public void SetupRunnerProcess(SeuratAutomator capture_notification_component,
                                SeuratPipelineCollectionRunner runner)
 {
     bake_stage_ = BakeStage.kRunning;
     capture_notification_component_ = capture_notification_component;
     monitored_runner_ = runner;
     monitored_runner_.Run();
 }
        public void Capture()
        {
            SeuratAutomator automator = (SeuratAutomator)target;

            string capture_output_folder = automator.output_folder_;

            if (capture_output_folder.Length <= 0)
            {
                capture_output_folder = FileUtil.GetUniqueTempPathInProject();
            }
            Directory.CreateDirectory(capture_output_folder);

            int numCaptures = automator.transform.childCount;

            capture_status_  = new AutomatorStatus();
            capture_builder_ = new CaptureBuilder[numCaptures];
            CaptureHeadbox[] headboxes = new CaptureHeadbox[numCaptures];
            bake_progress_window_ = (AutomateWindow)EditorWindow.GetWindow(typeof(AutomateWindow));
            bake_progress_window_.SetupStatus(capture_status_);
            int num_not_null = 0;

            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i] = automator.transform.GetChild(i).GetComponent <CaptureHeadbox>();
                if (headboxes[i].isActiveAndEnabled)
                {
                    num_not_null++;
                    capture_builder_[i] = new CaptureBuilder();
                    automator.OverrideHeadbox(headboxes[i]);
                    string output = capture_output_folder + "\\" + (i + 1);
                    headboxes[i].output_folder_ = output;
                    UnityEditor.EditorUtility.SetDirty(headboxes[i]);
                    Directory.CreateDirectory(output);
                    capture_builder_[i].BeginCapture(headboxes[i], output, 1, capture_status_, "Capture " + (i + 1) + ": ");
                }
            }
            CaptureHeadbox[] total_headboxes        = new CaptureHeadbox[num_not_null];
            CaptureBuilder[] total_capture_builders = new CaptureBuilder[num_not_null];
            int j = 0;

            for (int i = 0; i < numCaptures; i++)
            {
                if (capture_builder_[i] != null)
                {
                    total_headboxes[j]        = headboxes[i];
                    total_capture_builders[j] = capture_builder_[i];
                    j++;
                }
            }

            bake_progress_window_.SetupCaptureProcess(total_headboxes, total_capture_builders);
        }
Esempio n. 3
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        public void BuildScene()
        {
            GameObject scene = Instantiate(this.gameObject);

            CaptureHeadbox[] headboxes = scene.GetComponentsInChildren <CaptureHeadbox>();
            foreach (CaptureHeadbox box in headboxes)
            {
                box.BuildCapture(true, false);
            }
            SeuratAutomator auto = scene.GetComponent <SeuratAutomator>();

            DestroyImmediate(auto);
        }
        private void BuildScene()
        {
            SeuratAutomator automator   = (SeuratAutomator)target;
            int             numCaptures = automator.transform.childCount;

            CaptureHeadbox[] headboxes = new CaptureHeadbox[numCaptures];
            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i] = automator.transform.GetChild(i).GetComponent <CaptureHeadbox>();
                automator.OverrideSceneBuilder(headboxes[i]);
                UnityEditor.EditorUtility.SetDirty(headboxes[i]);
            }

            automator.BuildScene();
        }
        public void BuildMaterials()
        {
            SeuratAutomator automator   = (SeuratAutomator)target;
            int             numCaptures = automator.transform.childCount;

            CaptureHeadbox[] headboxes = new CaptureHeadbox[numCaptures];
            automator.cur_mats_ = new Material[numCaptures];

            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i] = automator.transform.GetChild(i).GetComponent <CaptureHeadbox>();
                automator.OverrideSceneBuilder(headboxes[i]);
                automator.cur_mats_[i] = headboxes[i].CreateMaterial();
                UnityEditor.EditorUtility.SetDirty(headboxes[i]);
            }
            UnityEditor.EditorUtility.SetDirty(automator);
        }
        public void RunSeurat()
        {
            SeuratAutomator automator             = (SeuratAutomator)target;
            string          capture_output_folder = automator.output_folder_;
            string          exec_path             = automator.seurat_executable_path_;
            int             numCaptures           = automator.transform.childCount;

            runner_status_ = new SeuratCollectionRunnerStatus();

            CaptureHeadbox[]       headboxes = new CaptureHeadbox[numCaptures];
            SeuratPipelineRunner[] runners   = new SeuratPipelineRunner[numCaptures];

            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i] = automator.transform.GetChild(i).GetComponent <CaptureHeadbox>();
                if (headboxes[i].isActiveAndEnabled)
                {
                    headboxes[i].output_folder_        = Path.Combine(capture_output_folder, (i + 1).ToString());
                    headboxes[i].seurat_output_folder_ = capture_output_folder;
                    Directory.CreateDirectory(capture_output_folder);
                    headboxes[i].seurat_output_name_ = "capture_" + (i + 1);
                    if (automator.use_cache_)
                    {
                        headboxes[i].use_cache_ = true;
                        string cache_path = Path.Combine(capture_output_folder, "capture_" + (i + 1) + "_cache");
                        headboxes[i].cache_folder_ = cache_path;
                        Directory.CreateDirectory(cache_path);
                    }
                    automator.OverrideParams(headboxes[i]);
                    string arg = headboxes[i].GetArgString();
                    UnityEditor.EditorUtility.SetDirty(headboxes[i]);
                    runners[i] = new SeuratPipelineRunner(arg, exec_path, runner_status_);
                }
            }
            Debug.Log("All processes set up");
            Debug.Log("Beginning seurat captures...");
            collection_runner_ = new SeuratPipelineCollectionRunner(runners, runner_status_);

            runner_window_ = (SeuratRunnerWindow)EditorWindow.GetWindow(typeof(SeuratRunnerWindow));
            runner_window_.SetupStatus(runner_status_);

            runner_window_.SetupRunnerProcess(automator, collection_runner_);
        }
        public void ImportAll()
        {
            SeuratAutomator automator      = (SeuratAutomator)target;
            string          output_folder_ = automator.output_folder_;
            int             numCaptures    = automator.transform.childCount;

            CaptureHeadbox[] headboxes = new CaptureHeadbox[numCaptures];
            automator.cur_meshes_ = new GameObject[numCaptures];
            automator.cur_tex_    = new Texture2D[numCaptures];

            Debug.Log("Setting up all headboxes...");
            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i] = automator.transform.GetChild(i).GetComponent <CaptureHeadbox>();
                headboxes[i].seurat_output_name_   = "capture_" + (i + 1);
                headboxes[i].seurat_output_folder_ = output_folder_;
                headboxes[i].asset_path_           = automator.asset_path_;
                UnityEditor.EditorUtility.SetDirty(headboxes[i]);
            }
            Debug.Log("Copying assets to project folder...");
            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i].CopyFiles();
            }
            Debug.Log("Beginning import...");
            AssetDatabase.Refresh();
            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i].CorrectTextureSettings();
            }
            Debug.Log("Fetch imported assets...");
            for (int i = 0; i < numCaptures; i++)
            {
                headboxes[i].FetchAssets();
                automator.cur_meshes_[i] = headboxes[i].current_obj_;
                automator.cur_tex_[i]    = headboxes[i].current_tex_;
                UnityEditor.EditorUtility.SetDirty(headboxes[i]);
            }
            UnityEditor.EditorUtility.SetDirty(automator);
        }