UniVRM/Assets/VRM/Editor/Format/VRMImporterMenu.cs

103 lines
3.3 KiB
C#

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<IEnumerable<UnityPath>> onCompleted = texturePaths =>
{
//
// after textures imported
//
var map = texturePaths.Select(x =>
{
var texture = x.LoadAsset<Texture2D>() 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);
}
}
}
}