mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-03-31 14:55:07 -05:00
170 lines
5.7 KiB
C#
170 lines
5.7 KiB
C#
using System;
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using System.Collections.Generic;
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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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public class VRMEditorImporterContext
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{
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VRMImporterContext m_context;
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UnityPath m_prefabPath;
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List<UnityPath> m_paths = new List<UnityPath>();
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public ITextureDescriptorGenerator TextureDescriptorGenerator => m_context.TextureDescriptorGenerator;
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public VRMEditorImporterContext(VRMImporterContext context, UnityPath prefabPath)
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{
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m_context = context;
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m_prefabPath = prefabPath;
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}
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public UnityPath GetAssetPath(UnityPath prefabPath, UnityEngine.Object o)
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{
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if (o is BlendShapeAvatar
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|| o is BlendShapeClip)
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{
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var dir = prefabPath.GetAssetFolder(".BlendShapes");
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var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
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return assetPath;
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}
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else if (o is Avatar)
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{
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var dir = prefabPath.GetAssetFolder(".Avatar");
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var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
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return assetPath;
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}
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else if (o is VRMMetaObject)
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{
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var dir = prefabPath.GetAssetFolder(".MetaObject");
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var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
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return assetPath;
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}
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else if (o is UniHumanoid.AvatarDescription)
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{
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var dir = prefabPath.GetAssetFolder(".AvatarDescription");
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var assetPath = dir.Child(o.name.EscapeFilePath() + ".asset");
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return assetPath;
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}
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else if (o is Material)
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{
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var materialDir = prefabPath.GetAssetFolder(".Materials");
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var materialPath = materialDir.Child(o.name.EscapeFilePath() + ".asset");
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return materialPath;
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}
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else if (o is Mesh)
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{
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var meshDir = prefabPath.GetAssetFolder(".Meshes");
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var meshPath = meshDir.Child(o.name.EscapeFilePath() + ".asset");
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return meshPath;
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}
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else
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{
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return default(UnityPath);
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}
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}
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/// <summary>
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/// Extract images from glb or gltf out of Assets folder.
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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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// convert images(metallic roughness, occlusion map)
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//
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var task = m_context.LoadMaterialsAsync();
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if (!task.IsCompleted)
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{
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throw new Exception();
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}
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if (task.IsFaulted)
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{
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if (task.Exception is AggregateException ae && ae.InnerExceptions.Count == 1)
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{
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throw ae.InnerException;
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}
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else
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{
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throw task.Exception;
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}
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}
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// Convert thumbnail image
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var task2 = m_context.ReadMetaAsync();
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if (!task2.IsCompleted || task2.IsCanceled || task2.IsFaulted)
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{
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throw new Exception();
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}
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//
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// extract converted textures
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//
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var subAssets = m_context.TextureFactory.ConvertedTextures;
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var vrmTextures = new VRMMaterialDescriptorGenerator(m_context.VRM);
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var dirName = $"{m_prefabPath.FileNameWithoutExtension}.Textures";
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TextureExtractor.ExtractTextures(m_context.Data, m_prefabPath.Parent.Child(dirName), m_context.TextureDescriptorGenerator, subAssets, (_x, _y) => { }, onTextureReloaded);
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}
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void SaveAsAsset(SubAssetKey _, UnityEngine.Object o)
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{
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if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(o)))
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{
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#if VRM_DEVELOP
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// 来ない?
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Debug.LogWarning($"{o} already exists. skip write");
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#endif
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return;
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}
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var assetPath = GetAssetPath(m_prefabPath, o);
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if (!assetPath.IsNull)
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{
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// アセットとして書き込む
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assetPath.Parent.EnsureFolder();
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assetPath.CreateAsset(o);
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m_paths.Add(assetPath);
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}
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}
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public void SaveAsAsset(UniGLTF.RuntimeGltfInstance loaded)
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{
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loaded.ShowMeshes();
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//
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// save sub assets
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//
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m_paths.Clear();
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m_paths.Add(m_prefabPath);
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loaded.TransferOwnership(SaveAsAsset);
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var root = loaded.Root;
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// Remove RuntimeGltfInstance component before saving as a prefab.
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UnityObjectDestoyer.DestroyRuntimeOrEditor(loaded);
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// Create or update Main Asset
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if (m_prefabPath.IsFileExists)
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{
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Debug.LogFormat("replace prefab: {0}", m_prefabPath);
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var prefab = m_prefabPath.LoadAsset<GameObject>();
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PrefabUtility.SaveAsPrefabAssetAndConnect(root, m_prefabPath.Value, InteractionMode.AutomatedAction);
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}
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else
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{
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Debug.LogFormat("create prefab: {0}", m_prefabPath);
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PrefabUtility.SaveAsPrefabAssetAndConnect(root, m_prefabPath.Value, InteractionMode.AutomatedAction);
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}
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// destroy GameObject on scene
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UnityObjectDestoyer.DestroyRuntimeOrEditor(root);
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foreach (var x in m_paths)
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{
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x.ImportAsset();
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}
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}
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}
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}
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