is equal to this instance. - - The to compare with this instance. - - true if the specified is equal to this instance; otherwise, false. - - - - - Tests equality between this key and another. - - Other key to test - True if their 3D vectors are equal. - - - - Returns a hash code for this instance. - - - A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. - - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Represents a single influence of a bone on a vertex. - - - - - Index of the vertex which is influenced by the bone. - - - - - Strength of the influence in range of (0...1). All influences - from all bones at one vertex amounts to 1. - - - - - Constructs a new VertexWeight. - - Index of the vertex. - Weight of the influence. - - - - Returns a that represents this instance. - - - A that represents this instance. - - - - - Internal stub type used by MemoryInterop.ILPatcher to inject fast-interop code. Depending on the type of method, the IL injection is either inline (replacing the call) or - replaces the entire method body. Recommended types to use are generally blittable structs. - - - - - Casts the by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the readonly by-ref value from one type to another. - - Type to cast from. - Type to cast to. - By-ref value. - Ref to the value, as the new type. - - - - Casts the pointer to a by-ref value of the specified type. - - Type to cast to. - Pointer. - Ref to the value, as the new type. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to receive the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Write data from the managed array to the memory location. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to write the data. - Array containing data to write. - Zero-based index to start reading data from the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do a memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Read data from the memory location to the managed array. This will temporarily pin the array and do an unaligned memcpy. - - Type of data. - Pointer to memory location to read the data. - Array to store the copied data. - Zero-based index to start writing data to in the array. - Number of elements to copy. - - - - Computes the size of the type (inlined). - - Type of data. - Size of the type in bytes. - - - - Casts the by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Casts the readonly by-ref value to a pointer (inlined). Note: This does not do any sort of pinning. - - Type of data. - Ref to a value. - Pointer to the memory location. - - - - Writes a single element to the memory location (inlined). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Writes a single element to the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value to be written. - - - - Reads a single element from the memory location (inlined). - - Type of data. - Pointer to memory location. - Value read. - - - - Reads a single element from the memory location (inlined, unaligned copy). - - Type of data. - Pointer to memory location. - Value read. - - - - Copies the number of bytes from one pointer to the other (inlined). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Copies the number of bytes from one pointer to the other (inlined, unaligned copy). - - Pointer to the destination memory location. - Pointer to the source memory location - Number of bytes to copy - - - - Clears the memory to a specified value (inlined). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - - Clears the memory to a specified value (inlined, unaligned init). - - Pointer to the memory location. - Value the memory will be cleared to. - Number of bytes to to set. - - - diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/AssimpNet Documentation (October 2018).chm b/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/AssimpNet Documentation (October 2018).chm deleted file mode 100644 index 4d721792..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/AssimpNet Documentation (October 2018).chm and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/ChangeLog.txt b/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/ChangeLog.txt deleted file mode 100644 index 66a52ac1..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/ChangeLog.txt +++ /dev/null @@ -1,209 +0,0 @@ ----------------------------------------------------------------------- -CHANGELOG ----------------------------------------------------------------------- - -4.1.0 (10-28-2018) - - - Updated to target .Net Standard 1.3 (additional .Net 3.5 and .Net 4 targets) - - Removed old IL patcher to use new MemoryInterop.ILPatcher build time dependency (allows us to build cross-platform) - - Rewrote Sample application to be a .Net Core app that uses the Veldrid low-level graphics library for rendering - - Added x64 linux native binary, x64 macOS native binary - - Tested on Ubuntu 18.04 and MacOS 10.13 (High Sierra) - - Several fixes and updates to target latest Assimp release - - Ported over "UnmanagedLibrary" abstract code and refactored AssimpLibrary - - Added "ThrowOnLoadFailure" to configure getting back a "false" if native library fails to load or throw an exception (the default). Mono should no longer - throw a "NotImplemented" exception because of trying to get the error code from windows. - - !!Breaking Change!! Native DLLs are deployed differently and resolved at runtime differently - - Removed "DefaultLibraryPathXXBit" properties from AssimpLibrary, they are meaningless now (and probably not used) - - Introduced "UnmanagedLibraryResolver" that lets you set the following to completely configure native DLL loading: - 1. Multiple probing paths - 2. Multiple fallback library names (e.g. versioned binaries) - 3. Override name if the default native library name is not good enough for your tastes. - - Search order of the native DLL is as follows: - 1. Search user-specified probing paths - 2. Search {AppBaseDirectory}/runtimes/{RID}/native/ - 3. Search {AppBaseDirectory}/ - 4. Search nuget cache based on assembly name/informational version ({UserProfile}/.nuget/packages/AssimpNet/{PackageVersion}/runtimes/{RID}/native/) - 5. If all above failed, return the given name of the DLL (or override name) and let the OS try and find it (different OS' may have different strategies). - - The resolver is only used in AssimpLibrary.LoadLibrary(). The other two overloads still take in a user-supplied path/to/your/DLL. - - Native DLLs are now deployed in the "runtimes" folder of the nuget package. This means they are now picked up as dependencies by netcore (*.deps.json) - and automatically get copied during the "dotnet publish" command. During development, the system will try and locate the native DLLs in the nuget cache - (.net framework 3.5/4.0 targets still use the MSBuild targets file to copy the runtime folder to the output folder). The folder structure looks like this: - - runtimes/win-x64/native/assimp.dll - - runtimes/win-x86/native/assimp.dll - - runtimes/osx-x64/native/libassimp.dylib - - runtimes/linux-x64/native/libassimp.so - - All native binaries are named "assimp" or "libassimp" depending on platform, since we're putting them in "well known" architecture folders, no need to have unique names - - [Source Only] Added a Unity script that will make it easier for users to load the native DLLs when running in Editor/Standalone Unity 3D - - Build outputs a folder called "UnityPlugin" which you can drag and drop into the Unity Editor. A package will be available in the Asset Store as well. - - -Targets Assimp 4.1.0 - - - -====================================================================== - - - - -3.3.2 (12-26-2016) - - - Fixed up nuget package build targets. - - Added donated mac library implementation (haven't personally tested) - - Removed null/empty string checks for import format hint for reading streams - if you don't supply - a hint, Assimp will automatically try to detect what format it is - - Added logging when an invalid export format ID is encountered -- be sure to use "collada" and not "dae". - - Added additional null/empty checks if adding a material property with an invalid fully qualified name. - -Targets Assimp 3.1.1 - - - -====================================================================== - - - - -3.3 (07-3-2014) - - - Upgraded to Assimp 3.1.1 - now with FBX support! - - Added matrix property configuration type - - Added root node transformation property configuration for use with "PreTransformVertices" post process step - - Added collada "ignore up direction" property configuration - - Added various FBX importer property configurations - - Added global property configuration to disable bone visualization when a model only has animations and no geometry - - Added support for Metadata objects on nodes - - Fixed issue with marshaling mesh names, AiMesh and AiAnimMesh are now blittable. All unmanaged structs are blittable - and .NET runtime marshaling is avoided due to issues with marshaling fixed buffers in non-blittable structures. - -Happy Fourth Of July! - -Targets Assimp 3.1.1 - - - -====================================================================== - - - - -3.2 (03-14-2013) - - - Added IOSystem/IOStream support, allowing for custom IO handling. An IOSystem can be registered to an AssimpImporter, - which is used during ImportFile and ConvertFile APIs. It currently is not supported for ImportFileFromStream APIs. - - Fixed marshalling of String material property values - - Fixed aiGetTexture function signature to take in an array of 2 UV wrapmodes - -Targets Assimp 3.0.1270 - - - -====================================================================== - - - - -3.1 (01-01-2013) - - - Added AnyCPU support, replaced AssimpMethods with AssimpLibrary that dynamically loads/unloads the unmanaged Assimp DLL - optionally, a custom file path can be specified to load the Assimp DLL. By default, the 32 or 64 bit Assimp DLL is loaded from the - same directory that the AssimpNet DLL is located in, depending on the bitness of the process. - - - Added missing properties for PreState/PostState in NodeAnimationChannel - - -Targets Assimp 3.0.1270 - - - -====================================================================== - - - - -3.0 (11-11-2012) - - - Upgraded to Assimp3.0 - - - Added Convert API to AssimpImporter to utilize new Export functionality - - - Several fixes to Matrix-Quaternion structures - - -Targets Assimp 3.0.1270 - - - -====================================================================== - - - - -2.1.2.1 Refresh (7-27-2012) - - - Added root transformations to the importer - can specify Scale, XRotation, YRotation, and ZRotation. Can use these properties to bake the - transformation by specifying the "PreTransformVertices" post process flag. - - - Added missing OffsetMatrix property to Bone - - -Targets Assimp 2.0.854 - - - -====================================================================== - - - - -2.1.2 (4-4-2012) - - - Added RemoveConfigs() method to AssimpImporter - - - Fixed an occassional crash when mashalling string material properties - - -Targets Assimp 2.0.854 - - - -====================================================================== - - - - -2.1 (1-28-2012) - - - Added Matrix3x3, Matrix4x4 methods. - - - Fixed several bugs in Quaternion. - - - Added unit tests for Matrix3x3, Matrix4x4, Quaternion. - - - Added "ImportFileFromStream" AssimpMethod and equivalent methods to the AssimpImporter: - - This is the implementation for "aiImportFileFromMemory". - - - - Added a "ReadStreamFully" method to MemoryHelper. - - - Added "Importer Settings" config classes. - - - Added a sample a port of Assimp's simple textured OpenGL sample using OpenTK. - - -Targets Assimp 2.0.854 - - - -====================================================================== - - - -2.0 (1-22-2012) - - - Initial release, core API is finished. - - -Targets Assimp 2.0.854 \ No newline at end of file diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/License.txt b/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/License.txt deleted file mode 100644 index d2bf7bcc..00000000 --- a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/License.txt +++ /dev/null @@ -1,70 +0,0 @@ - -Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. - -==================================================================================== - -Open Asset Import Library (Assimp) - - -Copyright (c) 2006-2018, Assimp Development Team -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - - -AN EXCEPTION applies to all files in the ./test/models-nonbsd subfolder. -These are 3d models for testing purposes, from various free sources -on the internet. They are - unless otherwise stated - copyright of -their respective creators, which may impose additional requirements -on the use of their work. For any of these models, see -.source.txt for more legal information. Contact us if you -are a copyright holder and believe that we credited you inproperly or -if you don't want your files to appear in the repository. - diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/linux-x64/native/libassimp.so b/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/linux-x64/native/libassimp.so deleted file mode 100644 index dfaecb8a..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/linux-x64/native/libassimp.so and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/osx-x64/native/libassimp.dylib b/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/osx-x64/native/libassimp.dylib deleted file mode 100644 index 603bd33f..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/osx-x64/native/libassimp.dylib and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/win-x64/native/assimp.dll b/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/win-x64/native/assimp.dll deleted file mode 100644 index fd87b2d1..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/win-x64/native/assimp.dll and /dev/null differ diff --git a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/win-x86/native/assimp.dll b/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/win-x86/native/assimp.dll deleted file mode 100644 index 1f8b10dd..00000000 Binary files a/Dependencies/assimpnet/AssimpNet/bin/Release/nuget/runtimes/win-x86/native/assimp.dll and /dev/null differ diff --git a/Dependencies/assimpnet/ChangeLog.txt b/Dependencies/assimpnet/ChangeLog.txt deleted file mode 100644 index 66a52ac1..00000000 --- a/Dependencies/assimpnet/ChangeLog.txt +++ /dev/null @@ -1,209 +0,0 @@ ----------------------------------------------------------------------- -CHANGELOG ----------------------------------------------------------------------- - -4.1.0 (10-28-2018) - - - Updated to target .Net Standard 1.3 (additional .Net 3.5 and .Net 4 targets) - - Removed old IL patcher to use new MemoryInterop.ILPatcher build time dependency (allows us to build cross-platform) - - Rewrote Sample application to be a .Net Core app that uses the Veldrid low-level graphics library for rendering - - Added x64 linux native binary, x64 macOS native binary - - Tested on Ubuntu 18.04 and MacOS 10.13 (High Sierra) - - Several fixes and updates to target latest Assimp release - - Ported over "UnmanagedLibrary" abstract code and refactored AssimpLibrary - - Added "ThrowOnLoadFailure" to configure getting back a "false" if native library fails to load or throw an exception (the default). Mono should no longer - throw a "NotImplemented" exception because of trying to get the error code from windows. - - !!Breaking Change!! Native DLLs are deployed differently and resolved at runtime differently - - Removed "DefaultLibraryPathXXBit" properties from AssimpLibrary, they are meaningless now (and probably not used) - - Introduced "UnmanagedLibraryResolver" that lets you set the following to completely configure native DLL loading: - 1. Multiple probing paths - 2. Multiple fallback library names (e.g. versioned binaries) - 3. Override name if the default native library name is not good enough for your tastes. - - Search order of the native DLL is as follows: - 1. Search user-specified probing paths - 2. Search {AppBaseDirectory}/runtimes/{RID}/native/ - 3. Search {AppBaseDirectory}/ - 4. Search nuget cache based on assembly name/informational version ({UserProfile}/.nuget/packages/AssimpNet/{PackageVersion}/runtimes/{RID}/native/) - 5. If all above failed, return the given name of the DLL (or override name) and let the OS try and find it (different OS' may have different strategies). - - The resolver is only used in AssimpLibrary.LoadLibrary(). The other two overloads still take in a user-supplied path/to/your/DLL. - - Native DLLs are now deployed in the "runtimes" folder of the nuget package. This means they are now picked up as dependencies by netcore (*.deps.json) - and automatically get copied during the "dotnet publish" command. During development, the system will try and locate the native DLLs in the nuget cache - (.net framework 3.5/4.0 targets still use the MSBuild targets file to copy the runtime folder to the output folder). The folder structure looks like this: - - runtimes/win-x64/native/assimp.dll - - runtimes/win-x86/native/assimp.dll - - runtimes/osx-x64/native/libassimp.dylib - - runtimes/linux-x64/native/libassimp.so - - All native binaries are named "assimp" or "libassimp" depending on platform, since we're putting them in "well known" architecture folders, no need to have unique names - - [Source Only] Added a Unity script that will make it easier for users to load the native DLLs when running in Editor/Standalone Unity 3D - - Build outputs a folder called "UnityPlugin" which you can drag and drop into the Unity Editor. A package will be available in the Asset Store as well. - - -Targets Assimp 4.1.0 - - - -====================================================================== - - - - -3.3.2 (12-26-2016) - - - Fixed up nuget package build targets. - - Added donated mac library implementation (haven't personally tested) - - Removed null/empty string checks for import format hint for reading streams - if you don't supply - a hint, Assimp will automatically try to detect what format it is - - Added logging when an invalid export format ID is encountered -- be sure to use "collada" and not "dae". - - Added additional null/empty checks if adding a material property with an invalid fully qualified name. - -Targets Assimp 3.1.1 - - - -====================================================================== - - - - -3.3 (07-3-2014) - - - Upgraded to Assimp 3.1.1 - now with FBX support! - - Added matrix property configuration type - - Added root node transformation property configuration for use with "PreTransformVertices" post process step - - Added collada "ignore up direction" property configuration - - Added various FBX importer property configurations - - Added global property configuration to disable bone visualization when a model only has animations and no geometry - - Added support for Metadata objects on nodes - - Fixed issue with marshaling mesh names, AiMesh and AiAnimMesh are now blittable. All unmanaged structs are blittable - and .NET runtime marshaling is avoided due to issues with marshaling fixed buffers in non-blittable structures. - -Happy Fourth Of July! - -Targets Assimp 3.1.1 - - - -====================================================================== - - - - -3.2 (03-14-2013) - - - Added IOSystem/IOStream support, allowing for custom IO handling. An IOSystem can be registered to an AssimpImporter, - which is used during ImportFile and ConvertFile APIs. It currently is not supported for ImportFileFromStream APIs. - - Fixed marshalling of String material property values - - Fixed aiGetTexture function signature to take in an array of 2 UV wrapmodes - -Targets Assimp 3.0.1270 - - - -====================================================================== - - - - -3.1 (01-01-2013) - - - Added AnyCPU support, replaced AssimpMethods with AssimpLibrary that dynamically loads/unloads the unmanaged Assimp DLL - optionally, a custom file path can be specified to load the Assimp DLL. By default, the 32 or 64 bit Assimp DLL is loaded from the - same directory that the AssimpNet DLL is located in, depending on the bitness of the process. - - - Added missing properties for PreState/PostState in NodeAnimationChannel - - -Targets Assimp 3.0.1270 - - - -====================================================================== - - - - -3.0 (11-11-2012) - - - Upgraded to Assimp3.0 - - - Added Convert API to AssimpImporter to utilize new Export functionality - - - Several fixes to Matrix-Quaternion structures - - -Targets Assimp 3.0.1270 - - - -====================================================================== - - - - -2.1.2.1 Refresh (7-27-2012) - - - Added root transformations to the importer - can specify Scale, XRotation, YRotation, and ZRotation. Can use these properties to bake the - transformation by specifying the "PreTransformVertices" post process flag. - - - Added missing OffsetMatrix property to Bone - - -Targets Assimp 2.0.854 - - - -====================================================================== - - - - -2.1.2 (4-4-2012) - - - Added RemoveConfigs() method to AssimpImporter - - - Fixed an occassional crash when mashalling string material properties - - -Targets Assimp 2.0.854 - - - -====================================================================== - - - - -2.1 (1-28-2012) - - - Added Matrix3x3, Matrix4x4 methods. - - - Fixed several bugs in Quaternion. - - - Added unit tests for Matrix3x3, Matrix4x4, Quaternion. - - - Added "ImportFileFromStream" AssimpMethod and equivalent methods to the AssimpImporter: - - This is the implementation for "aiImportFileFromMemory". - - - - Added a "ReadStreamFully" method to MemoryHelper. - - - Added "Importer Settings" config classes. - - - Added a sample a port of Assimp's simple textured OpenGL sample using OpenTK. - - -Targets Assimp 2.0.854 - - - -====================================================================== - - - -2.0 (1-22-2012) - - - Initial release, core API is finished. - - -Targets Assimp 2.0.854 \ No newline at end of file diff --git a/Dependencies/assimpnet/CopyUnityPlugin.bat b/Dependencies/assimpnet/CopyUnityPlugin.bat deleted file mode 100644 index c966190e..00000000 --- a/Dependencies/assimpnet/CopyUnityPlugin.bat +++ /dev/null @@ -1,2 +0,0 @@ -xcopy /E /Y AssimpNet\bin\Release\UnityPlugin\Plugins\*.* ..\..\Assets\Plugins\ -copy /Y AssimpNet\bin\Release\net4\AssimpNet.dll ..\..\Assets\Plugins\AssimpNet\ \ No newline at end of file diff --git a/Dependencies/assimpnet/Docs/AssimpNet Documentation (January 2017).chm b/Dependencies/assimpnet/Docs/AssimpNet Documentation (January 2017).chm deleted file mode 100644 index f940ca68..00000000 Binary files a/Dependencies/assimpnet/Docs/AssimpNet Documentation (January 2017).chm and /dev/null differ diff --git a/Dependencies/assimpnet/Docs/AssimpNet Documentation (July 2014).chm b/Dependencies/assimpnet/Docs/AssimpNet Documentation (July 2014).chm deleted file mode 100644 index d8bbdde0..00000000 Binary files a/Dependencies/assimpnet/Docs/AssimpNet Documentation (July 2014).chm and /dev/null differ diff --git a/Dependencies/assimpnet/Docs/AssimpNet Documentation (October 2018).chm b/Dependencies/assimpnet/Docs/AssimpNet Documentation (October 2018).chm deleted file mode 100644 index 4d721792..00000000 Binary files a/Dependencies/assimpnet/Docs/AssimpNet Documentation (October 2018).chm and /dev/null differ diff --git a/Dependencies/assimpnet/License.txt b/Dependencies/assimpnet/License.txt deleted file mode 100644 index d2bf7bcc..00000000 --- a/Dependencies/assimpnet/License.txt +++ /dev/null @@ -1,70 +0,0 @@ - -Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in -all copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -THE SOFTWARE. - -==================================================================================== - -Open Asset Import Library (Assimp) - - -Copyright (c) 2006-2018, Assimp Development Team -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - - -AN EXCEPTION applies to all files in the ./test/models-nonbsd subfolder. -These are 3d models for testing purposes, from various free sources -on the internet. They are - unless otherwise stated - copyright of -their respective creators, which may impose additional requirements -on the use of their work. For any of these models, see -.source.txt for more legal information. Contact us if you -are a copyright holder and believe that we credited you inproperly or -if you don't want your files to appear in the repository. - diff --git a/Dependencies/assimpnet/README.md b/Dependencies/assimpnet/README.md deleted file mode 100644 index ad090daf..00000000 --- a/Dependencies/assimpnet/README.md +++ /dev/null @@ -1,68 +0,0 @@ -![alt text](https://bitbucket.org/Starnick/assimpnet/raw/64485416c27d84b2928ba375d7ae51c8ab24bdb7/logo.png "AssimpNet Logo") - -**The latest release can be downloaded via [NuGet](https://www.nuget.org/packages/AssimpNet/).** - -## Introduction ## -This is the official repository for **AssimpNet**, the cross-platform .NET wrapper for the Open Asset Import Library (otherwise known as [Assimp](https://github.com/assimp/assimp)), which is a 3D model import-export library. The primary motivation is for this library to power (offline) content pipelines to import and process 3D models into your game engine's internal format, although the wrapper can be used at runtime to enable your users to import custom content. Please see the Assimp website for a full list of supported formats and features. Each version of the managed wrapper tries to maintain parity with the features of the native version. - -P/Invoke is used to communicate with the C-API of the native library. The managed assembly is compiled as **AnyCpu** and the native binaries are loaded dynamically for either 32 or 64 bit applications. - -The library is split between two parts, a low level and a high level. The intent is to give as much freedom as possible to the developer to work with the native library from managed code. - -### Low level ### - -* Native methods are exposed via the AssimpLibrary singleton. -* Structures corresponding to unmanaged structures are prefixed with the name **Ai** and generally contain IntPtrs to the unmanaged data. -* Located in the *Assimp.Unmanaged* namespace. - -### High level ### - -* Replicates the native library's C++ API, but in a way that is more familiar to C# developers. -* Marshaling to and from managed memory handled automatically, all you need to worry about is processing your data. -* Located in the *Assimp* namespace. - -## Supported Frameworks ## - -The library runs on both **.NET Core** and **.NET Framework**, targeting specifically: - -* **.NET Standard 1.3** -* **.NET Framework 4.0** -* **.NET Framework 3.5** - -This means the NuGet package is compatible with a **wide range** of applications. When targeting .NET Framework, the package uses a MSBuild targets file to copy native binaries to your application output folder. For .NET Core applications, the native binaries are resolved by the *deps.json* dependency graph automatically. - -The library can be compiled on any platform that supports the DotNet CLI build tools or Visual Studio 2017. There is a single **build-time only** dependency, an IL Patcher also distributed as a cross-platform NuGet package. The patcher requires .NET Core 2.0+ or .NET Framework 4.7+ to be installed on your machine to build. - -## Supported Platforms ## - -The NuGet package supports the following Operating Systems and Architectures out of the box (located in the *runtimes* folder, under [RID](https://docs.microsoft.com/en-us/dotnet/core/rid-catalog)-specific folders): - -* **Windows** - * x86, x64 (Tested on Windows 10) -* **Linux** - * x64 (Tested on Ubuntu 18.04 Bionic Beaver) -* **MacOS** - * x64 (Tested on MacOS 10.13 High Sierra) - -You may have to build and provide your own native binaries for a target platform that is not listed. If the library does not support a platform you are targeting, please let us know or contribute an implementation! The logic to dynamically load the native library is abstracted, so new platform implementations can easily be added. - -## Unity Users ## - -With the release of version 4.1.0, a Unity plugin replicating the NuGet package is outputted to the build folder. You can simply drag and drop the contents into your Unity project. The plugin utilizes a -runtime initiliazation script to ensure the native binaries are loaded when running in editor or standalone. - -## Licensing ## - -The library is licensed under the [MIT](https://opensource.org/licenses/MIT) license. This means you're free to modify the source and use the library in whatever way you want, as long as you attribute the original authors. The native library is licensed under the [3-Clause BSD](https://opensource.org/licenses/BSD-3-Clause) license. Please be kind enough to include the licensing text file (it contains both licenses). - -## Contact ## - -Follow project updates and more on [Twitter](https://twitter.com/Tesla3D/). - -In addition, check out these other projects from the same author: - -[TeximpNet](https://bitbucket.org/Starnick/teximpnet) - A wrapper for the Nvidia Texture Tools and FreeImage libraries, which is a sister library to this one. - -[MemoryInterop.ILPatcher](https://bitbucket.org/Starnick/memoryinterop.ilpatcher) - This is the ILPatcher that is required at build time, it uses Mono.Cecil to inject IL code to improve native interop. The ILPatcher is cross-platform, which enables building of AssimpNet on non-windows platforms. - -[Tesla Graphics Engine](https://bitbucket.org/Starnick/tesla3d) - A 3D rendering engine written in C# and the primary driver for developing AssimpNet. \ No newline at end of file diff --git a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll.meta b/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll.meta deleted file mode 100644 index 0574536e..00000000 --- a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpNet.dll.meta +++ /dev/null @@ -1,30 +0,0 @@ -fileFormatVersion: 2 -guid: 5e8964cf498e14a429ddf7f32dede07f -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 0 - settings: - DefaultValueInitialized: true - - first: - Windows Store Apps: WindowsStoreApps - second: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs b/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs deleted file mode 100644 index de531ef7..00000000 --- a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs +++ /dev/null @@ -1,157 +0,0 @@ -/* -* Copyright (c) 2012-2018 AssimpNet - Nicholas Woodfield -* -* Permission is hereby granted, free of charge, to any person obtaining a copy -* of this software and associated documentation files (the "Software"), to deal -* in the Software without restriction, including without limitation the rights -* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -* copies of the Software, and to permit persons to whom the Software is -* furnished to do so, subject to the following conditions: -* -* The above copyright notice and this permission notice shall be included in -* all copies or substantial portions of the Software. -* -* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -* THE SOFTWARE. -*/ - -using Assimp.Unmanaged; -using System.IO; -using UnityEngine; - -namespace Assimp -{ - /// - /// AssimpNet Unity integration. This handles one-time initialization (before scene load) of the AssimpLibrary instance, setting DLL probing paths to load the correct native - /// dependencies, if the current platform is supported. - /// - public class AssimpUnity - { - private static bool s_triedLoading = false; - private static bool s_assimpAvailable = false; - - /// - /// Gets if the assimp library is available on this platform (e.g. the library can load native dependencies). - /// - public static bool IsAssimpAvailable - { - get - { - return s_assimpAvailable; - } - } - - [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSceneLoad)] - private static void InitializePlugin() - { - //Only try once during runtime - if(s_triedLoading) - return; - - UnmanagedLibrary libInstance = AssimpLibrary.Instance; - - //If already initialized, set flags and return - if(libInstance.IsLibraryLoaded) - { - s_assimpAvailable = true; - s_triedLoading = true; - return; - } - - //First time initialization, need to set a probing path (at least in editor) to resolve the native dependencies - string pluginsFolder = Path.Combine(Application.dataPath, "Plugins"); - string editorPluginNativeFolder = Path.Combine(pluginsFolder, "AssimpNet", "Native"); - string native64LibPath = null; - string native32LibPath = null; - - //Set if any platform needs to tweak the default name AssimpNet uses for the platform, null clears using an override at all - string override64LibName = null; - string override32LibName = null; - - //Setup DLL paths based on platforms. When run inside the editor, the path will be to the AssimpNet plugin folder structure. When in standalone, - //Unity copies the native DLLs for the specific target architecture into a single Plugin folder. - switch(Application.platform) - { - case RuntimePlatform.WindowsEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "win", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "win", "x86"); - } - break; - case RuntimePlatform.WindowsPlayer: - { - //Seems like windows they are not added to any specific folder, just dropped inside Plugins folder - native64LibPath = pluginsFolder; - native32LibPath = pluginsFolder; - } - break; - case RuntimePlatform.LinuxEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "linux", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "linux", "x86"); - } - break; - case RuntimePlatform.LinuxPlayer: - { - //Linux standalone creates subfolders presumably since it allows "universal" types - native64LibPath = Path.Combine(pluginsFolder, "x86_64"); - native32LibPath = Path.Combine(pluginsFolder, "x86"); - } - break; - case RuntimePlatform.OSXEditor: - { - native64LibPath = Path.Combine(editorPluginNativeFolder, "osx", "x86_64"); - native32LibPath = Path.Combine(editorPluginNativeFolder, "osx", "x86"); - - //In order to get unity to accept the dylib, had to rename it as *.bundle. Set an override name so we try and load that file. Seems to load - //fine. - string bundlelibName = Path.ChangeExtension(libInstance.DefaultLibraryName, ".bundle"); - override64LibName = bundlelibName; - override32LibName = bundlelibName; - } - break; - case RuntimePlatform.OSXPlayer: - { - native64LibPath = pluginsFolder; - native32LibPath = pluginsFolder; - - //In order to get unity to accept the dylib, had to rename it as *.bundle. Set an override name so we try and load that file. Seems to load - //fine. - string bundlelibName = Path.ChangeExtension(libInstance.DefaultLibraryName, ".bundle"); - override64LibName = bundlelibName; - override32LibName = bundlelibName; - } - break; - //TODO: Add more platforms if you have binaries that can run on it - } - - //If both null, then we do not support the platform - if(native64LibPath == null && native32LibPath == null) - { - Debug.Log(string.Format("Assimp does not support platform: {0}", Application.platform.ToString())); - s_assimpAvailable = false; - return; - } - - //Set resolver properties, null will clear the property - libInstance.Resolver.SetOverrideLibraryName64(override64LibName); - libInstance.Resolver.SetOverrideLibraryName32(override32LibName); - libInstance.Resolver.SetProbingPaths64(native64LibPath); - libInstance.Resolver.SetProbingPaths32(native32LibPath); - libInstance.ThrowOnLoadFailure = false; - - //Try and load the native library, if failed we won't get an exception - bool success = libInstance.LoadLibrary(); - s_assimpAvailable = success; - s_triedLoading = true; - - //Turn exceptions back on - libInstance.ThrowOnLoadFailure = true; - } - } -} diff --git a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs.meta b/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs.meta deleted file mode 100644 index 79aea73b..00000000 --- a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/AssimpUnity.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 0f39c280efb2ff64a8ffcbc2f82eb36d -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so.meta b/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so.meta deleted file mode 100644 index cef4b598..00000000 --- a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/linux/x86_64/libassimp.so.meta +++ /dev/null @@ -1,86 +0,0 @@ -fileFormatVersion: 2 -guid: 4f43cb8a4e94a5140adc64d0818fbb45 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 1 - Exclude Linux64: 0 - Exclude LinuxUniversal: 0 - Exclude OSXUniversal: 1 - Exclude Win: 0 - Exclude Win64: 0 - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86_64 - DefaultValueInitialized: true - OS: Linux - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Linux - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: LinuxUniversal - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: OSXUniversal - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Win - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 1 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle.meta b/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle.meta deleted file mode 100644 index 806e7f2a..00000000 --- a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/osx/x86_64/libassimp.bundle.meta +++ /dev/null @@ -1,90 +0,0 @@ -fileFormatVersion: 2 -guid: 70e69a1f94fa9894caa9922087076fff -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 1 - Exclude Linux64: 1 - Exclude LinuxUniversal: 1 - Exclude OSXUniversal: 0 - Exclude Win: 1 - Exclude Win64: 1 - - first: - '': OSXIntel - second: - enabled: 1 - settings: {} - - first: - '': OSXIntel64 - second: - enabled: 1 - settings: {} - - first: - Any: - second: - enabled: 0 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86_64 - DefaultValueInitialized: true - OS: OSX - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Linux - second: - enabled: 0 - settings: - CPU: x86 - - first: - Standalone: Linux64 - second: - enabled: 0 - settings: - CPU: x86_64 - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll.meta b/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll.meta deleted file mode 100644 index fb2ff74d..00000000 --- a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/win/x86/assimp.dll.meta +++ /dev/null @@ -1,86 +0,0 @@ -fileFormatVersion: 2 -guid: 727564d2feef3504f9043498e07c7d58 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 0 - Exclude Linux64: 0 - Exclude LinuxUniversal: 0 - Exclude OSXUniversal: 0 - Exclude Win: 0 - Exclude Win64: 1 - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86 - DefaultValueInitialized: true - OS: Windows - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Linux - second: - enabled: 1 - settings: - CPU: x86 - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: LinuxUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win64 - second: - enabled: 0 - settings: - CPU: None - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll.meta b/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll.meta deleted file mode 100644 index 08a387d0..00000000 --- a/Dependencies/assimpnet/UnityPlugin/Plugins/AssimpNet/Native/win/x86_64/assimp.dll.meta +++ /dev/null @@ -1,86 +0,0 @@ -fileFormatVersion: 2 -guid: 873e56492b7077f4381de09ccca3abb1 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - isPreloaded: 0 - isOverridable: 0 - platformData: - - first: - '': Any - second: - enabled: 0 - settings: - Exclude Editor: 0 - Exclude Linux: 0 - Exclude Linux64: 0 - Exclude LinuxUniversal: 0 - Exclude OSXUniversal: 0 - Exclude Win: 1 - Exclude Win64: 0 - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 1 - settings: - CPU: x86_64 - DefaultValueInitialized: true - OS: Windows - - first: - Facebook: Win - second: - enabled: 0 - settings: - CPU: None - - first: - Facebook: Win64 - second: - enabled: 0 - settings: - CPU: AnyCPU - - first: - Standalone: Linux - second: - enabled: 1 - settings: - CPU: x86 - - first: - Standalone: Linux64 - second: - enabled: 1 - settings: - CPU: x86_64 - - first: - Standalone: LinuxUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: OSXUniversal - second: - enabled: 1 - settings: - CPU: AnyCPU - - first: - Standalone: Win - second: - enabled: 0 - settings: - CPU: None - - first: - Standalone: Win64 - second: - enabled: 1 - settings: - CPU: AnyCPU - userData: - assetBundleName: - assetBundleVariant: diff --git a/Dependencies/assimpnet/UnityPlugin/UnityPlugin.targets b/Dependencies/assimpnet/UnityPlugin/UnityPlugin.targets deleted file mode 100644 index a3b8bdea..00000000 --- a/Dependencies/assimpnet/UnityPlugin/UnityPlugin.targets +++ /dev/null @@ -1,34 +0,0 @@ - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - diff --git a/Dependencies/assimpnet/bitbucket-pipelines.yml b/Dependencies/assimpnet/bitbucket-pipelines.yml deleted file mode 100644 index 4e3bfced..00000000 --- a/Dependencies/assimpnet/bitbucket-pipelines.yml +++ /dev/null @@ -1,30 +0,0 @@ -# This is a sample build configuration for .NET Core. -# Check our guides at https://confluence.atlassian.com/x/5Q4SMw for more examples. -# Only use spaces to indent your .yml configuration. -# ----- -# You can specify a custom docker image from Docker Hub as your build environment. -image: microsoft/dotnet:sdk - -clone: - lfs: true - -pipelines: - default: - - step: - caches: - - dotnetcore - script: - #Pull down libdl.so, libminizip1.so dependency - - apt-get update - - apt-get install -y libc6-dev - - apt-get install -y libminizip1 - #Build project, sample, and run unit tests - - export PROJECT_NAME=AssimpNet - - export SAMPLE_NAME=AssimpNet.Sample - - export TEST_NAME=AssimpNet.Test - - export CONFIG=Release - - export FRAMEWORK=netstandard1.3 - - dotnet restore - - dotnet build $PROJECT_NAME --framework $FRAMEWORK --configuration $CONFIG - - dotnet build $SAMPLE_NAME --configuration $CONFIG - - dotnet test $TEST_NAME --configuration $CONFIG diff --git a/Dependencies/assimpnet/libs/Assimp/Assimp_License.txt b/Dependencies/assimpnet/libs/Assimp/Assimp_License.txt deleted file mode 100644 index 4d21597c..00000000 --- a/Dependencies/assimpnet/libs/Assimp/Assimp_License.txt +++ /dev/null @@ -1,46 +0,0 @@ -Open Asset Import Library (Assimp) - - -Copyright (c) 2006-2018, Assimp Development Team -All rights reserved. - -Redistribution and use of this software in source and binary forms, -with or without modification, are permitted provided that the -following conditions are met: - -* Redistributions of source code must retain the above - copyright notice, this list of conditions and the - following disclaimer. - -* Redistributions in binary form must reproduce the above - copyright notice, this list of conditions and the - following disclaimer in the documentation and/or other - materials provided with the distribution. - -* Neither the name of the ASSIMP team, nor the names of its - contributors may be used to endorse or promote products - derived from this software without specific prior - written permission of the ASSIMP Development Team. - -THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS -"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT -LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR -A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT -OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, -SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT -LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, -DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY -THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT -(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE -OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. - - - -AN EXCEPTION applies to all files in the ./test/models-nonbsd subfolder. -These are 3d models for testing purposes, from various free sources -on the internet. They are - unless otherwise stated - copyright of -their respective creators, which may impose additional requirements -on the use of their work. For any of these models, see -.source.txt for more legal information. Contact us if you -are a copyright holder and believe that we credited you inproperly or -if you don't want your files to appear in the repository. \ No newline at end of file diff --git a/Dependencies/assimpnet/libs/Assimp/linux-x64/libassimp.so b/Dependencies/assimpnet/libs/Assimp/linux-x64/libassimp.so deleted file mode 100644 index dfaecb8a..00000000 Binary files a/Dependencies/assimpnet/libs/Assimp/linux-x64/libassimp.so and /dev/null differ diff --git a/Dependencies/assimpnet/libs/Assimp/osx-x64/libassimp.dylib b/Dependencies/assimpnet/libs/Assimp/osx-x64/libassimp.dylib deleted file mode 100644 index 603bd33f..00000000 Binary files a/Dependencies/assimpnet/libs/Assimp/osx-x64/libassimp.dylib and /dev/null differ diff --git a/Dependencies/assimpnet/libs/Assimp/win-x64/assimp.dll b/Dependencies/assimpnet/libs/Assimp/win-x64/assimp.dll deleted file mode 100644 index fd87b2d1..00000000 Binary files a/Dependencies/assimpnet/libs/Assimp/win-x64/assimp.dll and /dev/null differ diff --git a/Dependencies/assimpnet/libs/Assimp/win-x86/assimp.dll b/Dependencies/assimpnet/libs/Assimp/win-x86/assimp.dll deleted file mode 100644 index 1f8b10dd..00000000 Binary files a/Dependencies/assimpnet/libs/Assimp/win-x86/assimp.dll and /dev/null differ diff --git a/Dependencies/assimpnet/libs/VersionList.txt b/Dependencies/assimpnet/libs/VersionList.txt deleted file mode 100644 index bf90a81c..00000000 --- a/Dependencies/assimpnet/libs/VersionList.txt +++ /dev/null @@ -1 +0,0 @@ -Assimp 4.1.0 \ No newline at end of file diff --git a/Dependencies/assimpnet/logo.png b/Dependencies/assimpnet/logo.png deleted file mode 100644 index 10e0fa08..00000000 Binary files a/Dependencies/assimpnet/logo.png and /dev/null differ diff --git a/LICENSE b/LICENSE deleted file mode 100644 index cef484c0..00000000 --- a/LICENSE +++ /dev/null @@ -1,29 +0,0 @@ -All 3D models are licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. -To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ -or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. - - - -The code source is licensed under the MIT license. - -MIT License - -Copyright (c) 2021 Ubisoft - -Permission is hereby granted, free of charge, to any person obtaining a copy -of this software and associated documentation files (the "Software"), to deal -in the Software without restriction, including without limitation the rights -to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -copies of the Software, and to permit persons to whom the Software is -furnished to do so, subject to the following conditions: - -The above copyright notice and this permission notice shall be included in all -copies or substantial portions of the Software. - -THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -SOFTWARE. diff --git a/Packages/manifest.json b/Packages/manifest.json deleted file mode 100644 index 6d51c737..00000000 --- a/Packages/manifest.json +++ /dev/null @@ -1,47 +0,0 @@ -{ - "dependencies": { - "com.unity.collab-proxy": "1.3.9", - "com.unity.ext.nunit": "1.0.5", - "com.unity.ide.rider": "2.0.7", - "com.unity.ide.visualstudio": "2.0.5", - "com.unity.ide.vscode": "1.2.3", - "com.unity.render-pipelines.high-definition": "10.2.2", - "com.unity.test-framework": "1.1.19", - "com.unity.textmeshpro": "3.0.3", - "com.unity.timeline": "1.4.4", - "com.unity.ugui": "1.0.0", - "com.unity.xr.management": "3.2.17", - "com.unity.xr.oculus": "1.6.1", - "com.unity.modules.ai": "1.0.0", - "com.unity.modules.androidjni": "1.0.0", - "com.unity.modules.animation": "1.0.0", - 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"com.unity.modules.vehicles": "1.0.0", - "com.unity.modules.video": "1.0.0", - "com.unity.modules.vr": "1.0.0", - "com.unity.modules.wind": "1.0.0", - "com.unity.modules.xr": "1.0.0" - } -} diff --git a/Packages/packages-lock.json b/Packages/packages-lock.json deleted file mode 100644 index 2686703d..00000000 --- a/Packages/packages-lock.json +++ /dev/null @@ -1,426 +0,0 @@ -{ - "dependencies": { - "com.unity.collab-proxy": { - "version": "1.3.9", - "depth": 0, - "source": "registry", - "dependencies": {}, - "url": "https://packages.unity.com" - }, - "com.unity.ext.nunit": { - "version": "1.0.5", - "depth": 0, - "source": "registry", - "dependencies": {}, - "url": "https://packages.unity.com" - }, - "com.unity.ide.rider": { - "version": "2.0.7", - "depth": 0, - "source": "registry", - "dependencies": { - "com.unity.test-framework": "1.1.1" - }, - "url": "https://packages.unity.com" - }, - "com.unity.ide.visualstudio": { - "version": "2.0.5", - "depth": 0, - "source": "registry", - "dependencies": {}, - "url": "https://packages.unity.com" - }, - "com.unity.ide.vscode": { - "version": "1.2.3", - "depth": 0, - "source": "registry", - "dependencies": {}, - "url": "https://packages.unity.com" - }, - "com.unity.render-pipelines.core": { - "version": "10.2.2", - "depth": 1, - "source": "registry", - "dependencies": { - "com.unity.ugui": "1.0.0" - }, - "url": "https://packages.unity.com" - }, - "com.unity.render-pipelines.high-definition": { - "version": "10.2.2", - "depth": 0, - "source": "registry", - "dependencies": { - "com.unity.render-pipelines.core": "10.2.2", - "com.unity.shadergraph": "10.2.2", - "com.unity.visualeffectgraph": "10.2.2", - "com.unity.render-pipelines.high-definition-config": "10.2.2" - }, - "url": "https://packages.unity.com" - }, - "com.unity.render-pipelines.high-definition-config": { - "version": "10.2.2", - "depth": 1, - "source": "registry", - "dependencies": { - "com.unity.render-pipelines.core": "10.2.2" - }, - "url": "https://packages.unity.com" - }, - "com.unity.searcher": { - 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"m_Settings": [ - "RemoveLegacyInputHelpersForReload" - ] -} \ No newline at end of file diff --git a/ProjectSettings/XRSettings.asset b/ProjectSettings/XRSettings.asset deleted file mode 100644 index 482590c1..00000000 --- a/ProjectSettings/XRSettings.asset +++ /dev/null @@ -1,10 +0,0 @@ -{ - "m_SettingKeys": [ - "VR Device Disabled", - "VR Device User Alert" - ], - "m_SettingValues": [ - "False", - "False" - ] -} \ No newline at end of file diff --git a/README.md b/README.md index fa866a3a..b80636f4 100644 --- a/README.md +++ b/README.md @@ -1,97 +1 @@ -# VRtist - -**Disclaimer**: This project is in alpha state and actively developed. Do not use it to edit your production assets without a backup or you might break them. - -## Introduction - -VRtist is a Virtual Reality tool for storytelling. - -Directors and artists can setup a 3D scene being immersed into the virtual world. That will allow them to have a better understanding of the 3D scene. - -## Main Features - -- Set dressing: import 3D objects and compose the virtual set. -- Camera: naturally move around and find the best camera angles and depth of field. -- Animation: use the record mode or key frames to create animations. -- Lighting: use gradient sky or fine-tune the lighting using lights (directional, point and cone). -- Nonlinear editing: nonlinear editing using multi-camera footages. -- Live link: Blender and VRtist scene live link. - -## Supported VR Devices - -For now, VRtist has only been tested with the Oculus Rift S and Oculus Quest devices. - -## How to Install & Launch - -Just unzip the release file. Then launch the VRtist.exe and put your headset. - -## How to Build - -VRtist is using Unity version: 2020.2.1f1 - -For now, VRtist has been tested on Windows 64bit only. Build the "Main" scene in the Unity editor: - -- Platform: PC, Mac & Linux Standalone -- Target Platform: Windows -- Architecture: x86_64 - -### Dependencies - -VRtist uses the following libraries as DLLs: - -- Assimp: http://www.assimp.org -- OpenImageIO: http://www.openimageio.org - -### Settings & Logs - -On Windows OS, VRtist writes settings, logs and saves to the %userprofile%/AppData/LocalLow/Ubisoft/VRtist/ directory (Unity.Application.persistentDataPath). - -## Asset Bank - -VRtist is ditributed with a predefined set of 3D objects. -It also supports FBX files import from a specified directory (default: D:\VRtistData). This can be overriden in the advanced settings. -FBX files may be exported from Blender using the following options: - -- scale: 0.01 -- Y Forward -- Z Up -- Apply Unit: unchecked -- Apply Transform: checked is advised - -## Live Link with Blender - -It's possible to sync a Blender scene with a VRtist one via the Mixer add-on. A typical use case is to have a working Blender scene and to explore and modify it in VR with VRtist. - -### Install Blender - -Download Blender 2.91 or above from blender.org (either install version or portable version). - -### Install Mixer - -VRtist uses Mixer to get the content of a Blender scene and to synchronize it with Unity. - -see: https://github.com/ubisoft/mixer - -Mixer is a standard Blender addon. Install it like any other addon. - -- Go to Edit > Preferences > Add-ons -- Click the install... button and search "mixer.zip" -- Activate the add-on by checking the "Collaboration Mixer" item - -### How to Launch the Live Link - -Open your scene in Blender. In the 3D Viewport, press "N" to open the Mixer addon. Enter the VRtist.exe path. - -Launch or join a server, create or join a room and press "Launch VRtist". Put your headset and enjoy! - -A Windows firewall popup may appear during the first launch, accept it. - -When done, everything that you did in VRtist is in your Blender scene. You can continue to work on it and relaunch VRtist anytime you want. - -## License and copyright - -The original code is Copyright (C) 2021 Ubisoft. - -All code of the VRtist project is under the MIT license. - -All 3D models (FBX files or Unity prefabs) are licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/ or send a letter to Creative Commons, PO Box 1866, Mountain View, CA 94042, USA. +/!\ This project has been moved to https://github.com/Irisa-Invictus/VRTist /!\ diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset deleted file mode 100644 index e2c7928e..00000000 --- a/UserSettings/EditorUserSettings.asset +++ /dev/null @@ -1,36 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!162 &1 -EditorUserSettings: - m_ObjectHideFlags: 0 - serializedVersion: 4 - m_ConfigSettings: - RecentlyUsedScenePath-0: - value: 22424703114646680e0b0227036c731f1415016439262f2434 - flags: 0 - RecentlyUsedScenePath-1: - value: 22424703114646680e0b0227036c72111f19563f22213229 - flags: 0 - UnityEditor.ShaderGraph.FloatingWindowsLayout2: - value: 181344140043005e1a220d3b1f364b524c0c5a27130c293326201334cee5322ca0bd30e8eb293a707b0fd0180b3d0a36fc0d3d04e649500d1002ee0b5dbd1d2c27c00ad113cb1e10e41f1addc80993b9859884a69ae6d8f0d1cda9e8fbfefaf9f9dea3fdb9ade882f0fbb0e1e380cafbf2c3adc18e9cd285a2908b81ee8b9c8395949c9483d5888397ddbd90eed2a5a892a2af949aa48bafb19f85bd75a7ed3a7d25658598b7b58bb4b76aaf777690ca2863946c72c6cd81b6b6708f9f879f88769589d91c8f888e64d20f935e796571755c6b546677696a486c781c073d6f23696429450074652134203e56454c514e4352305f78621d1e6a730c0c00615e4e54185d4f1e4e1b0d5b7b726d5e6f603a6b7c417e705978363400 - flags: 0 - UnityEditor.ShaderGraph.InspectorWindow: - value: 18135939215a0a5004000b0e15254b524c1119263f2d6a722016393ce1eb3d36e5d339f9a5602b2e2c07a37e0901373ae01e0008f707250d171df81a53a541425f95548717f73713d91006c1c309d0effad0d2f9ddffa5828891f0beb6fdd1cbfceba0b9f0b3bed8e8f5ace1f88c978883d3f59e98959b89eacfcc - flags: 0 - UnityEditor.ShaderGraph.ToggleSettings: - value: 18135d1527590858060c032302276919051e1a26296a7c243f3c187fa0e92708f0e220e0e22d09352a0bed30017c5b2be01f0c47b40219221f1ded0b12eb1f0127cc0bcc18c41a5e910d0edbc85193e0dadadbf8e8f9e8ced7dba5e0b6aaaca4dbfeabfef4eae1 - flags: 0 - vcSharedLogLevel: - value: 0d5e400f0650 - flags: 0 - m_VCAutomaticAdd: 1 - m_VCDebugCom: 0 - m_VCDebugCmd: 0 - m_VCDebugOut: 0 - m_SemanticMergeMode: 2 - m_VCShowFailedCheckout: 1 - m_VCOverwriteFailedCheckoutAssets: 1 - m_VCProjectOverlayIcons: 1 - m_VCHierarchyOverlayIcons: 1 - m_VCOtherOverlayIcons: 1 - m_VCAllowAsyncUpdate: 0 diff --git a/gitlab/.gitlab-ci.yml b/gitlab/.gitlab-ci.yml deleted file mode 100644 index ac0302de..00000000 --- a/gitlab/.gitlab-ci.yml +++ /dev/null @@ -1,42 +0,0 @@ -stages: - - build - - deploy - -.tag_only: - only: - refs: - - tags - -build: - extends: .tag_only - stage: build - script: - - .\gitlab\build.bat "${UNITY_EXE}" --buildDir "${CI_COMMIT_TAG}" - - echo ${CI_COMMIT_TAG} > "Build\${CI_COMMIT_TAG}\version.txt" - artifacts: - name: "VRtist_${CI_COMMIT_TAG}" - paths: - - "Build/${CI_COMMIT_TAG}" - tags: - - unity - -release: - extends: .tag_only - stage: deploy - tags: - - docker - image: python:3 - script: - - pip install requests - - pip install pygithub - - python -m zipfile -c vrtist-${CI_COMMIT_REF_NAME}.zip Build/${CI_COMMIT_TAG}/ - - python -m gitlab.create_gitlab_release vrtist-${CI_COMMIT_REF_NAME}.zip - - python -m gitlab.create_github_release --tag ${CI_COMMIT_TAG} --name ${CI_COMMIT_TAG} --zip vrtist-${CI_COMMIT_REF_NAME}.zip - -deploy: - extends: .tag_only - stage: deploy - script: - - xcopy /y/s/e/i Build\${CI_COMMIT_TAG} ${UAS_DEPLOY_FOLDER}\${CI_COMMIT_TAG} - tags: - - uas diff --git a/gitlab/build.bat b/gitlab/build.bat deleted file mode 100644 index 01859d2c..00000000 --- a/gitlab/build.bat +++ /dev/null @@ -1,6 +0,0 @@ -REM @ECHO OFF -REM Build Unity from a builder script -%1 -quit -batchmode -projectPath %~dp0..\ -executeMethod VRtist.Builder.PerformBuild -logFile - %2 %3 - -REM Build unity from the default build settings -REM %0 -quit -batchmode -buildWindows64Player "Build/VRtist.exe" -logFile "Build/build.log" diff --git a/gitlab/create_github_release.py b/gitlab/create_github_release.py deleted file mode 100644 index aac85974..00000000 --- a/gitlab/create_github_release.py +++ /dev/null @@ -1,49 +0,0 @@ -# MIT License -# -# Copyright (c) 2021 Ubisoft -# -# Permission is hereby granted, free of charge, to any person obtaining a copy -# of this software and associated documentation files (the "Software"), to deal -# in the Software without restriction, including without limitation the rights -# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -# copies of the Software, and to permit persons to whom the Software is -# furnished to do so, subject to the following conditions: -# -# The above copyright notice and this permission notice shall be included in all -# copies or substantial portions of the Software. -# -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -# SOFTWARE. - -import argparse - -parser = argparse.ArgumentParser() -parser.add_argument("--tag", "-t", help="tag name", required=True) -parser.add_argument("--name", "-n", help="release name", required=True) -parser.add_argument("--zip", "-z", help="zip path to upload", required=True) -args = parser.parse_args() - -import os -import sys - -access_token = os.environ.get("K8S_SECRET_GITHUB_ACCESS_TOKEN") -if access_token is None: - sys.exit("Unable to retrieve GitHub access token from environment variables.") - -repo_name = os.environ.get("GITHUB_MIRROR") -if repo_name is None: - sys.exit("Unable to retrieve Github repository name from environment variables.") - -from .get_release_description import get_release_description -message = get_release_description(args.tag) - -from github import Github -github = Github(access_token) -repo = github.get_repo(repo_name) -release = repo.create_git_release(args.tag, args.name, message) -release.upload_asset(args.zip, label="", content_type="application/zip", name=f"VRtist_Win64_{args.tag}.zip") diff --git a/gitlab/create_gitlab_release.py b/gitlab/create_gitlab_release.py deleted file mode 100644 index 44bce77f..00000000 --- a/gitlab/create_gitlab_release.py +++ /dev/null @@ -1,86 +0,0 @@ -# MIT License -# -# Copyright (c) 2021 Ubisoft -# -# Permission is hereby granted, free of charge, to any person obtaining a copy -# of this software and associated documentation files (the "Software"), to deal -# in the Software without restriction, including without limitation the rights -# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -# copies of the Software, and to permit persons to whom the Software is -# furnished to do so, subject to the following conditions: -# -# The above copyright notice and this permission notice shall be included in all -# copies or substantial portions of the Software. -# -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -# SOFTWARE. - -import requests -import os -import argparse -import logging -import pprint -from .get_release_description import get_release_description - -GITLAB_API_TOKEN = os.environ["GITLAB_API_TOKEN"] -CI_API_V4_URL = os.environ["CI_API_V4_URL"] -CI_SERVER_URL = os.environ["CI_SERVER_URL"] -CI_PROJECT_ID = os.environ["CI_PROJECT_ID"] -CI_COMMIT_REF_NAME = os.environ["CI_COMMIT_REF_NAME"] -UPLOAD_URL = f"{CI_API_V4_URL}/projects/{CI_PROJECT_ID}/uploads" -RELEASE_URL = f"{CI_API_V4_URL}/projects/{CI_PROJECT_ID}/releases" -VERSION_TAG = f"{CI_COMMIT_REF_NAME}" - -logging.basicConfig(format="%(asctime)s - %(name)s - %(levelname)s - %(message)s", level=logging.INFO) - -parser = argparse.ArgumentParser(description="Upload zip archive passed as argument and create a gitlab Release") -parser.add_argument("zip_file", help="Path to the zip file to upload.") -args = parser.parse_args() - -release_description = get_release_description(VERSION_TAG[1:]) -if release_description == "": - logging.error(f"No release description found for version {VERSION_TAG} in CHANGELOG.md") - exit(1) - -zip_file = args.zip_file - -r = requests.post(UPLOAD_URL, headers={"PRIVATE-TOKEN": GITLAB_API_TOKEN}, files={"file": open(zip_file, "rb")}) -try: - r.raise_for_status() -except Exception as e: - logging.error(e) - logging.error(r.text) - exit(1) - -upload_result = r.json() -logging.info(upload_result) - -data = { - "name": f"Version {VERSION_TAG[1:]}", - "tag_name": VERSION_TAG, - "description": release_description, - "assets": { - "links": [ - { - "name": upload_result["alt"], - "url": f"{CI_SERVER_URL}{upload_result['full_path']}", - "link_type": "other", - } - ] - }, -} - -r = requests.post(RELEASE_URL, headers={"PRIVATE-TOKEN": GITLAB_API_TOKEN}, json=data) -try: - r.raise_for_status() -except Exception as e: - logging.error(e) - logging.error(r.text) - exit(1) - -pprint.pprint(r.json()) diff --git a/gitlab/get_release_description.py b/gitlab/get_release_description.py deleted file mode 100644 index 8f4471d2..00000000 --- a/gitlab/get_release_description.py +++ /dev/null @@ -1,47 +0,0 @@ -# MIT License -# -# Copyright (c) 2021 Ubisoft -# -# Permission is hereby granted, free of charge, to any person obtaining a copy -# of this software and associated documentation files (the "Software"), to deal -# in the Software without restriction, including without limitation the rights -# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -# copies of the Software, and to permit persons to whom the Software is -# furnished to do so, subject to the following conditions: -# -# The above copyright notice and this permission notice shall be included in all -# copies or substantial portions of the Software. -# -# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE -# SOFTWARE. - -def get_release_description(version): - if version.startswith("v"): - version = version[1:] - - release_description = "" - found = False - with open("CHANGELOG.md", "r") as f: - for line in f.readlines(): - if not found and line.strip() == f"# {version}": - found = True - elif found and line.startswith("# "): - break - if found: - release_description += f"{line}" - return release_description - - -if __name__ == "__main__": - import argparse - - parser = argparse.ArgumentParser(description="Extract description of a release from CHANGELOG.md") - parser.add_argument("version", help="Version number") - args = parser.parse_args() - - print(get_release_description(args.version))