Beispiel #1
0
        static void GenerateMeshLOD(MeshLOD meshLOD, HashSet <int> preprocessMeshes)
        {
            // A NOP to make sure we have an instance before launching into threads that may need to execute on the main thread
            MonoBehaviourHelper.ExecuteOnMainThread(() => { });

            WorkingMesh inputMesh   = null;
            var         inputMeshID = meshLOD.inputMesh.GetInstanceID();

            if (!preprocessMeshes.Contains(inputMeshID))
            {
                inputMesh = meshLOD.inputMesh.ToWorkingMesh();
            }

            var meshSimplifier = (IMeshSimplifier)Activator.CreateInstance(meshLOD.meshSimplifierType);
            var worker         = new BackgroundWorker();

            worker.DoWork += (sender, args) =>
            {
                // If this mesh is dependent on another mesh, then let it complete first
                if (inputMesh == null)
                {
                    while (preprocessMeshes.Contains(inputMeshID))
                    {
                        Thread.Sleep(100);
                    }

                    MonoBehaviourHelper.ExecuteOnMainThread(() => inputMesh = meshLOD.inputMesh.ToWorkingMesh());
                }

                var outputMesh = new WorkingMesh();
#if UNITY_2017_3_OR_NEWER
                outputMesh.indexFormat = inputMesh.indexFormat;
#endif
                meshSimplifier.Simplify(inputMesh, outputMesh, meshLOD.quality, () =>
                {
                    var outMesh = meshLOD.outputMesh;
                    Debug.Log("Completed LOD " + outMesh.name);
                    outputMesh.name = outMesh.name;
                    outputMesh.ApplyToMesh(outMesh);
                    outMesh.RecalculateBounds();

                    var outputMeshID = outMesh.GetInstanceID();
                    if (preprocessMeshes.Remove(outputMeshID))
                    {
                        Debug.Log("Pre-process mesh complete: " + outputMeshID);
                    }
                });;
            };

            worker.RunWorkerAsync();
        }
Beispiel #2
0
        void OnPostprocessModel(GameObject go)
        {
            if (!go.GetComponentInChildren <LODGroup>() && meshSimplifierType != null && IsEditable(assetPath))
            {
                if (go.GetComponentsInChildren <SkinnedMeshRenderer>().Any())
                {
                    Debug.LogWarning("Automatic LOD generation on skinned meshes is not currently supported");
                    return;
                }

                var  originalMeshFilters = go.GetComponentsInChildren <MeshFilter>();
                uint polyCount           = 0;
                foreach (var mf in originalMeshFilters)
                {
                    var m = mf.sharedMesh;
                    for (int i = 0; i < m.subMeshCount; i++)
                    {
                        var topology   = m.GetTopology(i);
                        var indexCount = m.GetIndexCount(i);

                        switch (topology)
                        {
                        case MeshTopology.Quads:
                            indexCount /= 4;
                            break;

                        case MeshTopology.Triangles:
                            indexCount /= 3;
                            break;

                        case MeshTopology.Lines:
                        case MeshTopology.LineStrip:
                            indexCount /= 2;
                            break;
                        }

                        polyCount += indexCount;
                    }
                }

                var meshLODs         = new List <MeshLOD>();
                var preprocessMeshes = new HashSet <int>();

                var lodData          = GetLODData(assetPath);
                var overrideDefaults = lodData.overrideDefaults;
                var importSettings   = lodData.importSettings;

                // It's possible to override defaults to either generate on import or to not generate and use specified
                // LODs in the override, but in the case where we are not overriding and globally we are not generating
                // on import, then there should be no further processing.
                if (!overrideDefaults && !enabled)
                {
                    return;
                }

                if (importSettings.generateOnImport)
                {
                    if (importSettings.maxLODGenerated == 0 && polyCount <= importSettings.initialLODMaxPolyCount)
                    {
                        return;
                    }

                    var simplifierType = Type.GetType(importSettings.meshSimplifier) ?? meshSimplifierType;

                    if (polyCount > importSettings.initialLODMaxPolyCount)
                    {
                        foreach (var mf in originalMeshFilters)
                        {
                            var inputMesh = mf.sharedMesh;

                            var outputMesh = new Mesh();
                            outputMesh.name   = inputMesh.name;
                            outputMesh.bounds = inputMesh.bounds;
                            mf.sharedMesh     = outputMesh;

                            var meshLOD = new MeshLOD();
                            meshLOD.inputMesh          = inputMesh;
                            meshLOD.outputMesh         = outputMesh;
                            meshLOD.quality            = (float)importSettings.initialLODMaxPolyCount / (float)polyCount;
                            meshLOD.meshSimplifierType = simplifierType;
                            meshLODs.Add(meshLOD);

                            preprocessMeshes.Add(outputMesh.GetInstanceID());
                        }
                    }

                    // Clear out previous LOD data in case the number of LODs has been reduced
                    for (int i = 0; i <= LODData.MaxLOD; i++)
                    {
                        lodData[i] = null;
                    }

                    lodData[0] = originalMeshFilters.Select(mf => mf.GetComponent <Renderer>()).ToArray();

                    for (int i = 1; i <= importSettings.maxLODGenerated; i++)
                    {
                        var lodMeshes = new List <Renderer>();

                        foreach (var mf in originalMeshFilters)
                        {
                            var inputMesh = mf.sharedMesh;

                            var lodTransform = EditorUtility.CreateGameObjectWithHideFlags(mf.name,
                                                                                           k_DefaultHideFlags, typeof(MeshFilter), typeof(MeshRenderer)).transform;
                            lodTransform.parent        = mf.transform;
                            lodTransform.localPosition = Vector3.zero;
                            lodTransform.localRotation = Quaternion.identity;
                            lodTransform.localScale    = new Vector3(1, 1, 1);

                            var lodMF       = lodTransform.GetComponent <MeshFilter>();
                            var lodRenderer = lodTransform.GetComponent <MeshRenderer>();

                            AppendLODNameToRenderer(lodRenderer, i);

                            var outputMesh = new Mesh();
                            outputMesh.name   = string.Format("{0} LOD{1}", inputMesh.name, i);
                            outputMesh.bounds = inputMesh.bounds;
                            lodMF.sharedMesh  = outputMesh;

                            lodMeshes.Add(lodRenderer);

                            EditorUtility.CopySerialized(mf.GetComponent <MeshRenderer>(), lodRenderer);

                            var meshLOD = new MeshLOD();
                            meshLOD.inputMesh          = inputMesh;
                            meshLOD.outputMesh         = outputMesh;
                            meshLOD.quality            = Mathf.Pow(0.5f, i);
                            meshLOD.meshSimplifierType = simplifierType;
                            meshLODs.Add(meshLOD);
                        }

                        lodData[i] = lodMeshes.ToArray();
                    }

                    // Change the name of the original renderers last, so the name change doesn't end up in the clones for other LODs
                    AppendLODNameToRenderers(go.transform, 0);

                    if (meshLODs.Count > 0)
                    {
                        if (string.IsNullOrEmpty(AssetDatabase.GetAssetPath(lodData)))
                        {
                            AssetDatabase.CreateAsset(lodData, GetLODDataPath(assetPath));
                        }
                        else
                        {
                            var objects = AssetDatabase.LoadAllAssetsAtPath(GetLODDataPath(assetPath));
                            foreach (var o in objects)
                            {
                                var mesh = o as Mesh;
                                if (mesh)
                                {
                                    UnityObject.DestroyImmediate(mesh, true);
                                }
                            }
                            EditorUtility.SetDirty(lodData);
                        }
                        meshLODs.ForEach(ml => AssetDatabase.AddObjectToAsset(ml.outputMesh, lodData));
                        if (saveAssets)
                        {
                            AssetDatabase.SaveAssets();
                        }

                        // Process dependencies first
                        var jobDependencies = new NativeArray <JobHandle>(preprocessMeshes.Count, Allocator.Temp);
                        var i = 0;
                        meshLODs.RemoveAll(ml =>
                        {
                            if (preprocessMeshes.Contains(ml.outputMesh.GetInstanceID()))
                            {
                                jobDependencies[i++] = ml.Generate();
                                return(true);
                            }

                            return(false);
                        });

                        // Process remaining meshes
                        foreach (var ml in meshLODs)
                        {
                            ml.Generate(jobDependencies);
                        }

                        jobDependencies.Dispose();
                    }
                }
                else
                {
                    // Don't allow overriding LOD0
                    lodData[0] = originalMeshFilters.Select(mf =>
                    {
                        var r = mf.GetComponent <Renderer>();
                        AppendLODNameToRenderer(r, 0);
                        return(r);
                    }).ToArray();

                    for (int i = 1; i <= LODData.MaxLOD; i++)
                    {
                        var renderers = lodData[i];
                        for (int j = 0; j < renderers.Length; j++)
                        {
                            var r = renderers[j];

                            var lodTransform = EditorUtility.CreateGameObjectWithHideFlags(r.name,
                                                                                           k_DefaultHideFlags, typeof(MeshFilter), typeof(MeshRenderer)).transform;
                            lodTransform.parent        = go.transform;
                            lodTransform.localPosition = Vector3.zero;

                            var lodMF       = lodTransform.GetComponent <MeshFilter>();
                            var lodRenderer = lodTransform.GetComponent <MeshRenderer>();

                            EditorUtility.CopySerialized(r.GetComponent <MeshFilter>(), lodMF);
                            EditorUtility.CopySerialized(r, lodRenderer);

                            AppendLODNameToRenderer(lodRenderer, i);

                            renderers[j] = lodRenderer;
                        }
                    }
                }

                List <LOD> lods        = new List <LOD>();
                var        maxLODFound = -1;
                for (int i = 0; i <= LODData.MaxLOD; i++)
                {
                    var renderers = lodData[i];
                    if (renderers == null || renderers.Length == 0)
                    {
                        break;
                    }

                    maxLODFound++;
                }

                var importerRef       = new SerializedObject(assetImporter);
                var importerLODLevels = importerRef.FindProperty("m_LODScreenPercentages");
                for (int i = 0; i <= maxLODFound; i++)
                {
                    var lod = new LOD();
                    lod.renderers = lodData[i];
                    var screenPercentage = i == maxLODFound ? 0.01f : Mathf.Pow(0.5f, i + 1);

                    // Use the model importer percentages if they exist
                    if (i < importerLODLevels.arraySize && maxLODFound == importerLODLevels.arraySize)
                    {
                        var element = importerLODLevels.GetArrayElementAtIndex(i);
                        screenPercentage = element.floatValue;
                    }

                    lod.screenRelativeTransitionHeight = screenPercentage;
                    lods.Add(lod);
                }

                if (importerLODLevels.arraySize != 0 && maxLODFound != importerLODLevels.arraySize)
                {
                    Debug.LogWarning("The model has an existing lod group, but it's settings will not be used because " +
                                     "the specified lod count in the AutoLOD settings is different.");
                }

                var lodGroup = go.AddComponent <LODGroup>();
                lodGroup.SetLODs(lods.ToArray());
                lodGroup.RecalculateBounds();

                // Keep model importer in sync
                importerLODLevels.ClearArray();
                for (int i = 0; i < lods.Count; i++)
                {
                    var lod = lods[i];
                    importerLODLevels.InsertArrayElementAtIndex(i);
                    var element = importerLODLevels.GetArrayElementAtIndex(i);
                    element.floatValue = lod.screenRelativeTransitionHeight;
                }
                importerRef.ApplyModifiedPropertiesWithoutUndo();

                s_ModelAssetsProcessed.Add(assetPath);
            }
        }
Beispiel #3
0
        static void GenerateLODs(GameObject go)
        {
            // A NOP to make sure we have an instance before launching into threads that may need to execute on the main thread
            MonoBehaviourHelper.ExecuteOnMainThread(() => {});

            var meshFilters = go.GetComponentsInChildren <MeshFilter>();

            if (meshFilters.Length > 0)
            {
                var lodGroup = go.GetComponent <LODGroup>();
                if (!lodGroup)
                {
                    lodGroup = go.AddComponent <LODGroup>();
                }

                var lods = new LOD[maxLOD + 1];
                var lod0 = lods[0];
                lod0.renderers = go.GetComponentsInChildren <MeshRenderer>();
                lod0.screenRelativeTransitionHeight = 0.5f;
                lods[0] = lod0;

                var meshes = new List <Mesh>();

                for (int l = 1; l <= maxLOD; l++)
                {
                    var lodRenderers = new List <MeshRenderer>();
                    foreach (var mf in meshFilters)
                    {
                        var sharedMesh = mf.sharedMesh;

                        if (!sharedMesh)
                        {
                            Debug.LogWarning("AutoLOD: Missing mesh " + mf.name, mf);
                            continue;
                        }

                        var lodTransform = EditorUtility.CreateGameObjectWithHideFlags(string.Format("{0} LOD{1}", sharedMesh.name, l),
                                                                                       k_DefaultHideFlags, typeof(MeshFilter), typeof(MeshRenderer)).transform;
                        lodTransform.SetParent(mf.transform, false);

                        var lodMF       = lodTransform.GetComponent <MeshFilter>();
                        var lodRenderer = lodTransform.GetComponent <MeshRenderer>();

                        lodRenderers.Add(lodRenderer);

                        EditorUtility.CopySerialized(mf, lodMF);
                        EditorUtility.CopySerialized(mf.GetComponent <MeshRenderer>(), lodRenderer);

                        var simplifiedMesh = new Mesh();
                        simplifiedMesh.name = sharedMesh.name + string.Format(" LOD{0}", l);
                        lodMF.sharedMesh    = simplifiedMesh;
                        meshes.Add(simplifiedMesh);

                        var meshLOD = MeshLOD.GetGenericInstance(meshSimplifierType);
                        meshLOD.InputMesh  = sharedMesh;
                        meshLOD.OutputMesh = simplifiedMesh;
                        meshLOD.Quality    = Mathf.Pow(0.5f, l);
                        meshLOD.Generate();
                    }

                    var lod = lods[l];
                    lod.renderers = lodRenderers.ToArray();
                    lod.screenRelativeTransitionHeight = l == maxLOD ? 0.01f : Mathf.Pow(0.5f, l + 1);
                    lods[l] = lod;
                }

                lodGroup.ForceLOD(0);
                lodGroup.SetLODs(lods.ToArray());
                lodGroup.RecalculateBounds();
                lodGroup.ForceLOD(-1);

#if UNITY_2018_2_OR_NEWER
                var prefab = PrefabUtility.GetCorrespondingObjectFromSource(go);
#else
                var prefab = PrefabUtility.GetPrefabParent(go);
#endif
                if (prefab)
                {
                    var lodsAssetPath = GetLODAssetPath(prefab);
                    if (File.Exists(lodsAssetPath))
                    {
                        meshes.ForEach(m => AssetDatabase.AddObjectToAsset(m, lodsAssetPath));
                    }
                    else
                    {
                        ObjectUtils.CreateAssetFromObjects(meshes.ToArray(), lodsAssetPath);
                    }
                }
            }
        }