Beispiel #1
0
        private static void HandleMessagesQueue()
        {
            lock (messages)
            {
                while (messages.Count > 0)
                {
                    // Parse string to extract data with format: "[COMMAND KEY] [JSON DATA]"
                    string   message    = messages.Pop();
                    int      separator  = message.IndexOf(' ');
                    string   command    = message.Substring(0, separator);
                    string   jsonString = message.Substring(separator + 1);
                    JSONNode node       = JSON.Parse(jsonString);

                    switch (command.ToUpper())
                    {
                    case "SET_MATERIAL_PARAMS":
                        MaterialsManipulation.SetMaterialParamsCommand(node);
                        UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
                        break;

                    case "OPENED_PROJECT_INFO":
                        TryConnectToProject(node);
                        break;

                    default:
                        Debug.LogError(string.Format("Unknown command {0}", command));
                        break;
                    }
                }
            }
        }
Beispiel #2
0
        private static void SendAssetToSP()
        {
            // Get the currently selected mesh game object
            MeshInfo[] meshesInfo = MaterialsManipulation.GetSelectedMeshesInfo();
            switch (meshesInfo.Length)
            {
            case 0:
                EditorUtility.DisplayDialog("Substance Painter",
                                            "You need to select one compatible mesh game object in the scene hierarchy respecting prerequisites:\n" +
                                            "- the mesh must be an fbx file imported in project assets\n" +
                                            "- materials must use the 'Standard' shader\n" +
                                            "- materials names must be the default ones (as defined in the mesh)", "OK");
                break;

            case 1:
                SendMeshToSP(meshesInfo[0]);
                break;

            default:
                ItemSelectorWindow.ShowSelect(
                    "Send to Substance Painter",
                    "Select the mesh to send to Substance Painter",
                    meshesInfo.ToList().Select(info => info.AssetPath).ToArray(),
                    index => SendMeshToSP(meshesInfo[index]));
                break;
            }
        }
Beispiel #3
0
        private static void TryConnectToProject(JSONNode jsonData)
        {
            JSONClass projectInfo = jsonData as JSONClass;
            string    projectUrl  = new System.Uri(projectInfo["projectUrl"].Value).AbsoluteUri;
            int       instanceId  = projectInfo["linkIdentifier"].AsInt;

            GameObject gameObject = EditorUtility.InstanceIDToObject(instanceId) as GameObject;

            // Check if the game object exists
            if (!gameObject)
            {
                return;
            }
            MeshInfo[] meshesInfo = MaterialsManipulation.MeshesInfoFromGameObject(gameObject);

            // Check the game object only matches one mesh info
            if (meshesInfo.Length != 1)
            {
                return;
            }
            MeshInfo meshInfo = meshesInfo[0];

            // Check that the project url matches
            string substancePainterProjectPath = GetSpProjectPath(meshInfo);
            string gameObjectProjectUrl        = new System.Uri(substancePainterProjectPath).AbsoluteUri;

            if (projectUrl != gameObjectProjectUrl)
            {
                return;
            }

            // If it matches; link both applications
            SendMeshToSP(meshInfo);
        }
Beispiel #4
0
        private static JSONNode GetSpDataLinkToSend(MeshInfo meshInfo, string substancePainterProjectPath)
        {
            // Prepare data to send to SP
            string workspacePath = Path.GetDirectoryName(Application.dataPath);
            string meshPath      = Path.GetFullPath(Path.Combine(workspacePath, meshInfo.AssetPath).ToString());
            string exportPath    = Path.Combine(Path.Combine("Assets", "SP_Textures"), Path.GetFileNameWithoutExtension(meshInfo.AssetPath)).ToString();
            string meshUri       = new System.Uri(meshPath).AbsoluteUri;

            JSONClass materialsLink = new JSONClass();

            foreach (Material material in meshInfo.Materials)
            {
                ShaderInfos shaderInfos           = ShadersInfos.GetShaderInfos(material.shader);
                JSONClass   propertiesAssociation = new JSONClass();
                foreach (string propertyName in shaderInfos.PropertiesAssociation.Keys)
                {
                    propertiesAssociation.Add(propertyName, new JSONData(shaderInfos.PropertiesAssociation[propertyName]));
                }

                JSONClass materialLink = new JSONClass();
                materialLink.Add("assetPath", AssetDatabase.GetAssetPath(material));
                materialLink.Add("exportPreset", shaderInfos.ExportPreset);
                materialLink.Add("resourceShader", shaderInfos.ResourceShader);
                materialLink.Add("spToLiveLinkProperties", propertiesAssociation);

                // HACK: Sanitize the name the same way SP internally do it
                string sanitizedName = MaterialsManipulation.SanitizeMaterialName(material.name);
                materialsLink.Add(sanitizedName, materialLink);
            }

            JSONClass project = new JSONClass();

            project.Add("meshUrl", new JSONData(meshUri));
            project.Add("normal", new JSONData("OpenGL"));
            project.Add("template", new JSONData(""));
            project.Add("url", new JSONData(new System.Uri(substancePainterProjectPath).AbsoluteUri));

            JSONClass jsonData = new JSONClass();

            jsonData.Add("applicationName", new JSONData("Unity"));
            jsonData.Add("exportPath", new JSONData(exportPath));
            jsonData.Add("workspacePath", new JSONData(workspacePath));
            jsonData.Add("materials", materialsLink);
            jsonData.Add("project", project);
            jsonData.Add("linkIdentifier", new JSONData(meshInfo.Identifier));

            return(jsonData);
        }
Beispiel #5
0
 // Disable the verification for GameObject menu entry as it doesn't work
 // on game objects contextual menu
 // Instead, pop a dialog to alert on prerequisites to follow
 // [MenuItem(SendGameObjectMenuPath, true)]
 private static bool ValidateSendAssetToSP()
 {
     return(MaterialsManipulation.GetSelectedMeshesInfo().Length > 0);
 }