using System.IO; using UnityEditor; using UnityEngine; using UniGLTF; using System; using System.Collections.Generic; using System.Linq; namespace VRM { public static class VRMImporterMenu { [MenuItem(VRMVersion.MENU + "/Import", priority = 1)] static void ImportMenu() { var path = EditorUtility.OpenFilePanel("open vrm", "", "vrm"); if (string.IsNullOrEmpty(path)) { return; } if (Application.isPlaying) { ImportRuntime(path); return; } if (path.StartsWithUnityAssetPath()) { Debug.LogWarningFormat("disallow import from folder under the Assets"); return; } var prefabPath = EditorUtility.SaveFilePanel("save prefab", "Assets", Path.GetFileNameWithoutExtension(path), "prefab"); if (string.IsNullOrEmpty(path)) { return; } ImportAsset(path, UnityPath.FromFullpath(prefabPath)); } static void ImportRuntime(string path) { // load into scene var parser = new GltfParser(); parser.ParsePath(path); using (var context = new VRMImporterContext(parser)) { context.Load(); context.EnableUpdateWhenOffscreen(); context.ShowMeshes(); context.DisposeOnGameObjectDestroyed(); Selection.activeGameObject = context.Root; } } static void ImportAsset(string path, UnityPath prefabPath) { if (!prefabPath.IsUnderAssetsFolder) { Debug.LogWarningFormat("out of asset path: {0}", prefabPath); return; } // import as asset // var prefabPath = UnityPath.FromUnityPath(prefabPath); var parser = new GltfParser(); parser.ParseGlb(File.ReadAllBytes(path)); Action> onCompleted = texturePaths => { // // after textures imported // var map = texturePaths.Select(x => { var texture = x.LoadAsset() as UnityEngine.Object; return (texture.name, texture); }).ToArray(); using (var context = new VRMImporterContext(parser, map)) { var editor = new VRMEditorImporterContext(context, prefabPath); foreach (var (key, textureInfo) in new VRMMaterialImporter(context.VRM).EnumerateAllTexturesDistinct(parser)) { VRMShaders.TextureImporterConfigurator.Configure(textureInfo, map.ToDictionary(x => x.name, x => x.texture as Texture2D)); } context.Load(); editor.SaveAsAsset(); } }; using (var context = new VRMImporterContext(parser)) { var editor = new VRMEditorImporterContext(context, prefabPath); editor.ConvertAndExtractImages(onCompleted); } } } }