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- using System.Collections.Generic;
- using System.Linq;
- using UnityEditor;
- #if !UNITY_2020_2_OR_NEWER
- using UnityEditor.Experimental.AssetImporters;
- #else
- using UnityEditor.AssetImporters;
- #endif
- using UnityEngine;
- namespace Siccity.GLTFUtility {
- /// <summary> Contains methods for saving a gameobject as an asset </summary>
- public static class GLTFAssetUtility {
- public static void SaveToAsset(GameObject root, AnimationClip[] animations, AssetImportContext ctx, ImportSettings settings) {
- #if UNITY_2018_2_OR_NEWER
- ctx.AddObjectToAsset("main", root);
- ctx.SetMainObject(root);
- #else
- ctx.SetMainAsset("main obj", root);
- #endif
- UnwrapParam? unwrapParams = new UnwrapParam()
- {
- angleError = settings.angleError,
- areaError = settings.areaError,
- hardAngle = settings.hardAngle,
- packMargin = settings.packMargin
- };
- MeshRenderer[] renderers = root.GetComponentsInChildren<MeshRenderer>(true);
- SkinnedMeshRenderer[] skinnedRenderers = root.GetComponentsInChildren<SkinnedMeshRenderer>(true);
- MeshFilter[] filters = root.GetComponentsInChildren<MeshFilter>(true);
- AddMeshes(filters, skinnedRenderers, ctx, settings.generateLightmapUVs ? unwrapParams : null);
- AddMaterials(renderers, skinnedRenderers, ctx);
- AddAnimations(animations, ctx, settings.animationSettings);
- }
- public static void AddMeshes(MeshFilter[] filters, SkinnedMeshRenderer[] skinnedRenderers, AssetImportContext ctx, UnwrapParam? lightmapUnwrapInfo) {
- HashSet<Mesh> visitedMeshes = new HashSet<Mesh>();
- for (int i = 0; i < filters.Length; i++) {
- Mesh mesh = filters[i].sharedMesh;
- if (lightmapUnwrapInfo.HasValue) Unwrapping.GenerateSecondaryUVSet(mesh, lightmapUnwrapInfo.Value);
- if (visitedMeshes.Contains(mesh)) continue;
- ctx.AddAsset(mesh.name, mesh);
- visitedMeshes.Add(mesh);
- }
- for (int i = 0; i < skinnedRenderers.Length; i++) {
- Mesh mesh = skinnedRenderers[i].sharedMesh;
- if (visitedMeshes.Contains(mesh)) continue;
- ctx.AddAsset(mesh.name, mesh);
- visitedMeshes.Add(mesh);
- }
- }
- public static void AddAnimations(AnimationClip[] animations, AssetImportContext ctx, AnimationSettings settings) {
- if (animations == null) return;
- // Editor-only animation settings
- foreach (AnimationClip clip in animations) {
- AnimationClipSettings clipSettings = AnimationUtility.GetAnimationClipSettings(clip);
- clipSettings.loopTime = settings.looping;
- AnimationUtility.SetAnimationClipSettings(clip, clipSettings);
- }
- HashSet<AnimationClip> visitedAnimations = new HashSet<AnimationClip>();
- for (int i = 0; i < animations.Length; i++) {
- AnimationClip clip = animations[i];
- if (visitedAnimations.Contains(clip)) continue;
- ctx.AddAsset(clip.name, clip);
- visitedAnimations.Add(clip);
- }
- }
- public static void AddMaterials(MeshRenderer[] renderers, SkinnedMeshRenderer[] skinnedRenderers, AssetImportContext ctx) {
- HashSet<Material> visitedMaterials = new HashSet<Material>();
- HashSet<Texture2D> visitedTextures = new HashSet<Texture2D>();
- for (int i = 0; i < renderers.Length; i++) {
- foreach (Material mat in renderers[i].sharedMaterials) {
- if (mat == GLTFMaterial.defaultMaterial) continue;
- if (visitedMaterials.Contains(mat)) continue;
- if (string.IsNullOrEmpty(mat.name)) mat.name = "material" + visitedMaterials.Count;
- ctx.AddAsset(mat.name, mat);
- visitedMaterials.Add(mat);
- // Add textures
- foreach (Texture2D tex in mat.AllTextures()) {
- // Dont add asset textures
- //if (images[i].isAsset) continue;
- if (visitedTextures.Contains(tex)) continue;
- if (AssetDatabase.Contains(tex)) continue;
- if (string.IsNullOrEmpty(tex.name)) tex.name = "texture" + visitedTextures.Count;
- ctx.AddAsset(tex.name, tex);
- visitedTextures.Add(tex);
- }
- }
- }
- for (int i = 0; i < skinnedRenderers.Length; i++) {
- foreach (Material mat in skinnedRenderers[i].sharedMaterials) {
- if (visitedMaterials.Contains(mat)) continue;
- if (string.IsNullOrEmpty(mat.name)) mat.name = "material" + visitedMaterials.Count;
- ctx.AddAsset(mat.name, mat);
- visitedMaterials.Add(mat);
- // Add textures
- foreach (Texture2D tex in mat.AllTextures()) {
- // Dont add asset textures
- //if (images[i].isAsset) continue;
- if (visitedTextures.Contains(tex)) continue;
- if (AssetDatabase.Contains(tex)) continue;
- if (string.IsNullOrEmpty(tex.name)) tex.name = "texture" + visitedTextures.Count;
- ctx.AddAsset(tex.name, tex);
- visitedTextures.Add(tex);
- }
- }
- }
- }
- public static void AddAsset(this AssetImportContext ctx, string identifier, Object obj) {
- #if UNITY_2018_2_OR_NEWER
- ctx.AddObjectToAsset(identifier, obj);
- #else
- ctx.AddSubAsset(identifier, obj);
- #endif
- }
- public static IEnumerable<Texture2D> AllTextures(this Material mat) {
- int[] ids = mat.GetTexturePropertyNameIDs();
- for (int i = 0; i < ids.Length; i++) {
- Texture2D tex = mat.GetTexture(ids[i]) as Texture2D;
- if (tex != null) yield return tex;
- }
- }
- }
- }
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