mirror of
https://github.com/vrm-c/UniVRM.git
synced 2026-05-11 13:04:17 -05:00
124 lines
3.9 KiB
C#
124 lines
3.9 KiB
C#
using System.Collections;
|
|
using System.Collections.Generic;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
|
|
|
|
namespace VRM
|
|
{
|
|
public class PreviewEditor : Editor
|
|
{
|
|
PreviewSceneManager m_scene;
|
|
protected PreviewSceneManager PreviewSceneManager
|
|
{
|
|
get { return m_scene; }
|
|
}
|
|
|
|
PreviewFaceRenderer m_renderer;
|
|
GameObject m_prefab;
|
|
GameObject Prefab
|
|
{
|
|
get { return m_prefab; }
|
|
set
|
|
{
|
|
if (m_prefab == value) return;
|
|
m_prefab = value;
|
|
|
|
if (m_scene != null)
|
|
{
|
|
//Debug.LogFormat("OnDestroy");
|
|
GameObject.DestroyImmediate(m_scene.gameObject);
|
|
m_scene = null;
|
|
}
|
|
|
|
if (m_prefab != null)
|
|
{
|
|
m_scene = VRM.PreviewSceneManager.GetOrCreate(m_prefab);
|
|
if (m_scene != null)
|
|
{
|
|
m_scene.gameObject.SetActive(false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
protected void Bake(BlendShapeBinding[] values, MaterialValueBinding[] materialValues, float weight)
|
|
{
|
|
if (m_scene != null)
|
|
{
|
|
m_scene.Bake(values, materialValues, weight);
|
|
}
|
|
}
|
|
|
|
protected virtual void OnEnable()
|
|
{
|
|
m_renderer = new PreviewFaceRenderer();
|
|
var assetPath = AssetDatabase.GetAssetPath(target);
|
|
//Debug.LogFormat("assetPath: {0}", assetPath);
|
|
if (!string.IsNullOrEmpty(assetPath))
|
|
{
|
|
Prefab = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
|
|
}
|
|
}
|
|
|
|
protected virtual void OnDisable()
|
|
{
|
|
if (m_renderer != null)
|
|
{
|
|
m_renderer.Dispose();
|
|
m_renderer = null;
|
|
}
|
|
}
|
|
|
|
protected virtual void OnDestroy()
|
|
{
|
|
if (m_scene != null)
|
|
{
|
|
//Debug.LogFormat("OnDestroy");
|
|
m_scene.Clean();
|
|
GameObject.DestroyImmediate(m_scene.gameObject);
|
|
m_scene = null;
|
|
}
|
|
}
|
|
|
|
public override void OnInspectorGUI()
|
|
{
|
|
//base.OnInspectorGUI();
|
|
|
|
Prefab = (GameObject)EditorGUILayout.ObjectField("prefab", Prefab, typeof(GameObject), false);
|
|
}
|
|
|
|
// very important to override this, it tells Unity to render an ObjectPreview at the bottom of the inspector
|
|
public override bool HasPreviewGUI() { return true; }
|
|
|
|
// the main ObjectPreview function... it's called constantly, like other IMGUI On*GUI() functions
|
|
public override void OnPreviewGUI(Rect r, GUIStyle background)
|
|
{
|
|
// if this is happening, you have bigger problems
|
|
if (!ShaderUtil.hardwareSupportsRectRenderTexture)
|
|
{
|
|
if (Event.current.type == EventType.Repaint)
|
|
{
|
|
EditorGUI.DropShadowLabel(new Rect(r.x, r.y, r.width, 40f), "Mesh preview requires\nrender texture support");
|
|
}
|
|
return;
|
|
}
|
|
if (Event.current.type != EventType.Repaint)
|
|
{
|
|
// if we don't need to update yet, then don't
|
|
return;
|
|
}
|
|
|
|
if (m_renderer != null && m_scene != null)
|
|
{
|
|
var texture = m_renderer.Render(r, background, m_scene);
|
|
if (texture != null)
|
|
{
|
|
// draw the RenderTexture in the ObjectPreview pane
|
|
GUI.DrawTexture(r, texture, ScaleMode.StretchToFill, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|