UniVRM/Assets/UniGLTF/Editor/MeshUtility/TabMeshSeparator.cs

60 lines
1.9 KiB
C#

using UniGLTF.M17N;
using UnityEditor;
using UnityEngine;
namespace UniGLTF.MeshUtility
{
/// <summary>
/// BlendShape の有無で Mesh を分割する
/// </summary>
public static class TabMeshSeparator
{
public static bool OnGUI(GameObject _exportTarget)
{
var _isInvokeSuccess = false;
GUILayout.BeginVertical();
{
GUILayout.BeginHorizontal();
GUILayout.FlexibleSpace();
if (GUILayout.Button("Process", GUILayout.MinWidth(100)))
{
_isInvokeSuccess = TabMeshSeparator.Execute(_exportTarget);
}
GUILayout.EndHorizontal();
}
GUILayout.EndVertical();
return _isInvokeSuccess;
}
static bool Execute(GameObject _exportTarget)
{
if (_exportTarget == null)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_GAMEOBJECT_SELECTED.Msg(), "ok");
return false;
}
var go = _exportTarget;
if (go.GetComponentsInChildren<SkinnedMeshRenderer>().Length == 0)
{
EditorUtility.DisplayDialog("Failed", MeshProcessingMessages.NO_SKINNED_MESH.Msg(), "ok");
return false;
}
// copy
var outputObject = GameObject.Instantiate(go);
outputObject.name = outputObject.name + "_mesh_separation";
// 改変と asset の作成
var list = MeshUtility.SeparationProcessing(outputObject);
foreach (var (src, with, without) in list)
{
// asset の永続化
MeshUtility.SaveMesh(src, with, MeshUtility.BlendShapeLogic.WithBlendShape);
MeshUtility.SaveMesh(src, without, MeshUtility.BlendShapeLogic.WithoutBlendShape);
}
return true;
}
}
}