mv VRMShaders namespace to UniGLTF

This commit is contained in:
Masataka SUMI 2024-07-20 23:47:45 +09:00
parent d0dcdf09fc
commit e9da5e2b7b
148 changed files with 107 additions and 225 deletions

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@ -2,7 +2,6 @@ using System;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,9 +1,7 @@
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -3,7 +3,7 @@ using System.Reflection;
using UnityEditor;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
internal static class EditorTextureUtility
{

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@ -3,7 +3,7 @@ using System.IO;
using UnityEditor;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public sealed class EditorTextureSerializer : ITextureSerializer
{

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@ -3,8 +3,7 @@ using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public static class TextureImporterConfigurator
{

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@ -2,8 +2,7 @@ using UnityEditor;
using UnityEngine;
using System.IO;
using System.Linq;
using System.Collections.Generic;
using VRMShaders;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else

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@ -1,6 +1,6 @@
using UnityEngine;
using System.Linq;
using VRMShaders;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else

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@ -1,13 +1,12 @@
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if UNITY_2020_1_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -3,13 +3,13 @@ using System.Collections.Generic;
using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if UNITY_2020_1_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -4,7 +4,7 @@ using System.IO;
using System.Linq;
using UnityEditor;
using UnityEngine;
using VRMShaders;
#if UNITY_2020_2_OR_NEWER
using UnityEditor.AssetImporters;
#else

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@ -1,13 +1,13 @@
using System.Collections.Generic;
using System.Linq;
using UnityEditor;
using UnityEngine;
#if UNITY_2020_1_OR_NEWER
using UnityEditor.AssetImporters;
#else
using UnityEditor.Experimental.AssetImporters;
#endif
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -3,9 +3,7 @@ using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEditor;
using UniGLTF;
using System.Linq;
using VRMShaders;
namespace UniGLTF
{

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@ -1,6 +1,5 @@
using System;
using UnityEngine;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -2,7 +2,6 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using VRMShaders;
namespace UniGLTF.MeshUtility
{

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@ -1,7 +1,5 @@
using UnityEngine;
using System.Linq;
using VRMShaders;
using System;
using System.Collections.Generic;

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@ -2,8 +2,6 @@ using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using UnityEngine.UIElements;
using VRMShaders;
namespace UniGLTF.MeshUtility
{

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@ -4,7 +4,7 @@ using System.Linq;
using System.Threading.Tasks;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public class AnimationClipFactory : IResponsibilityForDestroyObjects
{

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@ -3,7 +3,6 @@ using System.Linq;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{
@ -346,11 +345,11 @@ namespace UniGLTF
});
}
public static IEnumerable<VRMShaders.SubAssetKey> EnumerateSubAssetKeys(glTF gltf)
public static IEnumerable<SubAssetKey> EnumerateSubAssetKeys(glTF gltf)
{
foreach (var gltfAnimation in gltf.animations)
{
yield return new VRMShaders.SubAssetKey(typeof(AnimationClip), gltfAnimation.name);
yield return new SubAssetKey(typeof(AnimationClip), gltfAnimation.name);
}
}
}

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@ -1,7 +1,7 @@
using System;
using System.Threading.Tasks;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// ImporterContext の 非同期実行 LoadAsync を補助する。

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@ -1,7 +1,7 @@
using System;
using System.Threading.Tasks;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// 同期実行

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@ -2,7 +2,7 @@
using UnityEngine;
using Object = UnityEngine.Object;
namespace VRMShaders
namespace UniGLTF
{
internal sealed class NextFrameTaskScheduler
{

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@ -1,7 +1,7 @@
using System;
using System.Threading.Tasks;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// Runtime (Build 後と、Editor Playing) での非同期ロードを実現する AwaitCaller.

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@ -1,7 +1,7 @@
using System;
using System.Threading.Tasks;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// Runtime (Build 後と、Editor Playing) での非同期ロードを実現する AwaitCaller.

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@ -1,7 +1,7 @@
using System;
using System.Collections.Concurrent;
namespace VRMShaders
namespace UniGLTF
{
internal sealed class TinyManagedTaskScheduler
{

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@ -1,4 +1,4 @@
namespace VRMShaders
namespace UniGLTF
{
public enum ColorSpace
{

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@ -2,7 +2,6 @@ using System;
using System.IO;
using System.Threading.Tasks;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,6 +1,6 @@
using System;
namespace VRMShaders
namespace UniGLTF
{
public delegate void TakeResponsibilityForDestroyObjectFunc(SubAssetKey key, UnityEngine.Object obj);

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@ -4,7 +4,6 @@ using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using UnityEngine.Profiling;
using VRMShaders;
namespace UniGLTF
{

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@ -1,6 +1,5 @@
using System;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,5 +1,4 @@
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,7 +1,5 @@
using System;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -1,7 +1,5 @@
using System;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -1,8 +1,6 @@
using System;
using System.Linq;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -1,8 +1,6 @@
using System;
using UniGLTF.UniUnlit;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,9 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -2,8 +2,6 @@
using System.Collections.Generic;
using UniGLTF.UniUnlit;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -1,5 +1,4 @@
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,5 +1,4 @@
using UnityEngine;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{
@ -50,7 +49,7 @@ namespace UniGLTF
if (data.MigrationFlags.IsEmissiveFactorGamma)
{
return emissiveFactor.ToColor3(VRMShaders.ColorSpace.sRGB, VRMShaders.ColorSpace.Linear);
return emissiveFactor.ToColor3(ColorSpace.sRGB, ColorSpace.Linear);
}
else
{

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@ -1,6 +1,4 @@
using VRMShaders;
namespace UniGLTF
namespace UniGLTF
{
/// <summary>
/// 指定の index の glTFMaterial から Import できる Material の生成情報を生成する。

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@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public sealed class MaterialDescriptor
{

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@ -3,8 +3,7 @@ using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public delegate Task<Texture> GetTextureAsyncFunc(TextureDescriptor texDesc, IAwaitCaller awaitCaller);

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@ -1,6 +1,4 @@
using System.Collections.Generic;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,7 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,8 +1,6 @@
using System;
using System.Collections.Generic;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -2,8 +2,6 @@ using System;
using System.Collections.Generic;
using System.Collections.ObjectModel;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -4,7 +4,6 @@ using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.Profiling;
using UnityEngine.Rendering;
using VRMShaders;
namespace UniGLTF
{

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@ -5,7 +5,7 @@ using UnityEngine;
using UnityEditor;
#endif
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// UniGLTF.UnityPath (Assets の ひとつ上がルート) をすべてのパスが扱えるように拡張するのが趣旨。

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@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// UnityEditor.Experimental.AssetImporter.SourceAssetIdentifier に対応する

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@ -1,4 +1,4 @@
namespace VRMShaders
namespace UniGLTF
{
public static class Symbols
{

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@ -1,6 +1,6 @@
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public static class NormalConverter
{

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@ -2,7 +2,7 @@ using System;
using System.Linq;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
///

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@ -2,7 +2,7 @@ using System;
using System.Linq;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public static class TextureConverter
{

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@ -1,7 +1,5 @@
using System;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
namespace UniGLTF
{

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@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// Texture を用途別に変換の要不要を判断して gltf.textures の index に対応させる機能。

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@ -1,6 +1,6 @@
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// Texture2D を入力として byte[] を得る機能

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@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public sealed class RuntimeTextureSerializer : ITextureSerializer
{

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@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
internal sealed class TextureExportParam
{

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@ -1,4 +1,4 @@
namespace VRMShaders
namespace UniGLTF
{
internal enum TextureExportTypes
{

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@ -2,7 +2,7 @@
using System.Collections.Generic;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// glTF にエクスポートする変換方式を蓄えて index を確定させる。

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@ -1,6 +1,6 @@
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// ITextureDeserializer 実装者にテクスチャロード処理を委譲するために必要な情報.

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@ -1,5 +1,4 @@
using System.Collections.Generic;
using VRMShaders;
namespace UniGLTF
{

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@ -1,8 +1,4 @@
using System;
using System.Collections.Generic;
using System.Linq;
using VRMShaders;
using System.Collections.Generic;
namespace UniGLTF
{

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@ -1,9 +1,6 @@
using System;
using System.Threading.Tasks;
using System.Threading.Tasks;
using Unity.Collections;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,6 +1,4 @@
using VRMShaders;
namespace UniGLTF
namespace UniGLTF
{
/// <summary>
/// glTF から Import できる、すべての Texture の生成情報を生成する。

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@ -2,7 +2,7 @@
using System.Threading.Tasks;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// 単純に Texture2D アセットを生成する機能

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@ -6,7 +6,7 @@ using UnityEngine;
using KtxUnity;
#endif
namespace VRMShaders
namespace UniGLTF
{
public sealed class KtxTextureDeserializer : ITextureDeserializer
{

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@ -1,7 +1,7 @@
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public readonly struct SamplerParam
{

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@ -2,7 +2,7 @@
using System.Threading.Tasks;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// get bytes for

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@ -1,6 +1,6 @@
using System.Collections.Generic;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// TextureImportParam の集合を Unique な集合にする。

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@ -4,7 +4,7 @@ using UnityEngine;
using System.Linq;
using System.Threading.Tasks;
namespace VRMShaders
namespace UniGLTF
{
public class TextureFactory : IResponsibilityForDestroyObjects
{

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@ -1,7 +1,7 @@
using System;
using System.IO;
namespace VRMShaders
namespace UniGLTF
{
public static class TextureImportName
{

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@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public enum TextureImportTypes
{

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@ -2,7 +2,7 @@
using System.Threading.Tasks;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// Unity の ImageConversion.LoadImage を用いて PNG/JPG の読み込みを実現する

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@ -1,7 +1,7 @@
using System.Threading.Tasks;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
/// <summary>
/// Runtime での Texture2D 生成を実現するデフォルトの実装

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@ -1,6 +1,6 @@
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
internal static class TextureExtensions
{

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@ -1,6 +1,5 @@
using System;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,6 +1,6 @@
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public static class UnityObjectDestroyer
{

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@ -4,8 +4,6 @@ using System.Linq;
using System.Text.RegularExpressions;
using UniGLTF.MeshUtility;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,7 +1,6 @@
using System.Collections.Generic;
using UniGLTF.Utils;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -4,8 +4,6 @@
"references": [
"GUID:8d76e605759c3f64a957d63ef96ada7c",
"GUID:5f875fdc81c40184c8333b9d63c6ddd5",
"GUID:da3e51d19d51a544fa14d43fee843098",
"GUID:7da8a75dcade2144aab699032d7d7987",
"GUID:27619889b8ba8c24980f49ee34dbb44a",
"GUID:0acc523941302664db1f4e527237feb3",
"GUID:1cd941934d098654fa21a13f28346412"

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@ -1,9 +1,8 @@
using System.Linq;
using NUnit.Framework;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public sealed class CopyTextureTests
{

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@ -1,10 +1,6 @@
using System;
using System.IO;
using System.Linq;
using NUnit.Framework;
using NUnit.Framework;
using UnityEditor;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -4,7 +4,6 @@ using System.IO;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -1,9 +1,7 @@
using System;
using NUnit.Framework;
using NUnit.Framework;
using UnityEngine;
using UniJSON;
using System.Linq;
using VRMShaders;
namespace UniGLTF
{

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@ -2,7 +2,7 @@ using System.Linq;
using NUnit.Framework;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public class MetallicRoughnessConverterTests
{

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@ -1,9 +1,7 @@
using System.Linq;
using NUnit.Framework;
using UnityEditor;
using NUnit.Framework;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public sealed class PathObjectTests
{

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@ -2,7 +2,7 @@
using UnityEditor;
using UnityEngine;
namespace VRMShaders
namespace UniGLTF
{
public class TextureBytesTests
{

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@ -3,7 +3,6 @@ using System.IO;
using System.Linq;
using NUnit.Framework;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -4,7 +4,6 @@ using System.Collections.Generic;
using System.Linq;
using UniJSON;
using UnityEngine;
using VRMShaders;
namespace UniGLTF
{

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@ -31,7 +31,7 @@ namespace UniGLTF.GltfViewer
LoadPathAsync(path);
}
async void LoadPathAsync(VRMShaders.PathObject path)
async void LoadPathAsync(PathObject path)
{
if (_instance)
{

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@ -2,10 +2,10 @@ namespace UniGLTF.GltfViewer
{
public static class OpenFileDialog
{
public static VRMShaders.PathObject Show(string title, params string[] extensions)
public static PathObject Show(string title, params string[] extensions)
{
#if UNITY_STANDALONE_WIN
return VRMShaders.PathObject.FromFullPath(FileDialogForWindows.FileDialog(title, extensions));
return PathObject.FromFullPath(FileDialogForWindows.FileDialog(title, extensions));
#else
UnityEngine.Debug.LogWarning("Non-Windows runtime file dialogs are not yet implemented.");
return default;

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@ -6,7 +6,6 @@ using UniGLTF;
using UniGLTF.MeshUtility;
using UniGLTF.Utils;
using UnityEngine;
using VRMShaders;
namespace VRM
{

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@ -1,10 +1,8 @@
using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using UnityEditor;
using UnityEngine;
using VRMShaders;
namespace VRM
{

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@ -5,8 +5,6 @@ using System.Linq;
using UniGLTF;
using UnityEditor;
using UnityEngine;
using VRMShaders;
namespace VRM
{
@ -86,7 +84,7 @@ namespace VRM
var editor = new VRMEditorImporterContext(context, prefabPath);
foreach (var textureInfo in context.TextureDescriptorGenerator.Get().GetEnumerable())
{
VRMShaders.TextureImporterConfigurator.Configure(textureInfo, context.TextureFactory.ExternalTextures);
TextureImporterConfigurator.Configure(textureInfo, context.TextureFactory.ExternalTextures);
}
var loaded = context.Load();
editor.SaveAsAsset(loaded);

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@ -4,8 +4,6 @@
"references": [
"GUID:05dd262a0c0a2f841b8252c8c3815582",
"GUID:b7aa47b240b57de44a4b2021c143c9bf",
"GUID:da3e51d19d51a544fa14d43fee843098",
"GUID:7da8a75dcade2144aab699032d7d7987",
"GUID:8d76e605759c3f64a957d63ef96ada7c",
"GUID:5f875fdc81c40184c8333b9d63c6ddd5",
"GUID:301b251fd9834274c9228e0532f444f7",

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@ -2,7 +2,6 @@
using System.Linq;
using UnityEngine;
using System;
using VRMShaders;
using UniGLTF;
namespace VRM

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@ -2,8 +2,7 @@
using UniGLTF;
using UniGLTF.ShaderPropExporter;
using UnityEngine;
using VRMShaders;
using ColorSpace = VRMShaders.ColorSpace;
using ColorSpace = UniGLTF.ColorSpace;
namespace VRM
{

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@ -1,7 +1,6 @@
using System;
using UniGLTF;
using UnityEngine;
using VRMShaders;
namespace VRM
{

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