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https://github.com/vrm-c/UniVRM.git
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使い方 * var parser = new GltfParser(); * parser.ParsePath(filePath); // ParseJson, ParseGlb 等パース系の関数 * context = new ImporterContext(parser); // parse から context を作る * context.Load(); // もしくは LoadAsync で、Unity化する
71 lines
1.9 KiB
C#
71 lines
1.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using UniGLTF;
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using UnityEditor;
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using UnityEngine;
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namespace VRM
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{
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#if !VRM_STOP_ASSETPOSTPROCESSOR
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public class vrmAssetPostprocessor : AssetPostprocessor
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{
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static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
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{
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foreach (string path in importedAssets)
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{
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if (UnityPath.FromUnityPath(path).IsStreamingAsset)
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{
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Debug.LogFormat("Skip StreamingAssets: {0}", path);
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continue;
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}
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var ext = Path.GetExtension(path).ToLower();
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if (ext == ".vrm")
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{
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ImportVrm(UnityPath.FromUnityPath(path));
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}
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}
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}
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static void ImportVrm(UnityPath path)
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{
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if (!path.IsUnderAssetsFolder)
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{
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throw new Exception();
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}
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var parser = new GltfParser();
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try
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{
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parser.ParseGlb(File.ReadAllBytes(path.FullPath));
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}
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catch (KeyNotFoundException)
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{
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// invalid VRM-0.X.
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// maybe VRM-1.0.do nothing
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return;
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}
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var prefabPath = path.Parent.Child(path.FileNameWithoutExtension + ".prefab");
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// save texture assets !
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var context = new VRMImporterContext(parser);
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context.ExtractImages(prefabPath);
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EditorApplication.delayCall += () =>
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{
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//
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// after textures imported
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//
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context.Load();
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context.SaveAsAsset(prefabPath);
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context.EditorDestroyRoot();
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};
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}
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}
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#endif
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}
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