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

82 lines
2.7 KiB
C#

using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using UniGLTF;
using UnityEditor;
using UnityEngine;
namespace VRM
{
#if !VRM_STOP_ASSETPOSTPROCESSOR
public class vrmAssetPostprocessor : AssetPostprocessor
{
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
{
foreach (string path in importedAssets)
{
if (UnityPath.FromUnityPath(path).IsStreamingAsset)
{
Debug.LogFormat("Skip StreamingAssets: {0}", path);
continue;
}
var ext = Path.GetExtension(path).ToLower();
if (ext == ".vrm")
{
try
{
ImportVrm(UnityPath.FromUnityPath(path));
}
catch (VRMImporterContext.NotVrm0Exception)
{
// is not vrm0
}
}
}
}
static void ImportVrm(UnityPath vrmPath)
{
if (!vrmPath.IsUnderAssetsFolder)
{
throw new Exception();
}
var parser = new GltfParser();
parser.ParseGlb(File.ReadAllBytes(vrmPath.FullPath));
var prefabPath = vrmPath.Parent.Child(vrmPath.FileNameWithoutExtension + ".prefab");
Action<IEnumerable<UnityPath>> onCompleted = texturePaths =>
{
var map = texturePaths.Select(x =>
{
var texture = x.LoadAsset<Texture2D>();
return (texture.name, texture: texture as UnityEngine.Object);
}).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))
{
TextureImporterConfigurator.Configure(textureInfo, map.ToDictionary(x => x.name, x => x.texture as Texture2D));
}
context.Load();
editor.SaveAsAsset();
}
};
// extract texture images
using (var context = new VRMImporterContext(parser))
{
var editor = new VRMEditorImporterContext(context, prefabPath);
editor.ConvertAndExtractImages(onCompleted);
}
}
}
#endif
}