mirror of
https://github.com/aelurum/AssetStudio.git
synced 2025-05-25 05:40:21 -04:00
parent
45b9b781b1
commit
cfbcdecfe6
File diff suppressed because it is too large
Load Diff
@ -7,6 +7,7 @@ using System.Runtime.InteropServices;
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using System.Text.RegularExpressions;
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using System.Drawing.Imaging;
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using System.Web.Script.Serialization;
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using ManagedFbx;
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namespace Unity_Studio
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@ -280,7 +281,6 @@ namespace Unity_Studio
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assetsFile.TransformList.Add(asset.m_PathID, m_Rect.m_Transform);
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break;
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}
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//case 21: //Material
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case 28: //Texture2D
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{
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Texture2D m_Texture2D = new Texture2D(asset, false);
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@ -324,8 +324,13 @@ namespace Unity_Studio
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productName = plSet.productName;
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break;
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}
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case 21: //Material
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case 43: //Mesh
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{
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Mesh m_Mesh = new Mesh(asset, false);
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exportable = true;
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break;
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}
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case 21: //Material
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case 74: //AnimationClip
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case 90: //Avatar
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case 91: //AnimatorController
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@ -920,7 +925,7 @@ namespace Unity_Studio
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//StatusStripUpdate("Writing Geometry");
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foreach (var MeshPD in Meshes)
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{
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Mesh m_Mesh = new Mesh(MeshPD);
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Mesh m_Mesh = new Mesh(MeshPD, true);
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MeshFBX(m_Mesh, MeshPD.uniqueID, ob);
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//write data 8MB at a time
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@ -951,7 +956,7 @@ namespace Unity_Studio
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//find a way to test if a mesh instance was loaded previously and if it uses the same skeleton, then create instance or copy
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var keepID = MeshPD.uniqueID;
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MeshPD.uniqueID = SkinnedMeshPD.uniqueID;
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Mesh m_Mesh = new Mesh(MeshPD);
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Mesh m_Mesh = new Mesh(MeshPD, true);
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MeshFBX(m_Mesh, MeshPD.uniqueID, ob);
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//write data 8MB at a time
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@ -1734,6 +1739,111 @@ namespace Unity_Studio
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}
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}
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public static void ExportMesh(Mesh m_Mesh, string exportPath)
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{
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Scene m_scene = Scene.CreateScene("Scene");
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SceneNode root = m_scene.RootNode;
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SceneNode meshnode = Scene.CreateNode(m_scene, m_Mesh.m_Name);
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SceneNode.AddChild(root, meshnode);
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ManagedFbx.Mesh mesh = Scene.CreateMesh(m_scene, meshnode, "Mesh");
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if (m_Mesh.m_VertexCount > 0)
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{
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#region Vertices
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int count = 3;
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if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4)
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{
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count = 4;
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}
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var vertices = new ManagedFbx.Vector3[m_Mesh.m_VertexCount];
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for (int v = 0; v < m_Mesh.m_VertexCount; v++)
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{
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vertices[v] = new ManagedFbx.Vector3(
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m_Mesh.m_Vertices[v * count],
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m_Mesh.m_Vertices[v * count + 1],
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m_Mesh.m_Vertices[v * count + 2]);
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}
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mesh.Vertices = vertices;
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#endregion
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#region Indicies
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List<int> indices = new List<int>();
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for (int i = 0; i < m_Mesh.m_Indices.Count; i = i + 3)
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{
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indices.Add((int)m_Mesh.m_Indices[i]);
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indices.Add((int)m_Mesh.m_Indices[i + 1]);
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indices.Add((int)m_Mesh.m_Indices[i + 2]);
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}
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mesh.AddPolygons(indices, 0);
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#endregion
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#region Normals
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if (m_Mesh.m_Normals != null && m_Mesh.m_Normals.Length > 0)
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{
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if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 3)
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{
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count = 3;
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}
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else if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 4)
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{
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count = 4;
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}
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var normals = new ManagedFbx.Vector3[m_Mesh.m_VertexCount];
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for (int n = 0; n < m_Mesh.m_VertexCount; n++)
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{
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normals[n] = new ManagedFbx.Vector3(
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m_Mesh.m_Normals[n * count],
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m_Mesh.m_Normals[n * count + 1],
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m_Mesh.m_Normals[n * count + 2]);
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}
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mesh.Normals = normals;
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}
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#endregion
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#region Colors
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if (m_Mesh.m_Colors == null)
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{
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var colors = new ManagedFbx.Colour[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colors[c] = new ManagedFbx.Colour(
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0.5f, 0.5f, 0.5f, 1.0f);
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}
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mesh.VertexColours = colors;
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}
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else if (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
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{
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var colors = new ManagedFbx.Colour[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colors[c] = new ManagedFbx.Colour(
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m_Mesh.m_Colors[c * 4],
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m_Mesh.m_Colors[c * 4 + 1],
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m_Mesh.m_Colors[c * 4 + 2],
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1.0f);
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}
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mesh.VertexColours = colors;
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}
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else
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{
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var colors = new ManagedFbx.Colour[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colors[c] = new ManagedFbx.Colour(
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m_Mesh.m_Colors[c * 4],
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m_Mesh.m_Colors[c * 4 + 1],
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m_Mesh.m_Colors[c * 4 + 2],
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m_Mesh.m_Colors[c * 4 + 3]);
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}
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mesh.VertexColours = colors;
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}
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#endregion
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}
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SceneNode.AddMesh(meshnode, mesh);
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m_scene.Save(exportPath); //default is .fbx
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//m_scene.Save(exportPath + ".fbx");
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m_scene.Save(exportPath + ".obj");
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m_scene.Save(exportPath + ".dae");
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}
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public static bool ExportFileExists(string filename)
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{
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if (File.Exists(filename))
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@ -73,6 +73,9 @@
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<CodeAnalysisRuleSet>MinimumRecommendedRules.ruleset</CodeAnalysisRuleSet>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="ManagedFbx">
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<HintPath>library\ManagedFbx.dll</HintPath>
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</Reference>
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<Reference Include="OpenTK, Version=2.0.0.0, Culture=neutral, PublicKeyToken=bad199fe84eb3df4, processorArchitecture=MSIL">
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<SpecificVersion>False</SpecificVersion>
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<HintPath>library\OpenTK.dll</HintPath>
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@ -13,9 +13,9 @@ using System.Diagnostics;
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using System.Drawing.Text;
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using OpenTK;
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using OpenTK.Graphics.OpenGL;
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using ManagedFbx;
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using static Unity_Studio.UnityStudio;
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namespace Unity_Studio
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{
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partial class UnityStudioForm : Form
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@ -50,65 +50,11 @@ namespace Unity_Studio
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int vboColors;
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int vboViewMatrix;
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int eboElements;
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Vector3[] vertexData =
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{
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new Vector3(-0.5f, -0.5f, -0.5f),
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new Vector3(0.5f, -0.5f, -0.5f),
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new Vector3(0.5f, 0.5f, -0.5f),
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new Vector3(-0.5f, 0.5f, -0.5f),
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new Vector3(-0.5f, -0.5f, 0.5f),
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new Vector3(0.5f, -0.5f, 0.5f),
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new Vector3(0.5f, 0.5f, 0.5f),
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new Vector3(-0.5f, 0.5f, 0.5f)
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};
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Vector3[] normalData =
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{
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//left
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new Vector3(-1.0f, 0.0f, 0.0f)
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//back
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//new Vector3(0.0f, 0.0f, -1.0f),
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//right
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//new Vector3(1.0f, 0.0f, 0.0f),
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//top
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//new Vector3(0.0f, 1.0f, 0.0f),
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//front
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//new Vector3(0.0f, 0.0f, 1.0f),
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//bottom
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//new Vector3(0.0f, -1.0f, 0.0f)
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};
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Vector4[] colorData =
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{
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f),
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new Vector4(0.5f, 0.5f, 0.5f, 1.0f)
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};
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Matrix4[] viewMatrixData = { Matrix4.Identity };
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int[] indiceData =
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{
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//left
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0,2,1,
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0,3,2,
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//back
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1,2,6,
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6,5,1,
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//right
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4,5,6,
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6,7,4,
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//top
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2,3,6,
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6,3,7,
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//front
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0,7,3,
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0,4,7,
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//bottom
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0,1,5,
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0,5,4
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};
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OpenTK.Vector3[] vertexData;
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OpenTK.Vector3[] normalData;
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OpenTK.Vector4[] colorData;
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Matrix4[] viewMatrixData;
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int[] indiceData;
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bool wireFrameView;
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#endregion
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@ -1021,24 +967,25 @@ namespace Unity_Studio
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Matrix4.Identity
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* Matrix4.CreateTranslation( 0.0f, -1.0f, 0.0f )
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* Matrix4.CreateRotationY(-90.0f)};
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var m_Mesh = new Mesh(asset);
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var m_Mesh = new Mesh(asset, true);
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if (m_Mesh.m_VertexCount > 0)
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{
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int count = 3;//vertex components
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//skip last component in vector4
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if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4) { count = 4; }
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vertexData = new Vector3[m_Mesh.m_VertexCount];
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#region Vertices
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int count = 3;
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if (m_Mesh.m_Vertices.Length == m_Mesh.m_VertexCount * 4)
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{
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count = 4;
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}
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vertexData = new OpenTK.Vector3[m_Mesh.m_VertexCount];
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for (int v = 0; v < m_Mesh.m_VertexCount; v++)
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{
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vertexData[v] = new Vector3(
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vertexData[v] = new OpenTK.Vector3(
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m_Mesh.m_Vertices[v * count],
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m_Mesh.m_Vertices[v * count + 1],
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m_Mesh.m_Vertices[v * count + 2]);
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}
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#endregion
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#region Indicies
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indiceData = new int[m_Mesh.m_Indices.Count];
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for (int i = 0; i < m_Mesh.m_Indices.Count; i = i + 3)
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{
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@ -1046,6 +993,8 @@ namespace Unity_Studio
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indiceData[i + 1] = (int)m_Mesh.m_Indices[i + 1];
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indiceData[i + 2] = (int)m_Mesh.m_Indices[i + 2];
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}
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#endregion
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#region Normals
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if (m_Mesh.m_Normals != null && m_Mesh.m_Normals.Length > 0)
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{
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if (m_Mesh.m_Normals.Length == m_Mesh.m_VertexCount * 3)
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@ -1057,40 +1006,53 @@ namespace Unity_Studio
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count = 4;
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}
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normalData = new Vector3[m_Mesh.m_VertexCount];
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normalData = new OpenTK.Vector3[m_Mesh.m_VertexCount];
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for (int n = 0; n < m_Mesh.m_VertexCount; n++)
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{
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normalData[n] = new Vector3(
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normalData[n] = new OpenTK.Vector3(
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m_Mesh.m_Normals[n * count],
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m_Mesh.m_Normals[n * count + 1],
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m_Mesh.m_Normals[n * count + 2]);
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}
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}
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if (m_Mesh.m_Colors == null || m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
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#endregion
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#region Colors
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if (m_Mesh.m_Colors == null)
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{
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colorData = new Vector4[m_Mesh.m_VertexCount];
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colorData = new OpenTK.Vector4[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colorData[c] = new Vector4(
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colorData[c] = new OpenTK.Vector4(
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0.5f, 0.5f, 0.5f, 1.0f);
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}
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}
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else if (m_Mesh.m_Colors.Length == m_Mesh.m_VertexCount * 3)
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{
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colorData = new OpenTK.Vector4[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colorData[c] = new OpenTK.Vector4(
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m_Mesh.m_Colors[c * 4],
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m_Mesh.m_Colors[c * 4 + 1],
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m_Mesh.m_Colors[c * 4 + 2],
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1.0f);
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}
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}
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else
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{
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colorData = new Vector4[m_Mesh.m_VertexCount];
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colorData = new OpenTK.Vector4[m_Mesh.m_VertexCount];
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for (int c = 0; c < m_Mesh.m_VertexCount; c++)
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{
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colorData[c] = new Vector4(
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colorData[c] = new OpenTK.Vector4(
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m_Mesh.m_Colors[c * 4],
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m_Mesh.m_Colors[c * 4 + 1],
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m_Mesh.m_Colors[c * 4 + 2],
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m_Mesh.m_Colors[c * 4 + 3]);
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}
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}
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#endregion
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}
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createVAO();
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StatusStripUpdate("Using OpenGL Version: " + GL.GetString(StringName.Version)
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+ " | 'T'=Start/Stop Rotation | 'WASD'=Manual Rotate | "
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+ "'Shift WASD'=Move | 'Q/E'=Zoom | 'Ctl W' =Wireframe");
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@ -1574,9 +1536,10 @@ namespace Unity_Studio
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}
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break;
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case 48:
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Shader m_Shader = new Shader(asset, true);
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if (!ExportFileExists(exportpath + asset.Text + asset.extension))
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{
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ExportShader(new Shader(asset, true), exportpath + asset.Text + ".txt");
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ExportShader(m_Shader, exportpath + asset.Text + ".txt");
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exportedCount++;
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}
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break;
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@ -1603,6 +1566,15 @@ namespace Unity_Studio
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ExportFont(m_Font, exportpath + asset.Text + asset.extension);
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exportedCount++;
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}
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break;
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case 43: //Mesh
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Mesh m_Mesh = new Mesh(asset, true);
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if (!ExportFileExists(exportpath + asset.Text + asset.extension))
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{
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ExportMesh(m_Mesh, exportpath + asset.Text);
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exportedCount++;
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}
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break;
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default:
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if (!ExportFileExists(exportpath + asset.Text + asset.extension))
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@ -1755,24 +1727,24 @@ namespace Unity_Studio
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GL.DeleteShader(address);
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}
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private void createVBO(int vboAddress, Vector3[] data, int address)
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private void createVBO(int vboAddress, OpenTK.Vector3[] data, int address)
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{
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GL.GenBuffers(1, out vboAddress);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vboAddress);
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GL.BufferData<Vector3>(BufferTarget.ArrayBuffer,
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(IntPtr)(data.Length * Vector3.SizeInBytes),
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GL.BufferData<OpenTK.Vector3>(BufferTarget.ArrayBuffer,
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(IntPtr)(data.Length * OpenTK.Vector3.SizeInBytes),
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data,
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BufferUsageHint.StaticDraw);
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GL.VertexAttribPointer(address, 3, VertexAttribPointerType.Float, false, 0, 0);
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GL.EnableVertexAttribArray(address);
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}
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private void createVBO(int vboAddress, Vector4[] data, int address)
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private void createVBO(int vboAddress, OpenTK.Vector4[] data, int address)
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{
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GL.GenBuffers(1, out vboAddress);
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GL.BindBuffer(BufferTarget.ArrayBuffer, vboAddress);
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GL.BufferData<Vector4>(BufferTarget.ArrayBuffer,
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(IntPtr)(data.Length * Vector4.SizeInBytes),
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GL.BufferData<OpenTK.Vector4>(BufferTarget.ArrayBuffer,
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(IntPtr)(data.Length * OpenTK.Vector4.SizeInBytes),
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data,
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BufferUsageHint.StaticDraw);
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GL.VertexAttribPointer(address, 4, VertexAttribPointerType.Float, false, 0, 0);
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@ -1802,10 +1774,10 @@ namespace Unity_Studio
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GL.GenVertexArrays(1, out vao);
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GL.BindVertexArray(vao);
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createVBO(vboPositions, vertexData, attributeVertexPosition);
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createVBO(vboNormals, normalData, attributeNormalDirection);
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createVBO(vboColors, colorData, attributeVertexColor);
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createVBO(vboViewMatrix, viewMatrixData, uniformViewMatrix);
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createEBO(eboElements, indiceData);
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createVBO(vboNormals, normalData, attributeNormalDirection);
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GL.BindBuffer(BufferTarget.ArrayBuffer, 0);
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GL.BindVertexArray(0);
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}
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BIN
Unity Studio/library/ManagedFbx.dll
Normal file
BIN
Unity Studio/library/ManagedFbx.dll
Normal file
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Reference in New Issue
Block a user