GLTFAssetUtility.cs 5.0 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133
  1. using System.Collections.Generic;
  2. using System.Linq;
  3. using UnityEditor;
  4. #if !UNITY_2020_2_OR_NEWER
  5. using UnityEditor.Experimental.AssetImporters;
  6. #else
  7. using UnityEditor.AssetImporters;
  8. #endif
  9. using UnityEngine;
  10. namespace Siccity.GLTFUtility {
  11. /// <summary> Contains methods for saving a gameobject as an asset </summary>
  12. public static class GLTFAssetUtility {
  13. public static void SaveToAsset(GameObject root, AnimationClip[] animations, AssetImportContext ctx, ImportSettings settings) {
  14. #if UNITY_2018_2_OR_NEWER
  15. ctx.AddObjectToAsset("main", root);
  16. ctx.SetMainObject(root);
  17. #else
  18. ctx.SetMainAsset("main obj", root);
  19. #endif
  20. UnwrapParam? unwrapParams = new UnwrapParam()
  21. {
  22. angleError = settings.angleError,
  23. areaError = settings.areaError,
  24. hardAngle = settings.hardAngle,
  25. packMargin = settings.packMargin
  26. };
  27. MeshRenderer[] renderers = root.GetComponentsInChildren<MeshRenderer>(true);
  28. SkinnedMeshRenderer[] skinnedRenderers = root.GetComponentsInChildren<SkinnedMeshRenderer>(true);
  29. MeshFilter[] filters = root.GetComponentsInChildren<MeshFilter>(true);
  30. AddMeshes(filters, skinnedRenderers, ctx, settings.generateLightmapUVs ? unwrapParams : null);
  31. AddMaterials(renderers, skinnedRenderers, ctx);
  32. AddAnimations(animations, ctx, settings.animationSettings);
  33. }
  34. public static void AddMeshes(MeshFilter[] filters, SkinnedMeshRenderer[] skinnedRenderers, AssetImportContext ctx, UnwrapParam? lightmapUnwrapInfo) {
  35. HashSet<Mesh> visitedMeshes = new HashSet<Mesh>();
  36. for (int i = 0; i < filters.Length; i++) {
  37. Mesh mesh = filters[i].sharedMesh;
  38. if (lightmapUnwrapInfo.HasValue) Unwrapping.GenerateSecondaryUVSet(mesh, lightmapUnwrapInfo.Value);
  39. if (visitedMeshes.Contains(mesh)) continue;
  40. ctx.AddAsset(mesh.name, mesh);
  41. visitedMeshes.Add(mesh);
  42. }
  43. for (int i = 0; i < skinnedRenderers.Length; i++) {
  44. Mesh mesh = skinnedRenderers[i].sharedMesh;
  45. if (visitedMeshes.Contains(mesh)) continue;
  46. ctx.AddAsset(mesh.name, mesh);
  47. visitedMeshes.Add(mesh);
  48. }
  49. }
  50. public static void AddAnimations(AnimationClip[] animations, AssetImportContext ctx, AnimationSettings settings) {
  51. if (animations == null) return;
  52. // Editor-only animation settings
  53. foreach (AnimationClip clip in animations) {
  54. AnimationClipSettings clipSettings = AnimationUtility.GetAnimationClipSettings(clip);
  55. clipSettings.loopTime = settings.looping;
  56. AnimationUtility.SetAnimationClipSettings(clip, clipSettings);
  57. }
  58. HashSet<AnimationClip> visitedAnimations = new HashSet<AnimationClip>();
  59. for (int i = 0; i < animations.Length; i++) {
  60. AnimationClip clip = animations[i];
  61. if (visitedAnimations.Contains(clip)) continue;
  62. ctx.AddAsset(clip.name, clip);
  63. visitedAnimations.Add(clip);
  64. }
  65. }
  66. public static void AddMaterials(MeshRenderer[] renderers, SkinnedMeshRenderer[] skinnedRenderers, AssetImportContext ctx) {
  67. HashSet<Material> visitedMaterials = new HashSet<Material>();
  68. HashSet<Texture2D> visitedTextures = new HashSet<Texture2D>();
  69. for (int i = 0; i < renderers.Length; i++) {
  70. foreach (Material mat in renderers[i].sharedMaterials) {
  71. if (mat == GLTFMaterial.defaultMaterial) continue;
  72. if (visitedMaterials.Contains(mat)) continue;
  73. if (string.IsNullOrEmpty(mat.name)) mat.name = "material" + visitedMaterials.Count;
  74. ctx.AddAsset(mat.name, mat);
  75. visitedMaterials.Add(mat);
  76. // Add textures
  77. foreach (Texture2D tex in mat.AllTextures()) {
  78. // Dont add asset textures
  79. //if (images[i].isAsset) continue;
  80. if (visitedTextures.Contains(tex)) continue;
  81. if (AssetDatabase.Contains(tex)) continue;
  82. if (string.IsNullOrEmpty(tex.name)) tex.name = "texture" + visitedTextures.Count;
  83. ctx.AddAsset(tex.name, tex);
  84. visitedTextures.Add(tex);
  85. }
  86. }
  87. }
  88. for (int i = 0; i < skinnedRenderers.Length; i++) {
  89. foreach (Material mat in skinnedRenderers[i].sharedMaterials) {
  90. if (visitedMaterials.Contains(mat)) continue;
  91. if (string.IsNullOrEmpty(mat.name)) mat.name = "material" + visitedMaterials.Count;
  92. ctx.AddAsset(mat.name, mat);
  93. visitedMaterials.Add(mat);
  94. // Add textures
  95. foreach (Texture2D tex in mat.AllTextures()) {
  96. // Dont add asset textures
  97. //if (images[i].isAsset) continue;
  98. if (visitedTextures.Contains(tex)) continue;
  99. if (AssetDatabase.Contains(tex)) continue;
  100. if (string.IsNullOrEmpty(tex.name)) tex.name = "texture" + visitedTextures.Count;
  101. ctx.AddAsset(tex.name, tex);
  102. visitedTextures.Add(tex);
  103. }
  104. }
  105. }
  106. }
  107. public static void AddAsset(this AssetImportContext ctx, string identifier, Object obj) {
  108. #if UNITY_2018_2_OR_NEWER
  109. ctx.AddObjectToAsset(identifier, obj);
  110. #else
  111. ctx.AddSubAsset(identifier, obj);
  112. #endif
  113. }
  114. public static IEnumerable<Texture2D> AllTextures(this Material mat) {
  115. int[] ids = mat.GetTexturePropertyNameIDs();
  116. for (int i = 0; i < ids.Length; i++) {
  117. Texture2D tex = mat.GetTexture(ids[i]) as Texture2D;
  118. if (tex != null) yield return tex;
  119. }
  120. }
  121. }
  122. }