public static Material LoadSubstanceMaterialWithName(string materialPath, string substanceName) { Material material = LoadUnityMaterial(materialPath); #if UNITY_2017_4_OR_NEWER || UNITY_2018_1_OR_NEWER HEU_Logger.LogErrorFormat("Houdini Engine for Unity does not support the new Substance plugin as of yet!"); #elif UNITY_EDITOR if (material != null) { string assetPath = HEU_AssetDatabase.GetAssetPath(material); SubstanceImporter substanceImporter = AssetImporter.GetAtPath(assetPath) as SubstanceImporter; ProceduralMaterial[] proceduralMaterials = substanceImporter.GetMaterials(); for(int i = 0; i < proceduralMaterials.Length; ++i) { if(proceduralMaterials[i].name.Equals(substanceName)) { material = proceduralMaterials[i]; break; } } } #endif if (material != null) { HEU_Logger.LogFormat("Loaded Substance material with name {0} from path {1}.", substanceName, materialPath); } else { HEU_Logger.LogWarningFormat("Failed to load Substance material with name {0} from path {1}.", substanceName, materialPath); } return material; }
public static Material LoadSubstanceMaterialWithIndex(string materialPath, int substanceMaterialIndex) { Material material = LoadUnityMaterial(materialPath); #if UNITY_2017_4_OR_NEWER || UNITY_2018_1_OR_NEWER HEU_Logger.LogErrorFormat("Houdini Engine for Unity does not support the new Substance plugin as of yet!"); #elif UNITY_EDITOR if (material != null) { string assetPath = HEU_AssetDatabase.GetAssetPath(material); SubstanceImporter substanceImporter = AssetImporter.GetAtPath(assetPath) as SubstanceImporter; if(substanceMaterialIndex >= 0 && substanceMaterialIndex < substanceImporter.GetMaterialCount()) { material = substanceImporter.GetMaterials()[substanceMaterialIndex]; } } #endif if (material != null) { HEU_Logger.LogFormat("Loaded Substance material with index {0} from path {1}.", substanceMaterialIndex, materialPath); } else { HEU_Logger.LogWarningFormat("Failed to load Substance material with index {0} from path {1}.", substanceMaterialIndex, materialPath); } return material; }
public static void PrintDependencies(GameObject targetGO) { #if UNITY_EDITOR HEU_Logger.Log("Print Dependcies: target: " + targetGO.name); UnityEngine.Object[] depends = HEU_EditorUtility.CollectDependencies(targetGO); foreach (UnityEngine.Object obj in depends) { HEU_Logger.LogFormat("Dependent: name={0}, type={1}, path={2}, persist={3}, native={4}", obj.name, obj.GetType().ToString(), AssetDatabase.GetAssetOrScenePath(obj), EditorUtility.IsPersistent(obj), AssetDatabase.IsNativeAsset(obj)); } #endif }
/// <summary> /// Process the part at the given index, creating its data (geometry), /// and adding it to the list of parts. /// </summary> /// <param name="session"></param> /// <param name="partID"></param> /// <returns>A valid HEU_PartData if it has been successfully processed.</returns> private void ProcessPart(HEU_SessionBase session, int partID, ref HAPI_PartInfo partInfo, ref HEU_PartData partData) { HEU_HoudiniAsset parentAsset = ParentAsset; if (parentAsset == null) { return; } bool bResult = true; //HEU_Logger.LogFormat("Part: name={0}, id={1}, type={2}, instanced={3}, instance count={4}, instance part count={5}", HEU_SessionManager.GetString(partInfo.nameSH, session), partID, partInfo.type, partInfo.isInstanced, partInfo.instanceCount, partInfo.instancedPartCount); #if HEU_PROFILER_ON float processPartStartTime = Time.realtimeSinceStartup; #endif bool isPartEditable = IsIntermediateOrEditable(); bool isAttribInstancer = false; if (IsGeoInputType()) { // Setup for input node to accept inputs if (_inputNode == null) { string partName = HEU_SessionManager.GetString(partInfo.nameSH, session); _inputNode = HEU_InputNode.CreateSetupInput(GeoID, 0, partName, partName, HEU_InputNode.InputNodeType.NODE, ParentAsset); if (_inputNode != null) { ParentAsset.AddInputNode(_inputNode); } } if (HEU_HAPIUtility.IsSupportedPolygonType(partInfo.type) && partInfo.vertexCount == 0) { // No geometry for input asset if (partData != null) { // Clean up existing part HEU_PartData.DestroyPart(partData); partData = null; } // No need to process further since we don't have geometry return; } } else { // Preliminary check for attribute instancing (mesh type with no verts but has points with instances) if (HEU_HAPIUtility.IsSupportedPolygonType(partInfo.type) && partInfo.vertexCount == 0 && partInfo.pointCount > 0) { if (HEU_GeneralUtility.HasValidInstanceAttribute(session, GeoID, partID, HEU_PluginSettings.UnityInstanceAttr)) { isAttribInstancer = true; } else if (HEU_GeneralUtility.HasValidInstanceAttribute(session, GeoID, partID, HEU_Defines.HEIGHTFIELD_TREEINSTANCE_PROTOTYPEINDEX)) { isAttribInstancer = true; } } } if (partInfo.type == HAPI_PartType.HAPI_PARTTYPE_INVALID) { // Clean up invalid parts if (partData != null) { HEU_PartData.DestroyPart(partData); partData = null; } } else if (partInfo.type < HAPI_PartType.HAPI_PARTTYPE_MAX) { // Process the part based on type. Keep or ignore. // We treat parts of type curve as curves, along with geo nodes that are editable and type curves if (partInfo.type == HAPI_PartType.HAPI_PARTTYPE_CURVE) { if (partData == null) { partData = ScriptableObject.CreateInstance <HEU_PartData>(); } partData.Initialize(session, partID, GeoID, _containerObjectNode.ObjectID, this, ref partInfo, HEU_PartData.PartOutputType.CURVE, isPartEditable, _containerObjectNode.IsInstancer(), false); SetupGameObjectAndTransform(partData, parentAsset); partData.ProcessCurvePart(session, partID); } else if (partInfo.type == HAPI_PartType.HAPI_PARTTYPE_VOLUME) { // We only process "height" volume parts. Other volume parts are ignored for now. #if TERRAIN_SUPPORTED HAPI_VolumeInfo volumeInfo = new HAPI_VolumeInfo(); bResult = session.GetVolumeInfo(GeoID, partID, ref volumeInfo); if (!bResult) { HEU_Logger.LogErrorFormat("Unable to get volume info for geo node {0} and part {1} ", GeoID, partID); } else { if (Displayable && !IsIntermediateOrEditable()) { if (partData == null) { partData = ScriptableObject.CreateInstance <HEU_PartData>(); } else { // Clear mesh data to handle case where switching from polygonal mesh to volume output. partData.ClearGeneratedMeshOutput(); } partData.Initialize(session, partID, GeoID, _containerObjectNode.ObjectID, this, ref partInfo, HEU_PartData.PartOutputType.VOLUME, isPartEditable, _containerObjectNode.IsInstancer(), false); SetupGameObjectAndTransform(partData, ParentAsset); } } #else HEU_Logger.LogWarningFormat("Terrain (heightfield volume) is not yet supported."); #endif } else if (partInfo.type == HAPI_PartType.HAPI_PARTTYPE_INSTANCER || isAttribInstancer) { if (partData == null) { partData = ScriptableObject.CreateInstance <HEU_PartData>(); } else { partData.ClearGeneratedMeshOutput(); partData.ClearGeneratedVolumeOutput(); } partData.Initialize(session, partID, GeoID, _containerObjectNode.ObjectID, this, ref partInfo, HEU_PartData.PartOutputType.INSTANCER, isPartEditable, _containerObjectNode.IsInstancer(), isAttribInstancer); SetupGameObjectAndTransform(partData, parentAsset); } else if (HEU_HAPIUtility.IsSupportedPolygonType(partInfo.type)) { if (partData == null) { partData = ScriptableObject.CreateInstance <HEU_PartData>(); } else { // Clear volume data (case where switching from something other output to mesh) partData.ClearGeneratedVolumeOutput(); } partData.Initialize(session, partID, GeoID, _containerObjectNode.ObjectID, this, ref partInfo, HEU_PartData.PartOutputType.MESH, isPartEditable, _containerObjectNode.IsInstancer(), false); // This check allows to ignore editable non-display nodes by default, but commented out to allow // them for now. Users can also ignore them by turning on IgnoreNonDisplayNodes //if (Displayable || (Editable && ParentAsset.EditableNodesToolsEnabled)) { SetupGameObjectAndTransform(partData, parentAsset); } } else { HEU_Logger.LogWarningFormat("Unsupported part type {0}", partInfo.type); } if (partData != null) { // Success! _parts.Add(partData); // Set unique name for the part string partName = HEU_PluginSettings.UseFullPathNamesForOutput ? GeneratePartFullName(partData.PartName) : partData.PartName; partData.SetGameObjectName(partName); // For intermediate or default-type editable nodes, setup the HEU_AttributeStore if (isPartEditable) { partData.SyncAttributesStore(session, _geoInfo.nodeId, ref partInfo); } else { // Remove attributes store if it has it partData.DestroyAttributesStore(); } } } #if HEU_PROFILER_ON HEU_Logger.LogFormat("PART PROCESS TIME:: NAME={0}, TIME={1}", HEU_SessionManager.GetString(partInfo.nameSH, session), (Time.realtimeSinceStartup - processPartStartTime)); #endif }