UniVRM/Assets/VRM/Editor/Format/VRMEditorImporterContext.cs
2021-10-22 18:58:10 +09:00

170 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UniGLTF;
using UnityEditor;
using UnityEngine;
using VRMShaders;
namespace VRM
{
public class VRMEditorImporterContext
{
VRMImporterContext m_context;
UnityPath m_prefabPath;
List<UnityPath> m_paths = new List<UnityPath>();
public ITextureDescriptorGenerator TextureDescriptorGenerator => m_context.TextureDescriptorGenerator;
public VRMEditorImporterContext(VRMImporterContext context, UnityPath prefabPath)
{
m_context = context;
m_prefabPath = prefabPath;
}
public UnityPath GetAssetPath(UnityPath prefabPath, UnityEngine.Object o)
{
if (o is BlendShapeAvatar
|| o is BlendShapeClip)
{
var dir = prefabPath.GetAssetFolder(".BlendShapes");
var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
return assetPath;
}
else if (o is Avatar)
{
var dir = prefabPath.GetAssetFolder(".Avatar");
var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
return assetPath;
}
else if (o is VRMMetaObject)
{
var dir = prefabPath.GetAssetFolder(".MetaObject");
var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
return assetPath;
}
else if (o is UniHumanoid.AvatarDescription)
{
var dir = prefabPath.GetAssetFolder(".AvatarDescription");
var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
return assetPath;
}
else if (o is Material)
{
var materialDir = prefabPath.GetAssetFolder(".Materials");
var materialPath = materialDir.Child(o.name.EscapeFilePath() + ".asset");
return materialPath;
}
else if (o is Mesh)
{
var meshDir = prefabPath.GetAssetFolder(".Meshes");
var meshPath = meshDir.Child(o.name.EscapeFilePath() + ".asset");
return meshPath;
}
else
{
return default(UnityPath);
}
}
/// <summary>
/// Extract images from glb or gltf out of Assets folder.
/// </summary>
public void ConvertAndExtractImages(Action<IEnumerable<UnityPath>> onTextureReloaded)
{
//
// convert images(metallic roughness, occlusion map)
//
var task = m_context.LoadMaterialsAsync();
if (!task.IsCompleted)
{
throw new Exception();
}
if (task.IsFaulted)
{
if (task.Exception is AggregateException ae && ae.InnerExceptions.Count == 1)
{
throw ae.InnerException;
}
else
{
throw task.Exception;
}
}
// Convert thumbnail image
var task2 = m_context.ReadMetaAsync();
if (!task2.IsCompleted || task2.IsCanceled || task2.IsFaulted)
{
throw new Exception();
}
//
// extract converted textures
//
var subAssets = m_context.TextureFactory.ConvertedTextures;
var vrmTextures = new VRMMaterialDescriptorGenerator(m_context.VRM);
var dirName = $"{m_prefabPath.FileNameWithoutExtension}.Textures";
TextureExtractor.ExtractTextures(m_context.Data, m_prefabPath.Parent.Child(dirName), m_context.TextureDescriptorGenerator, subAssets, (_x, _y) => { }, onTextureReloaded);
}
void SaveAsAsset(SubAssetKey _, UnityEngine.Object o)
{
if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(o)))
{
#if VRM_DEVELOP
// 来ない?
Debug.LogWarning($"{o} already exists. skip write");
#endif
return;
}
var assetPath = GetAssetPath(m_prefabPath, o);
if (!assetPath.IsNull)
{
// アセットとして書き込む
assetPath.Parent.EnsureFolder();
assetPath.CreateAsset(o);
m_paths.Add(assetPath);
}
}
public void SaveAsAsset(UniGLTF.RuntimeGltfInstance loaded)
{
loaded.ShowMeshes();
//
// save sub assets
//
m_paths.Clear();
m_paths.Add(m_prefabPath);
loaded.TransferOwnership(SaveAsAsset);
var root = loaded.Root;
// Remove RuntimeGltfInstance component before saving as a prefab.
UnityObjectDestoyer.DestroyRuntimeOrEditor(loaded);
// Create or update Main Asset
if (m_prefabPath.IsFileExists)
{
Debug.LogFormat("replace prefab: {0}", m_prefabPath);
var prefab = m_prefabPath.LoadAsset<GameObject>();
PrefabUtility.SaveAsPrefabAssetAndConnect(root, m_prefabPath.Value, InteractionMode.AutomatedAction);
}
else
{
Debug.LogFormat("create prefab: {0}", m_prefabPath);
PrefabUtility.SaveAsPrefabAssetAndConnect(root, m_prefabPath.Value, InteractionMode.AutomatedAction);
}
// destroy GameObject on scene
UnityObjectDestoyer.DestroyRuntimeOrEditor(root);
foreach (var x in m_paths)
{
x.ImportAsset();
}
}
}
}