using UnityEngine; using System.Collections; using System.Collections.Generic; using System.Linq; using System.Threading; using OpenMetaverse; using OpenMetaverse.Rendering; using OpenMetaverse.Imaging; using System.IO; using System.Drawing; using System; public class UnityClient : MonoBehaviour { string m_userName = "qiang cao"; string m_password = "1234"; string m_server = "http://192.168.1.134:9000"; GridClient Client = new GridClient(); public LogInOutProcess m_loginout; TerrainProcess m_terrain; TextureProcess m_textures; ObjectProcess m_objects; CameraProcess m_camera; SelfMoveProcess m_selfmove; AvatarsProcess m_avatars; // Use this for initialization void Start () { m_loginout = new LogInOutProcess(Client); m_terrain = new TerrainProcess(Client); m_textures = new TextureProcess(Client); m_objects = new ObjectProcess(Client, m_textures); m_camera = new CameraProcess(Client); m_selfmove = new SelfMoveProcess(Client); m_avatars = new AvatarsProcess(Client, m_textures); } // Update is called once per frame void Update () { if (Client.Network.Connected) { m_terrain.Update(); m_objects.Update(); m_camera.Update(); m_selfmove.Update(); m_avatars.Update(); } if (m_loginout == null) Debug.Log("m_loginout == null"); } void OnGUI() { if (Client.Network.Connected == false) { GUILayout.Label("用户名", GUILayout.Height(50)); m_userName = GUILayout.TextField(m_userName, GUILayout.Height(50)); GUILayout.Label("密码", GUILayout.Height(50)); m_password = GUILayout.TextField(m_password, GUILayout.Height(50)); GUILayout.Label("登录地址", GUILayout.Height(50)); m_server = GUILayout.TextField(m_server, GUILayout.Height(50)); if (GUILayout.Button("登录", GUILayout.Height(100))) m_loginout.StartLogin(m_userName, m_password, m_server); } else { if (GUILayout.Button("登出", GUILayout.Height(100))) { m_loginout.LogOut(); ClearScene(); } } } void ClearScene() { m_terrain.Clear(); m_objects.Clear(); m_camera.Clear(); m_avatars.Clear(); } } public class LogInOutProcess { GridClient Client; public LogInOutProcess(GridClient client) { Client = client; Client.Network.LoginProgress += Network_OnLoginProcess; } void Network_OnLoginProcess(object sender, LoginProgressEventArgs e) { if (e.Status == LoginStatus.ConnectingToSim) { // first time Debug.Log("Connecting to OpenSim"); } else if (e.Status == LoginStatus.Success) { // second time Debug.Log("Connecting Success!"); } else if (e.Status == LoginStatus.Failed) { Debug.Log("Connecting Failed!"); } } public void StartLogin(string name, string pass, string server) { string LOGIN_SERVER = server; string FIRST_NAME = name.Split(' ')[0]; string LAST_NAME = name.Split(' ')[1]; string PASSWORD = pass; string CHANNEL = "UnityChannel"; string VERSION = "0.0.1"; LoginParams loginParams = Client.Network.DefaultLoginParams( FIRST_NAME, LAST_NAME, PASSWORD, CHANNEL, VERSION); loginParams.URI = LOGIN_SERVER; loginParams.Start = "last"; loginParams.AgreeToTos = true; // Login to Simulator Client.Network.BeginLogin(loginParams); Debug.Log("Start Connecting"); } public void LogOut() { if (Client.Network.Connected) { Client.Network.Logout(); Debug.Log ("Logout success!"); } } } public class TerrainProcess { float[,] heightTable = new float[256, 256]; System.Drawing.Bitmap terrainImage = null; GameObject terrain; GameObject terrainPart1; GameObject terrainPart2; UnityEngine.Mesh mesh1; UnityEngine.Mesh mesh2; UnityEngine.Material defaultMat; bool terrainModified = false; const float MinimumTimeBetweenTerrainUpdated = 2f; //in second float terrainTimeSinceUpdate = MinimumTimeBetweenTerrainUpdated + 1f; GridClient Client; public TerrainProcess(GridClient client) { Client = client; terrain = new GameObject("terrain"); terrain.transform.position = new UnityEngine.Vector3(0, 0, 0); terrainPart1 = new GameObject("part1"); terrainPart1.transform.parent = terrain.transform; terrainPart1.transform.localPosition = new UnityEngine.Vector3(0, 0, 0); terrainPart1.AddComponent("MeshRenderer"); terrainPart1.AddComponent("MeshFilter"); mesh1 = (terrainPart1.GetComponent() as MeshFilter).mesh; terrainPart2 = new GameObject("part2"); terrainPart2.transform.parent = terrain.transform; terrainPart2.transform.localPosition = new UnityEngine.Vector3(0, 0, 0); terrainPart2.AddComponent("MeshRenderer"); terrainPart2.AddComponent("MeshFilter"); mesh2 = (terrainPart2.GetComponent() as MeshFilter).mesh; Client.Settings.STORE_LAND_PATCHES = true; Client.Terrain.LandPatchReceived += Terrain_LandPatchReceived; } void Terrain_LandPatchReceived(object sender, LandPatchReceivedEventArgs e) { //leave other regions out temporarily if (e.Simulator.Handle != Client.Network.CurrentSim.Handle) return; //Debug.Log ("LandPatchReceive"); terrainModified = true; } public void Update() { terrainTimeSinceUpdate += Time.deltaTime; if (terrainModified && terrainTimeSinceUpdate > MinimumTimeBetweenTerrainUpdated) { UpdateTerrain(); UpdateTerrainTexture(); } } void UpdateTerrain() { //We have to change terrainModified at very first in case of new LandPatch received during UpdateTerrain terrainModified = false; if (Client.Network.CurrentSim == null || Client.Network.CurrentSim.Terrain == null) return; //Debug.Log("UpdateTerrain"); int step = 1; for (int x = 0; x < 256; x += step) { for (int y = 0; y < 256; y += step) { float z = 0; int patchNr = ((int)x / 16) * 16 + (int)y / 16; if (Client.Network.CurrentSim.Terrain[patchNr] != null && Client.Network.CurrentSim.Terrain[patchNr].Data != null) { float[] data = Client.Network.CurrentSim.Terrain[patchNr].Data; z = data[(int)x % 16 * 16 + (int)y % 16]; } heightTable[x, y] = z; } } Face face = Utility.R.TerrainMesh(heightTable, 0f, 255f, 0f, 255f); //Unity doesn't allow a mesh with over 65000 vertices while face have 65536 vertices. //We need to split face mesh into 2 peices. //mesh1: vertices 0~32768+255=33023, normals 0~33023, uv 0~33023, indices 0~255*2*128*3-1=195839 //mesh2: vertices 32768~65535, normals 32768~65535, uv 32768~65535, indices 195840~390149 Utility.MakeMesh(mesh1, face, 0, 33023, 0, 195839, 0); Utility.MakeMesh(mesh2, face, 32768, 65535, 195840, 390149, 32768); terrainTimeSinceUpdate = 0f; //if (terrainModified)Debug.Log("terrainModified set to true by other thread!"); } void UpdateTerrainTexture() { Simulator sim = Client.Network.CurrentSim; terrainImage = Radegast.Rendering.TerrainSplat.Splat(Client, heightTable, new UUID[] { sim.TerrainDetail0, sim.TerrainDetail1, sim.TerrainDetail2, sim.TerrainDetail3 }, new float[] { sim.TerrainStartHeight00, sim.TerrainStartHeight01, sim.TerrainStartHeight10, sim.TerrainStartHeight11 }, new float[] { sim.TerrainHeightRange00, sim.TerrainHeightRange01, sim.TerrainHeightRange10, sim.TerrainHeightRange11 }); Texture2D tex = Utility.Bitmap2Texture2D(terrainImage); terrainPart1.GetComponent().material.mainTexture = tex; terrainPart2.GetComponent().material.mainTexture = tex; } public void Clear() { mesh1.Clear(); mesh2.Clear(); } } public class TextureProcess { GridClient Client; Dictionary textures = new Dictionary(); Dictionary bitmaps = new Dictionary(); public TextureProcess(GridClient client) { Client = client; } Bitmap Jpgbytes2Bitmap(byte[] jpg) { ManagedImage mi; if (!OpenJPEG.DecodeToImage(jpg, out mi)) return null; byte[] imageBytes = mi.ExportTGA(); using (MemoryStream byteData = new MemoryStream(imageBytes)) { return LoadTGAClass.LoadTGA(byteData); } } public void DownloadTexture(UUID textureID) { if (!textures.ContainsKey(textureID)) { if (Client.Assets.Cache.HasAsset(textureID)) { //Debug.Log("Cache hits!"); byte[] jpg = Client.Assets.Cache.GetCachedAssetBytes(textureID); Bitmap img = Jpgbytes2Bitmap(jpg); if (img == null) return; bitmaps[textureID] = img; //fixme: there may be access violation } else { TextureDownloadCallback handler = (state, asset) => { //Debug.Log("state is " + state.ToString()); try{ switch (state) { case TextureRequestState.Finished: { Bitmap img = Jpgbytes2Bitmap(asset.AssetData); if (img == null) return; bitmaps[textureID] = img; //fixme: there may be access violation break; } case TextureRequestState.Aborted: case TextureRequestState.NotFound: case TextureRequestState.Timeout: break; } } catch(Exception ex) { Debug.Log("what happened?:" + ex.Message); } }; Client.Assets.RequestImage(textureID, ImageType.Normal, handler); } } } public Texture2D GetTexture2D(UUID texUUID) { if (textures.ContainsKey(texUUID)) return textures[texUUID]; else if (bitmaps.ContainsKey(texUUID)) { Texture2D tex = Utility.Bitmap2Texture2D(bitmaps[texUUID]); tex.wrapMode = TextureWrapMode.Repeat; textures[texUUID] = tex; bitmaps.Remove(texUUID); return tex; } return null; } } public class ObjectProcess { GridClient Client; TextureProcess m_textures; Dictionary newPrims = new Dictionary(); Dictionary objects = new Dictionary(); GameObject primObjects = new GameObject("prims"); public ObjectProcess(GridClient client, TextureProcess textureProcess) { Client = client; m_textures = textureProcess; Client.Objects.ObjectUpdate += Objects_OnObjectUpdate; } void Objects_OnObjectUpdate(object sender, PrimEventArgs e) { //leave other regions out temporarily if (e.Simulator.Handle != Client.Network.CurrentSim.Handle) return; //leave tree out temporarily. Radegast doesn't implement tree rendering yet. if (e.Prim.PrimData.PCode != PCode.Prim) { //Debug.Log("Receive " + e.Prim.PrimData.PCode.ToString()); return; } //FIXME : need to update prims? if (objects.ContainsKey(e.Prim.LocalID)) { //Debug.Log ("receive prim with LocalID " + e.Prim.LocalID.ToString() + " again!"); return; } if (e.Prim.Sculpt != null) { //leave sculpt prim out temporarily } else { FacetedMesh mesh = Utility.R.GenerateFacetedMesh(e.Prim, DetailLevel.Highest); lock (newPrims) { newPrims[e.Prim.LocalID] = mesh; } foreach (Face face in mesh.Faces) { m_textures.DownloadTexture(face.TextureFace.TextureID); } } } public void Update() { lock (newPrims) { foreach (var item in newPrims) { ProcessPrim(item.Value); } newPrims.Clear(); } } void ProcessPrim(FacetedMesh mesh) { if (objects.ContainsKey(mesh.Prim.LocalID)) return; GameObject obj = new GameObject(mesh.Prim.LocalID.ToString()); GameObject parent = null; if (mesh.Prim.ParentID != 0) { if (!objects.ContainsKey(mesh.Prim.ParentID)) { if (newPrims.ContainsKey(mesh.Prim.ParentID) == false) Debug.Break(); ProcessPrim(newPrims[mesh.Prim.ParentID]); //it seems that the parent is received before children } parent = objects[mesh.Prim.ParentID]; } else parent = primObjects; // Create vertices, uv, triangles for EACH FACE that stores the 3D data in Unity3D friendly format for (int j = 0; j < mesh.Faces.Count; j++) { Face face = mesh.Faces[j]; GameObject faceObj = new GameObject("face" + j.ToString()); faceObj.transform.parent = obj.transform; UnityEngine.Material mat = (faceObj.AddComponent("MeshRenderer") as MeshRenderer).material; Texture2D tex = m_textures.GetTexture2D(face.TextureFace.TextureID); if (tex != null) mat.mainTexture = tex; else Debug.Log("mat is null"); //mat = m; UnityEngine.Mesh unityMesh = (faceObj.AddComponent("MeshFilter") as MeshFilter).mesh; Utility.MakeMesh(unityMesh, face, 0, face.Vertices.Count - 1, 0, face.Indices.Count - 1, 0); } //second life's child object's position and rotation is local, but scale are global. //So we have to set parent when setting position, and unset parent when setting rotation and scale. //Radegast explains well: //pos = parentPos + obj.InterpolatedPosition * parentRot; //rot = parentRot * obj.InterpolatedRotation; obj.transform.position = parent.transform.position + parent.transform.rotation * new UnityEngine.Vector3(mesh.Prim.Position.X, mesh.Prim.Position.Y, -mesh.Prim.Position.Z); //we invert the z axis, and Second Life rotatation is about right hand, but Unity rotation is about left hand, so we negate the x and y part of the quaternion. //You have to deeply understand the quaternion to understand this. obj.transform.rotation = parent.transform.rotation * new UnityEngine.Quaternion(-mesh.Prim.Rotation.X, -mesh.Prim.Rotation.Y, mesh.Prim.Rotation.Z, mesh.Prim.Rotation.W); obj.transform.localScale = new UnityEngine.Vector3(mesh.Prim.Scale.X, mesh.Prim.Scale.Y, mesh.Prim.Scale.Z); objects[mesh.Prim.LocalID] = obj; obj.transform.parent = primObjects.transform; //Debug.Log("prim " + mesh.Prim.LocalID.ToString() + ": Pos,"+mesh.Prim.Position.ToString() + " Rot,"+mesh.Prim.Rotation.ToString() + " Scale,"+mesh.Prim.Scale.ToString()); //Sadly, when it comes to non-uniform scale parent, Unity will skew the child, so we cannot make hierachy of the objects. } public void Clear() { foreach (var item in objects) UnityEngine.Object.Destroy(item.Value); objects.Clear(); newPrims.Clear(); } } public class CameraProcess { GridClient Client; public CameraProcess(GridClient client) { Client = client; } public void Update() { Camera.main.clearFlags = CameraClearFlags.Skybox; OpenMetaverse.Vector3 camPos = Client.Self.SimPosition + new OpenMetaverse.Vector3(-4, 0, 1) * Client.Self.Movement.BodyRotation; Camera.main.transform.position = new UnityEngine.Vector3(camPos.X, camPos.Y, -camPos.Z); //watch out the negated z OpenMetaverse.Vector3 focalPos = Client.Self.SimPosition + new OpenMetaverse.Vector3(5, 0, 0) * Client.Self.Movement.BodyRotation; Camera.main.transform.LookAt(new UnityEngine.Vector3(focalPos.X, focalPos.Y, -focalPos.Z), UnityEngine.Vector3.back);//watch out the negated z } public void Clear() { Camera.main.clearFlags = CameraClearFlags.SolidColor; } } public class SelfMoveProcess { GridClient Client; bool isHoldingHome = false; public SelfMoveProcess(GridClient client) { Client = client; } public void Update() { float time = Time.deltaTime; Client.Self.Movement.AtPos = Input.GetAxisRaw("Vertical") > 0; Client.Self.Movement.AtNeg = Input.GetAxisRaw("Vertical") < 0; Client.Self.Movement.TurnLeft = Input.GetAxisRaw("Horizontal") < 0; Client.Self.Movement.TurnRight = Input.GetAxisRaw("Horizontal") > 0; if (Client.Self.Movement.TurnLeft) Client.Self.Movement.BodyRotation *= OpenMetaverse.Quaternion.CreateFromAxisAngle(OpenMetaverse.Vector3.UnitZ, time); else if (Client.Self.Movement.TurnRight) Client.Self.Movement.BodyRotation *= OpenMetaverse.Quaternion.CreateFromAxisAngle(OpenMetaverse.Vector3.UnitZ, -time); Client.Self.Movement.UpPos = Input.GetAxisRaw("Jump") > 0; Client.Self.Movement.UpNeg = Input.GetAxisRaw("Jump") < 0; if (Input.GetAxisRaw("Fly") > 0) { //Holding the home key only makes it change once, // not flip over and over, so keep track of it if (isHoldingHome == false) { Client.Self.Movement.Fly = !Client.Self.Movement.Fly; isHoldingHome = true; } } else isHoldingHome = false; } } public class AvatarsProcess { GridClient Client; TextureProcess m_textures; GameObject avatarObjects; Dictionary newAvatars = new Dictionary(); Dictionary avatars = new Dictionary(); Dictionary renderAvatars = new Dictionary(); List avHasTex = new List(); public AvatarsProcess(GridClient client, TextureProcess textureProcess) { Client = client; m_textures = textureProcess; avatarObjects = new GameObject("avatars"); Radegast.Rendering.GLAvatar.loadlindenmeshes2("avatar_lad.xml"); //Receive all the avatars' models Client.Objects.AvatarUpdate += Objects_AvatarUpdate; //Receive other avatars' textures Client.Avatars.AvatarAppearance += Avatars_AvatarAppearance; //Receive self's textures 1st login time Client.Appearance.AppearanceSet += Appearance_AppearanceSet; } //Receive all the avatars' models void Objects_AvatarUpdate(object sender, AvatarUpdateEventArgs e) { //leave other regions out temporarily if (e.Simulator.Handle != Client.Network.CurrentSim.Handle) return; Radegast.Rendering.GLAvatar ga = new Radegast.Rendering.GLAvatar(); OpenMetaverse.Avatar av = e.Avatar; Radegast.Rendering.RenderAvatar ra = new Radegast.Rendering.RenderAvatar(); ra.avatar = av; ra.glavatar = ga; newAvatars.Add(av.LocalID, ra); ra.glavatar.morph(av); } public void Update() { foreach (var item in newAvatars) { ProcessAvatar(item.Value); } newAvatars.Clear(); MoveAvatars(); //Update avatars' coordinates //Update avatar textures if (avHasTex.Count > 0) UpdateAvTexture(avHasTex[0]);//remove item in the func } void ProcessAvatar(Radegast.Rendering.RenderAvatar av) { GameObject avatarGameObject = new GameObject(av.avatar.LocalID.ToString()); avatarGameObject.transform.position = new UnityEngine.Vector3(av.avatar.Position.X, av.avatar.Position.Y, -av.avatar.Position.Z); foreach (Radegast.Rendering.GLMesh mesh in av.glavatar._meshes.Values) { if (av.glavatar._showSkirt == false && mesh.Name == "skirtMesh") continue; UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[mesh.RenderData.Vertices.Length / 3]; UnityEngine.Vector2[] uvs = new UnityEngine.Vector2[mesh.RenderData.Vertices.Length / 3]; UnityEngine.Vector3[] normals = new UnityEngine.Vector3[mesh.RenderData.Vertices.Length / 3]; int[] triangles = new int[mesh.RenderData.Indices.Length]; for (int i = 0; i < mesh.RenderData.Vertices.Length / 3; ++i) { vertices[i].x = mesh.RenderData.Vertices[3*i]; vertices[i].y = mesh.RenderData.Vertices[3*i+1]; vertices[i].z = -mesh.RenderData.Vertices[3*i+2]; uvs[i].x = mesh.RenderData.TexCoords[2*i]; uvs[i].y = mesh.RenderData.TexCoords[2*i+1]; normals[i].x = mesh.RenderData.Normals[3*i]; normals[i].y = mesh.RenderData.Normals[3*i+1]; normals[i].z = -mesh.RenderData.Normals[3*i+2]; } for (int i = 0; i < mesh.RenderData.Indices.Length; i += 3) { //HACK: OpenGL's default front face is counter-clock-wise triangles[i] = mesh.RenderData.Indices[i+2]; triangles[i+1] = mesh.RenderData.Indices[i+1]; triangles[i+2] = mesh.RenderData.Indices[i]; } GameObject part = new GameObject(mesh.Name); part.AddComponent("MeshRenderer"); part.AddComponent("MeshFilter"); part.transform.parent = avatarGameObject.transform; part.transform.localPosition = new UnityEngine.Vector3(0, 0, 0); UnityEngine.Mesh meshUnity = (part.GetComponent() as MeshFilter).mesh; meshUnity.vertices = vertices; meshUnity.uv = uvs; meshUnity.triangles = triangles; meshUnity.normals = normals; } avatars.Add(av.avatar.LocalID, avatarGameObject); renderAvatars.Add(av.avatar.LocalID, av); avatarGameObject.transform.parent = avatarObjects.transform; } void MoveAvatars() { //althouth TerseObjectUpdate event can give us the new coord of the avatar, but the coord is updated by openmetaverse in the background already. foreach (var item in avatars) { GameObject av = item.Value; Radegast.Rendering.RenderAvatar ra = renderAvatars[item.Key]; UnityEngine.Vector3 pos; pos.x = ra.BasePrim.Position.X; pos.y = ra.BasePrim.Position.Y; pos.z = -(ra.BasePrim.Position.Z - 0.7f); //hack: fix foot to ground av.transform.position = pos; UnityEngine.Quaternion rot; rot.x = ra.BasePrim.Rotation.X; rot.y = ra.BasePrim.Rotation.Y; rot.z = ra.BasePrim.Rotation.Z; rot.w = ra.BasePrim.Rotation.W; av.transform.rotation = rot; } } public void Clear() { foreach (var item in avatars) UnityEngine.Object.Destroy(item.Value); avatars.Clear(); renderAvatars.Clear(); newAvatars.Clear(); avHasTex.Clear(); } void DownloadAVTextures(OpenMetaverse.Avatar a) { foreach (Primitive.TextureEntryFace TEF in a.Textures.FaceTextures) { if (TEF == null) continue; m_textures.DownloadTexture(TEF.TextureID); } } void Avatars_AvatarAppearance(object sender, AvatarAppearanceEventArgs e) { if (e.Simulator.Handle != Client.Network.CurrentSim.Handle) return; OpenMetaverse.Avatar a = e.Simulator.ObjectsAvatars.Find(av => av.ID == e.AvatarID); if (a != null) { DownloadAVTextures(a); avHasTex.Add(a.LocalID); } } void UpdateAvTexture(uint avLocalID) { GameObject avatarGameObject; if (!avatars.TryGetValue(avLocalID, out avatarGameObject)) return; //get AvatarAppearence before AvatarUpdate bool del = true; Radegast.Rendering.RenderAvatar ra = renderAvatars[avLocalID]; foreach (Radegast.Rendering.GLMesh mesh in ra.glavatar._meshes.Values) { if (mesh.Name == "skirtMesh") continue; UUID texID = ra.avatar.Textures.GetFace((uint)mesh.teFaceID).TextureID; Texture2D tex = m_textures.GetTexture2D(texID); if (tex != null) { Transform child = avatarGameObject.transform.FindChild(mesh.Name); UnityEngine.Material mat = child.GetComponent().material; mat.mainTexture = tex; } else del = false; } if (del) avHasTex.Remove(avLocalID); } void Appearance_AppearanceSet(object sender, AppearanceSetEventArgs e) { if (e.Success) { OpenMetaverse.Avatar me; if (Client.Network.CurrentSim.ObjectsAvatars.TryGetValue(Client.Self.LocalID, out me)) { DownloadAVTextures(me); if (!avHasTex.Contains(Client.Self.LocalID)) avHasTex.Add(Client.Self.LocalID); } } } } public static class Utility { public static MeshmerizerR R = new MeshmerizerR(); public static Texture2D Bitmap2Texture2D(System.Drawing.Bitmap bitmap) { byte[] byteArray = null; using (System.IO.MemoryStream stream = new System.IO.MemoryStream()) { bitmap.Save(stream, System.Drawing.Imaging.ImageFormat.Png); byteArray = stream.ToArray(); } Texture2D tex = new Texture2D(bitmap.Width, bitmap.Height); tex.LoadImage(byteArray); return tex; } public static void MakeMesh(UnityEngine.Mesh mesh, Face face, int vertices_begin, int vertices_end, int indices_begin, int indices_end, int indices_offset) { //we have to clear the mesh first, otherwise there will be exceptions. mesh.Clear(); int vertices_count = vertices_end - vertices_begin + 1; UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[vertices_count]; UnityEngine.Vector3[] normals = new UnityEngine.Vector3[vertices_count]; UnityEngine.Vector2[] uv = new UnityEngine.Vector2[vertices_count]; for (int k = vertices_begin, i = 0; k <= vertices_end; ++k, ++i) { vertices[i].x = face.Vertices[k].Position.X; vertices[i].y = face.Vertices[k].Position.Y; //HACK: unity3d uses left-hand coordinate, so we have to mirror z corrd vertices[i].z = -face.Vertices[k].Position.Z; normals[i].x = face.Vertices[k].Normal.X; normals[i].y = face.Vertices[k].Normal.Y; //HACK: unity3d uses left-hand coordinate, so we have to mirror z corrd normals[i].z = -face.Vertices[k].Normal.Z; uv[i].x = face.Vertices[k].TexCoord.X; //HACK: unity3d uses left-bottom corner as the origin of the texture uv[i].y = 1 - face.Vertices[k].TexCoord.Y; } //indices for this face int[] triangles = new int[indices_end - indices_begin + 1]; for (int k = indices_begin, i = 0; k <= indices_end; k += 3, i += 3) { //HACK: OpenGL's default front face is counter-clock-wise triangles[i] = face.Indices[k + 2] - indices_offset; triangles[i + 1] = face.Indices[k + 1] - indices_offset; triangles[i + 2] = face.Indices[k + 0] - indices_offset; } mesh.vertices = vertices; mesh.normals = normals; mesh.uv = uv; mesh.triangles = triangles; } }