mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-09-12 05:48:47 -05:00
mv SubAssetKey
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@@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using VRMShaders;
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#if UNITY_2020_2_OR_NEWER
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using UnityEditor.AssetImporters;
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#else
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@@ -4,6 +4,7 @@ using System.Linq;
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using UniGLTF;
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using UnityEditor;
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using UnityEngine;
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using VRMShaders;
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namespace VRM
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{
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@@ -70,7 +71,7 @@ namespace VRM
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/// </summary>
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public void ConvertAndExtractImages(Action<IEnumerable<UnityPath>> onTextureReloaded)
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{
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//
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//
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// convert images(metallic roughness, occlusion map)
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//
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var task = m_context.LoadMaterialsAsync();
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@@ -112,7 +113,7 @@ namespace VRM
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if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(o)))
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{
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// already exists. not dispose
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#if VRM_DEVELOP
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#if VRM_DEVELOP
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Debug.Log($"Loaded. skip: {o}");
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#endif
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return true;
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18
Assets/VRM10.Samples/Runtime/VRM10.Samples.Runtime.asmdef
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18
Assets/VRM10.Samples/Runtime/VRM10.Samples.Runtime.asmdef
Normal file
@@ -0,0 +1,18 @@
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{
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"name": "VRM10.Samples.Runtime",
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"references": [
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"UniGLTF",
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"VRMShaders.GLTF.IO.Runtime",
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"VRM10",
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"UniHumanoid"
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],
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"includePlatforms": [],
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"excludePlatforms": [],
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"allowUnsafeCode": false,
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"overrideReferences": false,
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"precompiledReferences": [],
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"autoReferenced": false,
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"defineConstraints": [],
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"versionDefines": [],
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"noEngineReferences": false
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}
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@@ -0,0 +1,7 @@
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fileFormatVersion: 2
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guid: 25cb04f3bb4e1844d871da234c1dcc93
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AssemblyDefinitionImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -3,6 +3,7 @@ using UnityEngine;
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using System.Linq;
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using System.IO;
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using UnityEditor;
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using VRMShaders;
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#if UNITY_2020_2_OR_NEWER
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using UnityEditor.AssetImporters;
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#else
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@@ -4,6 +4,7 @@ using UniGLTF;
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using System.IO;
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using System;
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using UniJSON;
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using VRMShaders;
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#if UNITY_2020_2_OR_NEWER
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using UnityEditor.AssetImporters;
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#else
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@@ -39,7 +40,7 @@ namespace UniVRM10
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return "vrm1 not found";
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}
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// try migrateion
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// try migrateion
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Byte[] migrated = default;
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try
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{
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@@ -1,6 +1,7 @@
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using System;
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using System.Collections.Generic;
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using UniGLTF;
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using VRMShaders;
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namespace UniVRM10
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{
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@@ -4,6 +4,7 @@ using System.Linq;
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using MeshUtility;
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using UniGLTF;
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using UnityEngine;
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using VRMShaders;
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namespace UniVRM10
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@@ -5,6 +5,7 @@ using System.Threading.Tasks;
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using UniGLTF;
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using UnityEngine;
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using VrmLib;
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using VRMShaders;
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namespace UniVRM10
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@@ -3,6 +3,7 @@ using System.Linq;
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using NUnit.Framework;
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using UniGLTF;
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using UnityEngine;
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using VRMShaders;
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namespace UniVRM10
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{
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@@ -1,21 +1,21 @@
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using System;
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using System.Collections.Generic;
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namespace UniGLTF
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namespace VRMShaders
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{
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/// <summary>
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/// UnityEditor.Experimental.AssetImporter.SourceAssetIdentifier に対応する
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///
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///
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/// * SourceAssetIdentifier が UnityEditor なので、 Runtime でも使えるように
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/// * Type が違うが Name が同じだと警告が出る。例えば、Material と 同じ名前の Texture がある場合。
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/// Identifier uniqueness violation: 'Alicia_body'. Scripted Importers do not guarantee that subsequent imports of this asset will properly re-link to these targets.
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/// * なので、SourceAssetIdentifier は、$"{Type.Name}.{UnityObject.name}" のように強制的に Unique にするのが良さそう
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/// * 一方で、Extract したファイル名に $"{Type.Name}." が付属するのは煩わしいのでこれは無しにしたい。
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///
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///
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/// public void AddRemap(SourceAssetIdentifier identifier, UnityEngine.Object externalObject);
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///
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///
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/// の呼び出し時に、identifier.name と externalObject.name が同じでない運用にしてみる。
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///
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///
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/// </summary>
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public struct SubAssetKey : IEquatable<SubAssetKey>
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{
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