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similarity index 98%
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index 380f7378c..4760c6ea7 100644
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similarity index 100%
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similarity index 98%
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index 5b3f1de7d..acbd1ec4d 100644
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similarity index 100%
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similarity index 98%
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index 6d7a2f7c1..d052e2b92 100644
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similarity index 100%
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similarity index 98%
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index 651721191..522e7afaa 100644
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similarity index 100%
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similarity index 98%
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index 566675c02..7f047f081 100644
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similarity index 100%
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similarity index 98%
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similarity index 100%
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similarity index 100%
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similarity index 98%
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similarity index 100%
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similarity index 98%
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similarity index 100%
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similarity index 98%
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index 7c5718f33..66870a9d1 100644
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similarity index 100%
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similarity index 98%
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similarity index 100%
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similarity index 98%
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similarity index 100%
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similarity index 99%
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similarity index 100%
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similarity index 98%
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diff --git a/3DAmsterdam/Assets/Netherlands3D/Materials/Terrain/Woonerven_Asfalt.png.mat.meta b/3DAmsterdam/Assets/Netherlands3D/Materials/Terrain/Woonerven [texture=Asfalt.png].mat.meta
similarity index 100%
rename from 3DAmsterdam/Assets/Netherlands3D/Materials/Terrain/Woonerven_Asfalt.png.mat.meta
rename to 3DAmsterdam/Assets/Netherlands3D/Materials/Terrain/Woonerven [texture=Asfalt.png].mat.meta
diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Camera/GodviewCamera.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Camera/GodviewCamera.prefab
index b7a7befa9..cf9732667 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Prefabs/Camera/GodviewCamera.prefab
+++ b/3DAmsterdam/Assets/Netherlands3D/Prefabs/Camera/GodviewCamera.prefab
@@ -109,6 +109,7 @@ MonoBehaviour:
cameraComponent: {fileID: 0}
zoomSpeed: 0.01
spinSpeed: 0.2
+ firstPersonModifierSpinSpeed: 0.1
dragging: 0
rotatingAroundPoint: 0
cameraOffsetForTargetLocation: {x: 100, y: 200, z: -100}
diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/Compass.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/Compass.prefab
index 1e852f38e..ac7d0207a 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/Compass.prefab
+++ b/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/Compass.prefab
@@ -14,6 +14,7 @@ GameObject:
- component: {fileID: 9079581066794114280}
- component: {fileID: 6667394427083844630}
- component: {fileID: 8350881743252471525}
+ - component: {fileID: 3375766289973435340}
m_Layer: 5
m_Name: Compass
m_TagString: Untagged
@@ -93,6 +94,7 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
counterRotate: 0
+ doubleClickLooksDown: 0
doubleClickTime: 0.5
--- !u!114 &6667394427083844630
MonoBehaviour:
@@ -163,6 +165,19 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
tooltipText: Klik Kijk naar het noorden
+--- !u!114 &3375766289973435340
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 47477871776086899}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 5c505de94c194c84796cbdee4b88b119, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ styleOnHover: 1
--- !u!1 &3724894983124572339
GameObject:
m_ObjectHideFlags: 0
diff --git a/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/PerspectiveSwitch.prefab b/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/PerspectiveSwitch.prefab
index 177ce247b..dcebd215e 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/PerspectiveSwitch.prefab
+++ b/3DAmsterdam/Assets/Netherlands3D/Prefabs/UI/PerspectiveSwitch.prefab
@@ -14,6 +14,7 @@ GameObject:
- component: {fileID: 8908937701719865616}
- component: {fileID: 7912978629332645894}
- component: {fileID: 4760868678127430542}
+ - component: {fileID: 8827279809051598624}
m_Layer: 5
m_Name: PerspectiveSwitch
m_TagString: Untagged
@@ -163,6 +164,19 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
tooltipText: Wissel tussen ortografisch/perspectief
+--- !u!114 &8827279809051598624
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 2849965594986360437}
+ m_Enabled: 1
+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 5c505de94c194c84796cbdee4b88b119, type: 3}
+ m_Name:
+ m_EditorClassIdentifier:
+ styleOnHover: 1
--- !u!1 &4808914709091493759
GameObject:
m_ObjectHideFlags: 0
diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Cameras/GodViewCamera.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Cameras/GodViewCamera.cs
index 5c65188ae..e3ddb71ef 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Cameras/GodViewCamera.cs
+++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Cameras/GodViewCamera.cs
@@ -24,6 +24,9 @@ public class GodViewCamera : MonoBehaviour, ICameraControls
[SerializeField]
private float spinSpeed = 0.5f;
+ [SerializeField]
+ private float firstPersonModifierSpinSpeed = 0.5f;
+
private const float minOrtographicZoom = 20f;
private float maxZoomOut = 2500f;
private float minUndergroundY = -30f;
@@ -68,7 +71,7 @@ public class GodViewCamera : MonoBehaviour, ICameraControls
private Vector3 zoomDirection;
private Vector3 rotatePoint;
-
+ private Vector3 localOffsetVector;
private Vector2 currentRotation;
public delegate void FocusPointChanged(Vector3 pointerPosition);
@@ -394,8 +397,8 @@ private void FirstPersonLook()
var mouseDelta = Mouse.current.delta.ReadValue();
//Convert mouse position into local rotations
- currentRotation.x += mouseDelta.x * spinSpeed * ApplicationSettings.settings.rotateSensitivity;
- currentRotation.y -= mouseDelta.y * spinSpeed * ApplicationSettings.settings.rotateSensitivity;
+ currentRotation.x -= mouseDelta.x * firstPersonModifierSpinSpeed * ApplicationSettings.settings.rotateSensitivity;
+ currentRotation.y += mouseDelta.y * firstPersonModifierSpinSpeed * ApplicationSettings.settings.rotateSensitivity;
//Adjust camera rotation
cameraComponent.transform.rotation = Quaternion.Euler(currentRotation.y, currentRotation.x, 0);
@@ -428,6 +431,9 @@ private void ZoomInDirection(float zoomAmount, Vector3 zoomDirectionPoint)
{
var cameraHeight = cameraComponent.transform.position.y; //The higher we are, the faster we zoom
+ //Inverse zoom multiplier when we are below the zoompoint
+ if (zoomDirectionPoint.y > cameraComponent.transform.position.y) zoomAmount *= -1;
+
if (cameraComponent.orthographic)
{
cameraComponent.orthographicSize = Mathf.Clamp(cameraComponent.orthographicSize - cameraComponent.orthographicSize * zoomAmount * zoomSpeed, minOrtographicZoom, maxZoomOut);
@@ -579,21 +585,35 @@ public bool UsesActionMap(InputActionMap actionMap)
public void ToggleOrtographic(bool ortographicOn)
{
- cameraComponent.orthographic = ortographicOn;
-
if (ortographicOn)
{
- //Set the orto size according to camera height, so our fov looks a bit like the perspective fov
+ var twoDimensionalUp = cameraComponent.transform.up;
+ twoDimensionalUp.y = 0;
+
+ var worldViewCenter = GetPointerPositionInWorld(new Vector3(Screen.width / 2, Screen.height / 2, 0));
+ cameraComponent.transform.localEulerAngles = new Vector3(0, cameraComponent.transform.localEulerAngles.y, cameraComponent.transform.localEulerAngles.z);
+ localOffsetVector = cameraComponent.transform.InverseTransformPoint(worldViewCenter);
+
+ //Shift camera to this point, but keep same height
+ cameraComponent.transform.position = new Vector3(worldViewCenter.x,cameraComponent.transform.position.y, worldViewCenter.z);
+ cameraComponent.transform.rotation = Quaternion.LookRotation(cameraComponent.transform.up, twoDimensionalUp);
+
+ //Set orto size based on camera height (to get a similar fov)
cameraComponent.orthographicSize = cameraComponent.transform.position.y;
- //Slide forward based on camera angle, to get an expected centerpoint for our view
- var forwardAmount = Vector3.Dot(cameraComponent.transform.up, Vector3.up);
- cameraComponent.transform.Translate(cameraComponent.transform.up * forwardAmount * cameraComponent.transform.position.y);
print("Ortographic");
}
else{
+ var worldViewCenter = GetPointerPositionInWorld(new Vector3(Screen.width / 2, Screen.height / 2, 0));
+
+ cameraComponent.transform.position = worldViewCenter;
+ cameraComponent.transform.localEulerAngles = new Vector3(0, cameraComponent.transform.localEulerAngles.y, cameraComponent.transform.localEulerAngles.z);
+ cameraComponent.transform.Translate(-localOffsetVector, Space.Self);
+ cameraComponent.transform.LookAt(worldViewCenter);
print("Perspective");
}
+
+ cameraComponent.orthographic = ortographicOn;
}
}
}
\ No newline at end of file
diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/MaterialSlot.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/MaterialSlot.cs
index 7adfefe88..eeb65c8db 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/MaterialSlot.cs
+++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/Interface/Layers/MaterialSlot.cs
@@ -79,7 +79,10 @@ public void Init(Material target, Color resetColor, LayerVisuals targetLayerVisu
}
//Set tooltip text. Users do not need to know if a material is an instance.
var materialName = targetMaterial.name.Replace(" (Instance)", "");
- if (materialName.Contains("_")) materialName = materialName.Split('_')[0];
+
+ //Filter out our externail textures tag
+ if (materialName.Contains("[texture="))
+ materialName = materialName.Split('[')[0].Trim();
//GetComponent().TooltipText = materialName + EXPLANATION_TEXT;
materialTitle.text = materialName;
diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/LayerSystem/TextsLayer/FlipToCamera.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/LayerSystem/TextsLayer/FlipToCamera.cs
index 64e379cdd..0b60d0a39 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Scripts/LayerSystem/TextsLayer/FlipToCamera.cs
+++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/LayerSystem/TextsLayer/FlipToCamera.cs
@@ -25,16 +25,11 @@ namespace Netherlands3D.LayerSystem
public class FlipToCamera : MonoBehaviour
{
private float currentAngle;
-
public List UniqueNamesList { get; internal set; }
void Start()
{
currentAngle = transform.transform.localRotation.eulerAngles.y;
- if (currentAngle < 0)
- {
- currentAngle += 360;
- }
}
private void OnDestroy()
@@ -50,24 +45,22 @@ void Update()
private void FlipTextByLookDirection()
{
float cameraAngle = CameraModeChanger.Instance.ActiveCamera.transform.rotation.eulerAngles.y;
- bool flip = false;
float angleDelta;
angleDelta = Mathf.DeltaAngle(cameraAngle, currentAngle);
+ //Flip so the text is not upside down in the camera view
if (Mathf.Abs(angleDelta) > 90)
- {
- flip = true;
- }
-
- if (flip)
{
transform.Rotate(Vector3.forward, 180f, Space.Self);
currentAngle = transform.transform.localRotation.eulerAngles.y;
- if (currentAngle < 0)
- {
- currentAngle += 360;
- }
}
+
+ //Turn down if camera is below the text
+ this.transform.localEulerAngles = new Vector3(
+ (CameraModeChanger.Instance.ActiveCamera.transform.position.y < this.transform.position.y) ? -90 : 90,
+ this.transform.localEulerAngles.y,
+ this.transform.localEulerAngles.z
+ );
}
}
}
\ No newline at end of file
diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/MaterialLibrary.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/MaterialLibrary.cs
index b210004cf..58473095a 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/MaterialLibrary.cs
+++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/MaterialLibrary.cs
@@ -60,9 +60,9 @@ private IEnumerator LoadTextures()
foreach (Material material in materialLibrary)
{
//If this material name contains an underscore, use the last part as a texture path
- if (material.name.Contains("_"))
+ if (material.name.Contains("[texture="))
{
- var materialTextureFileName = material.name.Split('_')[1];
+ var materialTextureFileName = material.name.Split('=')[1].Replace("]","");
if (loadedTextures.ContainsKey(materialTextureFileName))
{
material.SetTexture(materialBaseMap, loadedTextures[materialTextureFileName]);
diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjStringLoader.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjStringLoader.cs
index a214285ab..a0e3f7831 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjStringLoader.cs
+++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ObjStringLoader.cs
@@ -138,7 +138,6 @@ public void LoadOBJFromIndexedDB(List filenames, System.Action cal
if (extention.IndexOf("mtl") > -1)
{
mtlstring = filenames[i];
-
}
}
@@ -154,7 +153,6 @@ public void AbortImport()
WarningDialogs.Instance.ShowNewDialog("U kunt maximaal één .obj tegelijk importeren met optioneel daarnaast een bijbehorend .mtl bestand.");
}
-
private IEnumerator ParseOBJfromStream(string objFilePath, string mtlFilePath, System.Action callback)
{
// Read the obj-file
@@ -184,8 +182,9 @@ private IEnumerator ParseOBJfromStream(string objFilePath, string mtlFilePath, S
isBusy = mtlreader.isBusy;
yield return null;
}
-
+ File.Delete(Application.persistentDataPath + "/" + mtlFilePath);
}
+
objstreamReader.materialDataSlots = mtlreader.GetMaterialData();
objstreamReader.CreateGameObject(defaultLoadedObjectsMaterial);
isBusy = true;
@@ -196,11 +195,7 @@ private IEnumerator ParseOBJfromStream(string objFilePath, string mtlFilePath, S
}
GameObject createdGO = objstreamReader.createdGameObject;
-
createdGO.name = objModelName;
-
- //newOBJLoader.name = objModelName;
-
createdGO.AddComponent().sharedMesh = createdGO.GetComponent().sharedMesh;
createdGO.AddComponent();
transformable = createdGO.AddComponent();
@@ -212,7 +207,6 @@ private IEnumerator ParseOBJfromStream(string objFilePath, string mtlFilePath, S
if (transformable.placedTransformable == null) transformable.placedTransformable = new ObjectPlacedEvent();
//transformable.placedTransformable.AddListener(RemapMaterials);
customObjectPlacer.PlaceExistingObjectAtPointer(createdGO);
-
}
else
{
diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ReadMTL.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ReadMTL.cs
index 85aa8cb3a..43f930af6 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ReadMTL.cs
+++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/ReadMTL.cs
@@ -93,7 +93,6 @@ private IEnumerator ParseMTLFile()
}
isBusy = false;
-
}
public int ParseNextMtlLines(int maxLines)
diff --git a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/StreamreadOBJ.cs b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/StreamreadOBJ.cs
index b4cd4a733..9b07280f6 100644
--- a/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/StreamreadOBJ.cs
+++ b/3DAmsterdam/Assets/Netherlands3D/Scripts/ModelParsing/StreamreadOBJ.cs
@@ -70,8 +70,6 @@ enum objTag
public Vector2RD TopRightBounds { get => topRightBounds; set => topRightBounds = value; }
//public GeometryBuffer Buffer { get => buffer; set => buffer = value; }
-
-
StreamReader streamReader;
public bool isFinished = false;
public bool succes = true;
@@ -137,8 +135,6 @@ public void ReadOBJ(string filename)
{
faces.Capacity = 4;
-
-
if (!File.Exists(Application.persistentDataPath + "/" + filename))
{
Debug.Log("can't find file");
@@ -152,7 +148,6 @@ public void ReadOBJ(string filename)
IEnumerator StreamReadFile(string filename)
{
-
vertices.SetupWriting("vertices");
normals.SetupWriting("normals");
//setup first submesh;
@@ -183,8 +178,6 @@ IEnumerator StreamReadFile(string filename)
lineCount++;
totalLinesCount++;
ReadLine();
-
-
}
streamReader.Close();
@@ -494,9 +487,6 @@ string ReadString()
void ReadVertex()
{
-
-
-
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
@@ -550,7 +540,6 @@ void CheckForRD(float x, float y, float z)
void ReadVertexTexture()
{
-
float x = ReadFloat();
float y = ReadFloat();
if (x != float.NaN && y != float.NaN)
@@ -615,12 +604,9 @@ void ReadFaceLine()
}
void SaveVertexToSubmesh(GeometryBuffer.FaceIndices v1)
{
-
activeSubmesh.rawData.Add(v1.vertexIndex, v1.vertexNormal, v1.vertexUV);
activeSubmesh.vertexCount++;
return;
-
-
}
bool ReadSingleFace(out GeometryBuffer.FaceIndices faceIndex, out char readChar)
@@ -630,7 +616,7 @@ bool ReadSingleFace(out GeometryBuffer.FaceIndices faceIndex, out char readChar)
int number;
char lastChar;
- if (readInt(out number, out lastChar))
+ if (ReadInt(out number, out lastChar))
{
if (number<0)
{
@@ -640,12 +626,12 @@ bool ReadSingleFace(out GeometryBuffer.FaceIndices faceIndex, out char readChar)
if (lastChar == '/') // vertex is followed by texture and / or normal;
{
- if (readInt(out number, out lastChar))
+ if (ReadInt(out number, out lastChar))
{// succesfully read vertexUV
face.vertexUV = number - 1;
}
- if (readInt(out number, out lastChar))
+ if (ReadInt(out number, out lastChar))
{
if (number<0)
{
@@ -668,7 +654,7 @@ bool ReadSingleFace(out GeometryBuffer.FaceIndices faceIndex, out char readChar)
return true;
}
- bool readInt(out int number, out char lastChar)
+ bool ReadInt(out int number, out char lastChar)
{// return if succesfully found a bool
char readChar = ' ';
bool numberFound = false;
@@ -709,7 +695,6 @@ bool readInt(out int number, out char lastChar)
}
void ReadNormal()
{
-
float x = ReadFloat();
float y = ReadFloat();
float z = ReadFloat();
@@ -1050,8 +1035,6 @@ public IEnumerator Build(Material defaultMaterial)
mesh.subMeshCount = submeshes.Count;
-
-
int submeshIndex = 0;
foreach (var sm in submeshes)
{
@@ -1086,21 +1069,12 @@ public IEnumerator Build(Material defaultMaterial)
{
mesh.RecalculateNormals();
}
-
-
-
- // submeshes.Clear();
-
-
- ////set up all the materials;
- ////mesh.RecalculateNormals();
createdGameObject = new GameObject();
MeshFilter mf = createdGameObject.AddComponent();
MeshRenderer mr = createdGameObject.AddComponent();
mr.materials = materials;
mf.mesh = mesh;
-
loadingObjScreen.Hide();
isFinished = true;
}
@@ -1112,7 +1086,4 @@ private Vector3 CalculateNormal(Vector3 v1,Vector3 v2, Vector3 v3)
return norm;
}
}
-
-
-
}
\ No newline at end of file