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* UniGLTF.GltfTextureExporter.GetBytesWithMime を VRMShaders.AssetTextureUtil.GetTextureBytesWithMime に移動 * テスト NotReadable, Compressed を VRMShaders に移動 * テスト用リソース Resources/4x4.png と 4x4compressed.DDS を VRMShaders に移動
113 lines
2.9 KiB
C#
113 lines
2.9 KiB
C#
using System.IO;
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using UniGLTF;
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using UnityEngine;
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using UnityEngine.UI;
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using VRM;
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using VRMShaders;
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namespace VRM.Samples
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{
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public class VRMRuntimeExporter : MonoBehaviour
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{
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[SerializeField] Button m_loadButton = default;
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[SerializeField] Button m_exportButton = default;
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GameObject m_model;
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private void Awake()
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{
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m_loadButton.onClick.AddListener(OnLoadClicked);
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m_exportButton.onClick.AddListener(OnExportClicked);
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}
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private void Update()
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{
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m_exportButton.interactable = (m_model != null);
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}
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#region Load
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async void OnLoadClicked()
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{
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#if UNITY_STANDALONE_WIN
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var path = FileDialogForWindows.FileDialog("open VRM", ".vrm");
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#elif UNITY_EDITOR
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var path = UnityEditor.EditorUtility.OpenFilePanel("Open VRM", "", "vrm");
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#else
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var path = Application.dataPath + "/default.vrm";
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#endif
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if (string.IsNullOrEmpty(path))
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{
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return;
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}
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var bytes = File.ReadAllBytes(path);
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// なんらかの方法でByte列を得た
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// GLB形式でJSONを取得しParseします
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var parser = new GltfParser();
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parser.ParseGlb(bytes);
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using (var context = new VRMImporterContext(parser))
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{
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// metaを取得(todo: thumbnailテクスチャのロード)
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var meta = await context.ReadMetaAsync();
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Debug.LogFormat("meta: title:{0}", meta.Title);
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// ParseしたJSONをシーンオブジェクトに変換していく
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await context.LoadAsync();
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OnLoaded(context);
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}
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}
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void OnLoaded(VRMImporterContext context)
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{
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if (m_model != null)
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{
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GameObject.Destroy(m_model.gameObject);
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}
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m_model = context.Root;
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m_model.transform.rotation = Quaternion.Euler(0, 180, 0);
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context.ShowMeshes();
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context.EnableUpdateWhenOffscreen();
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}
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#endregion
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#region Export
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void OnExportClicked()
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{
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//#if UNITY_STANDALONE_WIN
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#if false
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var path = FileDialogForWindows.SaveDialog("save VRM", Application.dataPath + "/export.vrm");
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#else
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var path = Application.dataPath + "/../export.vrm";
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#endif
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if (string.IsNullOrEmpty(path))
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{
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return;
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}
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var vrm = VRMExporter.Export(UniGLTF.MeshExportSettings.Default, m_model, (Texture _) => false, TextureExporter.GetTextureBytesWithMime);
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var bytes = vrm.ToGlbBytes();
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File.WriteAllBytes(path, bytes);
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Debug.LogFormat("export to {0}", path);
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}
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void OnExported(UniGLTF.glTF vrm)
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{
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Debug.LogFormat("exported");
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}
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#endregion
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}
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}
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