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Material from .obj not being imported in Android App
Hello, I'm trying to make an application that use this scripts:
using UnityEngine;
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text.RegularExpressions;
using System.IO;
using System.Text;
public class OBJ : MonoBehaviour {
public string objPath;
public float objmaxsize=4.0F; //never negative
public float objminsize=0.3F; //never negative
public bool EnforceSingleObj=false;
public float BumpStrength=1.8F;
//public bool AutoResolveVLimit=true; //not implemented yet
private scaleoffset mainso;
private scaleoffset currentso;
private List<scaleoffset> objso=new List<scaleoffset>();
private class scaleoffset{
public string name;
public bool initval=false;
public float MasterScale=1.0F;
public float minvpos;
public float maxvpos;
public float minvxpos;
public float maxvxpos;
public float minvypos;
public float maxvypos;
public float minvzpos;
public float maxvzpos;
public float MasterOffsetx=0;
public float MasterOffsety=0;
public float MasterOffsetz=0;
public Vector3 MainOffset=new Vector3();
public int vfirst;
public int vlast;
}
private bool treatasoneobject=false;
private int vcount=0;
/* OBJ file tags */
private const string O = "o";
private const string G = "g";
private const string V = "v";
private const string VT = "vt";
private const string VN = "vn";
private const string F = "f";
private const string MTL = "mtllib";
private const string UML = "usemtl";
/* MTL file tags */
private const string NML = "newmtl";
private const string NS = "Ns"; // Shininess
private const string KA = "Ka"; // Ambient component (not supported)
private const string KD = "Kd"; // Diffuse component
private const string KE = "Ke"; // Emissive / Self Illum component
private const string KS = "Ks"; // Specular component
private const string D = "d"; // Transparency (not supported)
private const string TR = "Tr"; // Same as 'd'
private const string ILLUM = "illum"; // Illumination model. 1 - diffuse, 2 - specular
private const string MAP_KA = "map_Ka"; // Ambient texture //Not Implemented
private const string MAP_KD = "map_Kd"; // Diffuse texture
private const string MAP_KS = "map_Ks"; // Specular texture
private const string MAP_KE = "map_Ke"; // Self-Illumination or Emmisive texture
private const string MAP_D = "map_d"; // Alpha texture or -
private const string MAP_TR = "map_tr"; // Alpha texture
private const string MAP_BUMP = "map_bump"; // Bump texture (Reflection, Refraction,Displacement textures are not supported currently)
private string basepath;
private string mtllib;
private GeometryBuffer buffer;
private Texture2D[] TMPTextures;
///Initialiser
void Start() {
buffer = new GeometryBuffer ();
if (objPath!="") {
if (!objPath.Contains("http://")) {
basepath=Path.GetDirectoryName(objPath);
objPath="file://"+objPath;
basepath="file://"+basepath+Path.DirectorySeparatorChar;
} else {
basepath = (objPath.IndexOf("/") == -1) ? "" : objPath.Substring(0, objPath.LastIndexOf("/") + 1);
}
StartCoroutine (Load (objPath));
}
}
///Main Loop
public IEnumerator Load(string path) {
WWW loader = new WWW(path);
yield return loader;
if (loader.error != null) {
Debug.Log("File Not Found"); //!!!!!
} else {
SetGeometryData(loader.text);
}
if (buffer.Check(true,false)) { //buffer.Trace(AutoResolveVLimit)
if(hasMaterials) {
loader = new WWW(ResolvePath(mtllib,basepath));
yield return loader;
if (loader.error != null) {
Debug.Log("failed to resolve material library path"+basepath+mtllib); //!!!!!
string[] emats=buffer.ReturnMaterialNames();
materialData = new List<MaterialData>();
MaterialData nmd = new MaterialData();
foreach(string mname in emats) {
nmd = new MaterialData();
nmd.name = mname;
nmd.ShaderName="Diffuse";
nmd.diffuse = new Color(0.5f, 0.5f, 0.5f, 1.0f);
materialData.Add(nmd);
}
} else {
SetMaterialData(loader.text);
TMPTextures=new Texture2D[TextureList.Count];
foreach (KeyValuePair<string, int>txt in TextureList) {
string imgext=Path.GetExtension(txt.Key);
if (imgext==".jpg"||imgext==".jpeg"||imgext==".png") {
WWW texloader = new WWW(ResolvePath(txt.Key,basepath));
yield return texloader;
if (texloader.error != null) {
Debug.Log("failed to resolve texture path"+basepath+txt.Key);
} else {
TMPTextures[txt.Value]=texloader.texture;
}
} else {
Debug.Log(txt.Key+": image not correct file type please use jpeg or png"); //!!!!
}
}
SolveMaterials();
}
}
CheckScale();
Build();
} else {
Debug.Log("Too many poly's");
}
Destroy (this);
}
//Set ScaleOffset data for object or master group
private void pushscaleoffset(scaleoffset so,Vector3 v) {
if (!so.initval) {
so.minvxpos=v.x;
so.maxvxpos=v.x;
so.minvypos=v.y;
so.maxvypos=v.y;
so.minvzpos=v.z;
so.maxvzpos=v.z;
so.initval=true;
} else {
so.minvxpos=v.x<so.minvxpos?v.x:so.minvxpos;
so.maxvxpos=v.x>so.maxvxpos?v.x:so.maxvxpos;
so.minvypos=v.y<so.minvypos?v.y:so.minvypos;
so.maxvypos=v.y>so.maxvypos?v.y:so.maxvypos;
so.minvzpos=v.z<so.minvzpos?v.z:so.minvzpos;
so.maxvzpos=v.z>so.maxvzpos?v.z:so.maxvzpos;
}
}
///Geometry
private void SetGeometryData(string data) {
data = data.Replace("\r\n","\n");
string[] lines = data.Split("\n".ToCharArray());
Vector3 v;
mainso = new scaleoffset();
for(int i = 0; i < lines.Length; i++) {
string l = lines[i];
l=Regex.Replace(l,@"# object","o");//tomekkie ALTERATION
if(l.IndexOf("#") != -1) l = l.Substring(0, l.IndexOf("#"));
l=Regex.Replace(l,@"\s+"," ");
l=l.Trim();
string[] p = l.Split(" ".ToCharArray());
switch(p[0]) {
case O:
if (!EnforceSingleObj) {
if (currentso!=null) {
currentso.vlast=vcount;
objso.Add(currentso);
}
buffer.PushObject(p[1].Trim());
currentso = new scaleoffset();
currentso.vfirst=vcount;
currentso.name=p[1].Trim();
}
break;
case G:
buffer.PushGroup(p[1].Trim());
break;
case V:
if (p.Length>=3) {
v=new Vector3(cf(p[1]),cf(p[2]),0-cf(p[3]));
buffer.PushVertex(v); //Any 0- Flipping should match normals
vcount++;
pushscaleoffset(mainso,v);
if (currentso!=null) {
pushscaleoffset(currentso,v);
}
}
break;
case VT:
if (p.Length>=2) {
buffer.PushUV(new Vector2( cf(p[1]), cf(p[2]) ));
}
break;
case VN:
if (p.Length>=3) {
buffer.PushNormal(new Vector3(cf(p[1]),cf(p[2]),0-cf(p[3]))); //Any 0- Flipping should match vertex
}
break;
case F:
if (p.Length>=4) {
if (p.Length<=5) {//is triangle or quad
string[] c;
for (int j=0;j<p.Length-3;j++) { //get all possible triangles from line
FaceIndices fi = new FaceIndices(); //1 vert
c=p[1].Trim().Split("/".ToCharArray());
if (c.Length > 0 && c[0] != string.Empty) {fi.vi = ci(c[0])-1;}
if (c.Length > 1 && c[1] != string.Empty) {fi.vu = ci(c[1])-1;}
if (c.Length > 2 && c[2] != string.Empty) {fi.vn = ci(c[2])-1;}
buffer.PushFace(fi);
for (int k=0;k<2;k++) { //2nd and 3rd vert
fi = new FaceIndices();
int no=3-k+j; // To invert faces replace with : int no=2+k+j;
c=p[no].Trim().Split("/".ToCharArray());
if (c.Length > 0 && c[0] != string.Empty) {fi.vi = ci(c[0])-1;}
if (c.Length > 1 && c[1] != string.Empty) {fi.vu = ci(c[1])-1;}
if (c.Length > 2 && c[2] != string.Empty) {fi.vn = ci(c[2])-1;}
buffer.PushFace(fi);
}
}
} else { //is poly try triangulate, see TriPoly script
TriPoly triangulation;
triangulation = new TriPoly();
Vector3[] pointlist=new Vector3[p.Length-1];
//Vector3[] normallist=new Vector3[p.Length-1];
string[] c;
for (int j=1;j<p.Length;j++) { //go through each faceindex in poly list and pull relevant vertice from geometrybuffer add to vector[]
c=p[j].Trim().Split("/".ToCharArray());
if (c.Length > 0 && c[0] != string.Empty) {pointlist[j-1] = buffer.vertices[ci(c[0])-1];}
//if (c.Length > 2 && c[2] != string.Empty) {normallist[j-1] = buffer.normals[ci(c[2])-1];}
}
int[] indices;
//if (normallist!=null) {
// indices=triangulation.Patch(pointlist, normallist);
//} else {
indices=triangulation.Patch(pointlist); //, normallist
//}
if (indices.Length>2) {
for (int j=0;j<indices.Length;++j) { //may need to reverse this?
FaceIndices fi = new FaceIndices();
c=p[indices[j]+1].Trim().Split("/".ToCharArray());
if (c.Length > 0 && c[0] != string.Empty) {fi.vi = ci(c[0])-1;}
if (c.Length > 1 && c[1] != string.Empty) {fi.vu = ci(c[1])-1;}
if (c.Length > 2 && c[2] != string.Empty) {fi.vn = ci(c[2])-1;}
buffer.PushFace(fi);
}
}
}
}
break;
case MTL:
mtllib = p[1].Trim();
break;
case UML:
buffer.PushMaterialGroup(p[1].Trim()); //hello
break;
}
}
if (currentso!=null) {
currentso.vlast=vcount;
objso.Add(currentso);
}
}
private void CalculateScaleOffset(scaleoffset so,bool above){
so.MasterOffsetx=0.0f-((so.maxvxpos/2.0f)+(so.minvxpos/2.0f));
so.MasterOffsety=0.0f-((so.maxvypos/2.0f)+(so.minvypos/2.0f));
so.MasterOffsetz=0.0f-((so.maxvzpos/2.0f)+(so.minvzpos/2.0f));
if (above) { //UPrestingonzero
so.MainOffset=new Vector3(so.MasterOffsetx,so.MasterOffsety+((so.maxvypos-so.minvypos)/2.0f),so.MasterOffsetz);
} else { //UpCentred
so.MainOffset=new Vector3(so.MasterOffsetx,so.MasterOffsety,so.MasterOffsetz);
}
so.minvpos=so.minvypos<so.minvxpos?so.minvypos:so.minvxpos;
so.minvpos=so.minvzpos<so.minvpos?so.minvzpos:so.minvpos;
so.maxvpos=so.maxvypos>so.maxvxpos?so.maxvypos:so.maxvxpos;
so.maxvpos=so.maxvzpos>so.maxvpos?so.maxvzpos:so.maxvpos;
float ep=0.0F;
ep=(0-so.minvpos)>so.maxvpos?(0-so.minvpos):so.maxvpos;
if (ep!=0.0f) {
if (ep>objmaxsize) so.MasterScale=objmaxsize/ep;
if (ep<objminsize) so.MasterScale=objminsize/ep;
} else {
so.MasterScale=1.0f;
}
}
private void CheckScale() {
CalculateScaleOffset(mainso,true);
if (!EnforceSingleObj && objso.Count>1) {
treatasoneobject=false;
foreach(scaleoffset so in objso) {
CalculateScaleOffset(so,false);
for(int i=so.vfirst;i<so.vlast;i++) {
buffer.vertices[i]=(buffer.vertices[i]+so.MainOffset)*mainso.MasterScale;
}
}
} else {
treatasoneobject=true;
for(int i=0;i<buffer.vertices.Count;i++) {
buffer.vertices[i]=(buffer.vertices[i]+mainso.MainOffset)*mainso.MasterScale;
}
}
}
private float cf(string v) {
return Convert.ToSingle(v.Trim(), new CultureInfo("en-US"));
}
private int ci(string v) {
return Convert.ToInt32(v.Trim(), new CultureInfo("en-US"));
}
///Materials
private Color gc(string[] p) {
return new Color( cf(p[1]), cf(p[2]), cf(p[3]) );
}
private bool hasMaterials {
get {
return mtllib != null;
}
}
Dictionary<string, int> TextureList = new Dictionary<string, int>();
private List<MaterialData> materialData;
private class MaterialData {
public string name;
public Color ambient;
public Color diffuse;
public Color specular;
public Color emmisive;
public bool emmision=false;
public float shininess;
public float alpha=1.0f;
public int illumType;
public string ambientTexPath;
public string diffuseTexPath;
public string emmisiveTexPath;
public string specularTexPath;
public string alphaTexPath;
public string bumpTexPath;
public Texture2D DiffTexture;
public Texture2D BumpTexture;
public Texture2D EmmisiveTexture;
public string ShaderName;
}
private void SetMaterialData(string data) {
data = data.Replace("\r\n","\n");
string[] lines = data.Split("\n".ToCharArray());
materialData = new List<MaterialData>();
MaterialData current = new MaterialData();
int texturecount=0;
for(int i = 0; i < lines.Length; i++) {
string l = lines[i];
if(l.IndexOf("#") != -1) l = l.Substring(0, l.IndexOf("#"));
l=Regex.Replace(l,@"\s+"," ");
l=l.Trim();
string[] p = l.Split(" ".ToCharArray());
switch(p[0]) {
case NML:
current = new MaterialData();
current.name = p[1].Trim();
materialData.Add(current);
break;
case KA:
current.ambient = gc(p);
break;
case KD:
current.diffuse = gc(p);
break;
case KS:
current.specular = gc(p);
break;
case KE:
current.emmisive = gc(p);
if (current.emmisive.grayscale>0.0f) {
current.emmision=true;
}
break;
case NS:
current.shininess = cf(p[1]) / 1000;
break;
case D:
current.alpha = 1.0f-cf(p[1]);
break;
case TR:
current.alpha = 1.0f-cf(p[1]);
break;
case MAP_KA: //ambiant - not currently utilised
current.ambientTexPath = p[p.Length-1].Trim();
if (!TextureList.ContainsKey(p[p.Length-1].Trim())) {
TextureList.Add(p[p.Length-1].Trim(), texturecount);
texturecount++;
}
break;
case MAP_KD: //diffuse
current.diffuseTexPath = p[p.Length-1].Trim();
if (!TextureList.ContainsKey(p[p.Length-1].Trim())) {
TextureList.Add(p[p.Length-1].Trim(), texturecount);
texturecount++;
}
break;
case MAP_KE: //emmisive
current.emmisiveTexPath = p[p.Length-1].Trim();
if (!TextureList.ContainsKey(p[p.Length-1].Trim())) {
TextureList.Add(p[p.Length-1].Trim(), texturecount);
texturecount++;
}
break;
case MAP_KS: //specular
current.specularTexPath = p[p.Length-1].Trim();
if (!TextureList.ContainsKey(p[p.Length-1].Trim())) {
TextureList.Add(p[p.Length-1].Trim(), texturecount);
texturecount++;
}
break;
case MAP_D: //alpha
current.alphaTexPath = p[p.Length-1].Trim();
if (!TextureList.ContainsKey(p[p.Length-1].Trim())) {
TextureList.Add(p[p.Length-1].Trim(), texturecount);
texturecount++;
}
break;
case MAP_TR: //alpha
current.alphaTexPath = p[p.Length-1].Trim();
if (!TextureList.ContainsKey(p[p.Length-1].Trim())) {
TextureList.Add(p[p.Length-1].Trim(), texturecount);
texturecount++;
}
break;
case MAP_BUMP: //bump
current.bumpTexPath = p[p.Length-1].Trim();
if (!TextureList.ContainsKey(p[p.Length-1].Trim())) {
TextureList.Add(p[p.Length-1].Trim(), texturecount);
texturecount++;
}
break;
case ILLUM:
current.illumType = ci(p[1]);
break;
}
}
}
private void SolveMaterials() {
Color[] src;
Color[] dest;
Color[] tmp;
foreach(MaterialData m in materialData) {
Texture2D AlphaChannel=new Texture2D(2,2);
//Match with Shader
bool alph=false;
bool emistxt=false;
m.ShaderName="";
if (m.alpha==1.0&&m.alphaTexPath==null) {
if (m.emmision||m.emmisiveTexPath!=null) {
m.ShaderName+="Self-Illumin/";
if (m.emmisiveTexPath!=null) {
if (TextureList.ContainsKey(m.emmisiveTexPath)) {
AlphaChannel=TMPTextures[TextureList[m.emmisiveTexPath]];
emistxt=true;
alph=true;
}
}
}
} else {
if (m.alpha==1.0) {
m.ShaderName+="Transparent/Cutout/";
if (m.alphaTexPath!=null) {
if (TextureList.ContainsKey(m.alphaTexPath)) {
AlphaChannel=TMPTextures[TextureList[m.alphaTexPath]];
alph=true;
}
}
} else {
m.ShaderName+="Transparent/";
if (m.alphaTexPath!=null) {
if (TextureList.ContainsKey(m.alphaTexPath)) {
AlphaChannel=TMPTextures[TextureList[m.alphaTexPath]];
alph=true;
}
}
}
}
if (m.bumpTexPath!=null) {
if (TextureList.ContainsKey(m.bumpTexPath)){
m.ShaderName+="Bumped ";
m.BumpTexture=TMPTextures[TextureList[m.bumpTexPath]];
}
}
if(m.shininess>0.01||m.specularTexPath!=null) {
m.ShaderName+="Specular";
if (m.specularTexPath!=null) {
if (!alph&&TextureList.ContainsKey(m.specularTexPath)) {
AlphaChannel=TMPTextures[TextureList[m.specularTexPath]];
alph=true;
}
}
} else {
m.ShaderName+="Diffuse";
}
if (m.diffuseTexPath!=null) {
if (TextureList.ContainsKey(m.diffuseTexPath)) {
m.DiffTexture=TMPTextures[TextureList[m.diffuseTexPath]];
}
}
// Process Required Textures
Texture2D Temp;
if (alph) {
if (m.DiffTexture!=null) {
AlphaChannel=ScaleTexture(AlphaChannel,m.DiffTexture.width,m.DiffTexture.height);
Temp=new Texture2D(m.DiffTexture.width,m.DiffTexture.height,TextureFormat.ARGB32,false);
} else {
m.DiffTexture=new Texture2D(AlphaChannel.width,AlphaChannel.height,TextureFormat.ARGB32,false);
Temp=new Texture2D(AlphaChannel.width,AlphaChannel.height,TextureFormat.ARGB32,false);
}
src=AlphaChannel.GetPixels(0);
dest=m.DiffTexture.GetPixels(0);
tmp=Temp.GetPixels(0);
int px=0;
if (!emistxt) {
if (AlphaChannel.format==TextureFormat.ARGB32) {
if (m.diffuseTexPath==null) {
for(px=0; px<tmp.Length; px++) {
tmp[px] = new Color(0.5F,0.5F,0.5F,src[px].a);
}
} else {
for(px=0; px<tmp.Length;px++) {
tmp[px] = new Color(dest[px].r,dest[px].g,dest[px].b,src[px].a);
}
}
} else {
if (m.diffuseTexPath==null) {
for(px=0; px<tmp.Length;px++) {
tmp[px] = new Color(0.5F,0.5F,0.5F,src[px].grayscale);
}
} else {
for(px=0; px<tmp.Length;px++) {
tmp[px] = new Color(dest[px].r,dest[px].g,dest[px].b,src[px].grayscale);
}
}
}
Temp.SetPixels(tmp,0);
m.DiffTexture=Temp;
m.DiffTexture.SetPixels(m.DiffTexture.GetPixels());
m.DiffTexture.Apply(true);
m.DiffTexture.Compress(true);
} else {
if (AlphaChannel.format==TextureFormat.ARGB32) {
for(px=0; px<tmp.Length; px++) {tmp[px] = new Color(1.0F,1.0F,1.0F,src[px].a);}
} else {
for(px=0; px<tmp.Length; px++) {tmp[px] = new Color(1.0F,1.0F,1.0F,src[px].grayscale);}
}
Temp.SetPixels(tmp,0);
m.EmmisiveTexture=Temp;
m.EmmisiveTexture.SetPixels(m.EmmisiveTexture.GetPixels());
m.EmmisiveTexture.Apply(true);
m.EmmisiveTexture.Compress(true);
}
} else {
if (m.DiffTexture!=null) {
Temp=new Texture2D(m.DiffTexture.width,m.DiffTexture.height,TextureFormat.ARGB32,false);
tmp=m.DiffTexture.GetPixels(0);
Temp.SetPixels(tmp,0);
m.DiffTexture=Temp;
m.DiffTexture.SetPixels(m.DiffTexture.GetPixels());
m.DiffTexture.Apply(true);
m.DiffTexture.Compress(true);
}
}
if (m.BumpTexture!=null) {
m.BumpTexture=NormalMap(m.BumpTexture,BumpStrength);
m.BumpTexture.filterMode=FilterMode.Trilinear;
m.BumpTexture.Compress(true);
}
}
}
private Material GetMaterial(MaterialData md) {
Material m;
m=new Material(Shader.Find(md.ShaderName));
m.SetColor("_Color", md.diffuse);
if (md.ShaderName.Contains("Self-Illumin")) {
if(md.EmmisiveTexture!=null) m.SetTexture("_Illum",md.EmmisiveTexture);
if (md.emmision) {
m.SetColor("_Color", md.emmisive);
}
}
if (md.ShaderName.Contains("Transparent")) {
m.SetColor("_Color", new Color(md.diffuse.r,md.diffuse.g,md.diffuse.b,md.alpha));
}
if (md.ShaderName.Contains("Cutout")) {
m.SetFloat("_Cutoff",0.5F);
}
if (md.ShaderName.Contains("Specular")) {
m.SetColor("_SpecColor", md.specular);
m.SetFloat("_Shininess", md.shininess);
}
if(md.DiffTexture!=null) m.SetTexture("_MainTex",md.DiffTexture);
if(md.BumpTexture!=null) m.SetTexture("_BumpMap",md.BumpTexture);
return m;
}
///Assemble
private void Build() {
Dictionary<string, Material> materials = new Dictionary<string, Material>();
if(hasMaterials) {
Material m = new Material(Shader.Find("Diffuse"));
m.SetColor("_Color", new Color(0.5f, 0.5f, 0.5f, 1.0f));
materials.Add("_spc_default", m);
foreach(MaterialData md in materialData) {
if (!materials.ContainsKey(md.name)) {
materials.Add(md.name, GetMaterial(md));
}
}
} else {
Material m = new Material(Shader.Find("Diffuse"));
m.SetColor("_Color", new Color(0.5f, 0.5f, 0.5f, 1.0f));
materials.Add("_spc_default", m);
}
GameObject[] ms = new GameObject[buffer.numObjects];
if(buffer.numObjects == 1) {
if (!treatasoneobject) { //incase of one geometry but instantiated
GameObject go = new GameObject();
go.transform.parent = gameObject.transform;
go.AddComponent(typeof(MeshFilter));
go.AddComponent(typeof(MeshRenderer));
go.name="_spc_rename_";
ms[0] = go;
} else {
gameObject.AddComponent(typeof(MeshFilter));
gameObject.AddComponent(typeof(MeshRenderer));
ms[0] = gameObject;
}
} else if(buffer.numObjects > 1) {
for(int i = 0; i < buffer.numObjects; i++) {
GameObject go = new GameObject();
go.transform.parent = gameObject.transform;
go.AddComponent(typeof(MeshFilter));
go.AddComponent(typeof(MeshRenderer));
ms[i] = go;
}
}
buffer.PopulateMeshes(ms, materials);
if (!treatasoneobject) {
foreach(GameObject go in ms) {
scaleoffset so = objso.Find(delegate(scaleoffset item) { return item.name == go.name; });
if (so!=null) {
go.transform.localPosition = ((Vector3.zero-so.MainOffset)*mainso.MasterScale)-((Vector3.zero-mainso.MainOffset)*mainso.MasterScale);
}
}
}
}
/////////////////////////////////////////////HELPER FUNCTIONS
private Texture2D NormalMap(Texture2D source,float strength) {
strength=Mathf.Clamp(strength,0.0F,10.0F);
Texture2D result;
float xLeft;
float xRight;
float yUp;
float yDown;
float yDelta;
float xDelta;
result = new Texture2D (source.width, source.height, TextureFormat.ARGB32, true);
for (int by=0; by < result.height; by++) {
for (int bx=0; bx < result.width; bx++) {
xLeft = source.GetPixel(bx-1,by).grayscale*strength;
xRight = source.GetPixel(bx+1,by).grayscale*strength;
yUp = source.GetPixel(bx,by-1).grayscale*strength;
yDown = source.GetPixel(bx,by+1).grayscale*strength;
xDelta = ((xLeft-xRight)+1)*0.5f;
yDelta = ((yUp-yDown)+1)*0.5f;
result.SetPixel(bx,by,new Color(xDelta,yDelta,1.0f,yDelta));
}
}
result.Apply();
return result;
}
private Texture2D ScaleTexture(Texture2D source,int targetWidth,int targetHeight) {
Texture2D result=new Texture2D(targetWidth,targetHeight,source.format,true);
Color[] rpixels=result.GetPixels(0);
float incX=((float)1/source.width)*((float)source.width/targetWidth);
float incY=((float)1/source.height)*((float)source.height/targetHeight);
for(int px=0; px<rpixels.Length; px++) {
rpixels[px] = source.GetPixelBilinear(incX*((float)px%targetWidth),incY*((float)Mathf.Floor(px/targetWidth)));
}
result.SetPixels(rpixels,0);
result.Apply();
return result;
}
private string ResolvePath(string filepath,string basepath) {
string outpath="";
if (Application.isWebPlayer||basepath.Contains("http://")) { //dealing with webaddress or can't run File.Exists
//some kind of web url checker
//Webplayer needs "file://"
//WWW texloader = new WWW(basepath + txt.Key);
//yield return texloader;
//if (texloader.error != null) {
} else {
//File.Exists doesn't like "file://"?
filepath=filepath.Replace("file://", "");
filepath=filepath.Replace("file:///", "");
basepath=basepath.Replace("file://", "");
basepath=basepath.Replace("file:///", "");
string sep=Path.DirectorySeparatorChar.ToString();
string asep;
if (sep=="\\") {
asep="/";
} else {
asep="\\";
}
filepath=filepath.Replace(asep, sep);
if (System.IO.File.Exists(basepath+filepath)) {
outpath=basepath+filepath;
} else {
if (System.IO.File.Exists(basepath+Path.DirectorySeparatorChar.ToString()+filepath)) {
outpath=basepath+Path.DirectorySeparatorChar.ToString()+filepath;
} else {
if (System.IO.File.Exists(filepath)) {
outpath=filepath;
} else {
string[] fpp=filepath.Split(sep.ToCharArray());
string[] bpp=basepath.Split(sep.ToCharArray());
bool found=false;
for (int i=(bpp.Length-1);i>=0;i--) {
for (int j=(fpp.Length-1);j>=0;j--) {
if (!found) {
StringBuilder newpath = new StringBuilder();
for (int k=0;k<i;k++) {
newpath.Append(bpp[k]).Append(sep);
}
for (int k=j;k<fpp.Length;k++) {
newpath.Append(fpp[k]).Append(sep);
}
newpath.Remove(newpath.Length-1, 1);
if (System.IO.File.Exists(newpath.ToString())) {
found=true;
outpath=newpath.ToString();
break;
}
}
}
if (found) break;
}
}
}
}
outpath="file://"+outpath;
}
return outpath;
}
}
It works perfect on my PC but when im trying to run application on Android it doesn't load textures. So i was trying to debug using ADB and i received
I/Unity (22351): NullReferenceException
I/Unity (22351): at UnityEngine.Material..ctor (UnityEngine.Shader shader) [
0x00000] in <filename unknown>:0
I/Unity (22351): at OBJ.GetMaterial (.MaterialData md) [0x00000] in <filenam
e unknown>:0
I/Unity (22351): at OBJ.Build () [0x00000] in <filename unknown>:0
I/Unity (22351): at OBJ+<Load>c__Iterator1.MoveNext () [0x00000] in <filenam
e unknown>:0
I/Unity (22351):
I/Unity (22351): (Filename: Line: -1)
I/Unity (22351):
I assume that this part will be responsible for that issue but i am not sure what exactly, here i need your help guys:) :
private Material GetMaterial(MaterialData md) {
Material m;
m=new Material(Shader.Find(md.ShaderName));
m.SetColor("_Color", md.diffuse);
if (md.ShaderName.Contains("Self-Illumin")) {
if(md.EmmisiveTexture!=null) m.SetTexture("_Illum",md.EmmisiveTexture);
if (md.emmision) {
m.SetColor("_Color", md.emmisive);
}
}
if (md.ShaderName.Contains("Transparent")) {
m.SetColor("_Color", new Color(md.diffuse.r,md.diffuse.g,md.diffuse.b,md.alpha));
}
if (md.ShaderName.Contains("Cutout")) {
m.SetFloat("_Cutoff",0.5F);
}
if (md.ShaderName.Contains("Specular")) {
m.SetColor("_SpecColor", md.specular);
m.SetFloat("_Shininess", md.shininess);
}
if(md.DiffTexture!=null) m.SetTexture("_MainTex",md.DiffTexture);
if(md.BumpTexture!=null) m.SetTexture("_BumpMap",md.BumpTexture);
return m;
}
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