コード例 #1
0
    public override void AbcGetConfig(ref AbcAPI.aiConfig config)
    {
        if (m_normalsMode != AbcAPI.aiNormalsModeOverride.InheritStreamSetting)
        {
            config.normalsMode = (AbcAPI.aiNormalsMode)m_normalsMode;
        }

        if (m_tangentsMode != AbcAPI.aiTangentsModeOverride.InheritStreamSetting)
        {
            config.tangentsMode = (AbcAPI.aiTangentsMode)m_tangentsMode;
        }

        if (m_faceWinding != AbcAPI.aiFaceWindingOverride.InheritStreamSetting)
        {
            config.swapFaceWinding = (m_faceWinding == AbcAPI.aiFaceWindingOverride.Swap);
        }

        config.cacheTangentsSplits = m_cacheTangentsSplits;

        // if 'forceUpdate' is set true, even if alembic sample data do not change at all
        // AbcSampleUpdated will still be called (topologyChanged will be false)

        AlembicMaterial abcMaterials = m_trans.GetComponent <AlembicMaterial>();

        config.forceUpdate = m_freshSetup || (abcMaterials != null ? abcMaterials.HasFacesetsChanged() : hasFacesets);
    }
コード例 #2
0
    public static void Import(string xmlPath, GameObject root, string materialFolder)
    {
        XmlDocument doc = new XmlDocument();

        doc.Load(xmlPath);

        XmlNode xmlRoot = doc.DocumentElement;

        XmlNodeList nodes = xmlRoot.SelectNodes("/assignments/node");

        Dictionary <GameObject, List <AlembicMaterial.Assignment> > allAssignments = new Dictionary <GameObject, List <AlembicMaterial.Assignment> >();

        foreach (XmlNode node in nodes)
        {
            string path = node.Attributes["path"].Value;

            XmlNodeList shaders = node.SelectNodes("shader");

            foreach (XmlNode shader in shaders)
            {
                XmlAttribute name = shader.Attributes["name"];
                XmlAttribute inst = shader.Attributes["instance"];

                if (name == null)
                {
                    continue;
                }

                int instNum = (inst == null ? 0 : Convert.ToInt32(inst.Value));

                GameObject target = FindNode(root, path, instNum);

                if (target == null)
                {
                    // Debug.Log("Could not find node: " + path);
                    continue;
                }

                List <AlembicMaterial.Assignment> assignments;

                if (!allAssignments.ContainsKey(target))
                {
                    assignments = new List <AlembicMaterial.Assignment>();
                    allAssignments.Add(target, assignments);
                }
                else
                {
                    assignments = allAssignments[target];
                }

                Material material = GetMaterial(name.Value, materialFolder);

                if (material == null)
                {
                    material = new Material(Shader.Find("Standard"));

                    material.color = new Color(UnityEngine.Random.value,
                                               UnityEngine.Random.value,
                                               UnityEngine.Random.value);

                    AssetDatabase.CreateAsset(material, materialFolder + "/" + name.Value + ".mat");
                }

                // Get or create material assignment
                bool newlyAssigned           = false;
                AlembicMaterial.Assignment a = null;

                if (a == null)
                {
                    a          = new AlembicMaterial.Assignment();
                    a.material = material;
                    a.faces    = new List <int>();

                    assignments.Add(a);

                    newlyAssigned = true;
                }

                string faceset = shader.InnerText;
                faceset.Trim();

                if (faceset.Length > 0 && (newlyAssigned || a.faces.Count > 0))
                {
                    string[] items = faceset.Split(FaceSep, StringSplitOptions.RemoveEmptyEntries);

                    for (int i = 0; i < items.Length; ++i)
                    {
                        string[] rng = items[i].Split(RangeSep, StringSplitOptions.RemoveEmptyEntries);

                        if (rng.Length == 1)
                        {
                            a.faces.Add(Convert.ToInt32(rng[0]));
                        }
                        else if (rng.Length == 2)
                        {
                            int j0 = Convert.ToInt32(rng[0]);
                            int j1 = Convert.ToInt32(rng[1]);

                            for (int j = j0; j <= j1; ++j)
                            {
                                a.faces.Add(j);
                            }
                        }
                    }

                    if (!newlyAssigned)
                    {
                        a.faces = new List <int>(new HashSet <int>(a.faces));
                    }
                }
                else if (faceset.Length == 0 && a.faces.Count > 0)
                {
                    // Shader assgined to whole object, remove any face level assignments
                    a.faces.Clear();
                }
            }
        }

        // Update AlembicMaterial components
        foreach (KeyValuePair <GameObject, List <AlembicMaterial.Assignment> > pair in allAssignments)
        {
            AlembicMaterial abcmaterial = pair.Key.GetComponent <AlembicMaterial>();

            if (abcmaterial == null)
            {
                abcmaterial = pair.Key.AddComponent <AlembicMaterial>();
            }

            abcmaterial.UpdateAssignments(pair.Value);
        }

        // Force refresh
        AlembicStream abcstream = root.GetComponent <AlembicStream>();

        if (abcstream != null)
        {
            abcstream.m_forceRefresh = true;
            abcstream.SendMessage("AbcUpdate", abcstream.m_time, SendMessageOptions.DontRequireReceiver);
        }
    }
コード例 #3
0
    public void OnGUI()
    {
        float hp = 5;
        float vp = 5;
        float hs = 5;
        float rh = 16;
        float lw;
        float fw;
        float bw;
        Rect  r;

        // Material assignment file controls
        r  = NewControlRect(true, rh, hp, vp);
        lw = r.width * 0.33f;

        EditorGUI.PrefixLabel(new Rect(r.x, r.y, lw, r.height), new GUIContent("Assignments File"));

        bw      = 26;
        fw      = r.width - lw - bw - 2 * hs;
        xmlPath = EditorGUI.TextField(new Rect(r.x + lw + hs, r.y, fw, r.height), xmlPath);
        if (GUI.Button(new Rect(r.x + lw + hs + fw + hs, r.y, bw, r.height), "..."))
        {
            string startFolder = (xmlPath.Length > 0 ? Path.GetDirectoryName(xmlPath) : Application.dataPath);
            xmlPath = MakeDataRelativePath(EditorUtility.OpenFilePanel("Select Material Assignment File", startFolder, "xml"));

            if (xmlPath.Length > 0)
            {
                materialFolder = Path.GetDirectoryName(xmlPath);
            }
        }

        // Material folder controls
        r  = NewControlRect(true, rh, hp, vp);
        lw = r.width * 0.33f;

        EditorGUI.PrefixLabel(new Rect(r.x, r.y, lw, r.height), new GUIContent("Materials Folder"));

        bw             = 26;
        fw             = r.width - lw - bw - 2 * hs;
        materialFolder = EditorGUI.TextField(new Rect(r.x + lw + hs, r.y, fw, r.height), materialFolder);
        if (GUI.Button(new Rect(r.x + lw + hs + fw + hs, r.y, bw, r.height), "..."))
        {
            string startFolder = (materialFolder.Length > 0 ? materialFolder : Application.dataPath);
            materialFolder = MakeDataRelativePath(EditorUtility.OpenFolderPanel("Select Materials Folder", startFolder, ""));
        }

        // Target asset node controls
        r  = NewControlRect(true, rh, hp, vp);
        lw = r.width * 0.33f;

        EditorGUI.PrefixLabel(new Rect(r.x, r.y, lw, r.height), new GUIContent("Asset Root"));

        fw        = r.width - lw - hs;
        assetRoot = (GameObject)EditorGUI.ObjectField(new Rect(r.x + lw + hs, r.y, fw, r.height), assetRoot, typeof(GameObject), true);

        // Action buttons
        r  = NewControlRect(false, rh, hp, vp);
        bw = 0.5f * (r.width - hs);

        if (GUI.Button(new Rect(r.x, r.y, bw, r.height), "Import"))
        {
            AlembicMaterial.Import(Application.dataPath + "/" + xmlPath, assetRoot, "Assets/" + materialFolder); //relMatFolder);
        }

        if (GUI.Button(new Rect(r.x + bw + hs, r.y, bw, r.height), "Export"))
        {
            AlembicMaterial.Export(Application.dataPath + "/" + xmlPath, assetRoot);
        }
    }
コード例 #4
0
    public override void AbcSampleUpdated(AbcAPI.aiSample sample, bool topologyChanged)
    {
        AlembicMaterial abcMaterials = m_trans.GetComponent <AlembicMaterial>();

        if (abcMaterials != null)
        {
            if (abcMaterials.HasFacesetsChanged())
            {
                AbcVerboseLog("AlembicMesh.AbcSampleUpdated: Facesets updated, force topology update");
                topologyChanged = true;
            }

            hasFacesets = (abcMaterials.GetFacesetsCount() > 0);
        }
        else if (hasFacesets)
        {
            AbcVerboseLog("AlembicMesh.AbcSampleUpdated: Facesets cleared, force topology update");
            topologyChanged = true;
            hasFacesets     = false;
        }

        if (m_freshSetup)
        {
            topologyChanged = true;

            m_freshSetup = false;
        }

        AbcAPI.aiPolyMeshGetSampleSummary(sample, ref m_sampleSummary, topologyChanged);

        AbcAPI.aiPolyMeshData vertexData = default(AbcAPI.aiPolyMeshData);

        UpdateSplits(m_sampleSummary.splitCount);

        for (int s = 0; s < m_sampleSummary.splitCount; ++s)
        {
            Split split = m_splits[s];

            split.clear  = topologyChanged;
            split.active = true;

            int vertexCount = AbcAPI.aiPolyMeshGetVertexBufferLength(sample, s);

            Array.Resize(ref split.positionCache, vertexCount);
            vertexData.positions = GetArrayPtr(split.positionCache);

            if (m_sampleSummary.hasNormals)
            {
                Array.Resize(ref split.normalCache, vertexCount);
                vertexData.normals = GetArrayPtr(split.normalCache);
            }
            else
            {
                Array.Resize(ref split.normalCache, 0);
                vertexData.normals = IntPtr.Zero;
            }

            if (m_sampleSummary.hasUVs)
            {
                Array.Resize(ref split.uvCache, vertexCount);
                vertexData.uvs = GetArrayPtr(split.uvCache);
            }
            else
            {
                Array.Resize(ref split.uvCache, 0);
                vertexData.uvs = IntPtr.Zero;
            }

            if (m_sampleSummary.hasTangents)
            {
                Array.Resize(ref split.tangentCache, vertexCount);
                vertexData.tangents = GetArrayPtr(split.tangentCache);
            }
            else
            {
                Array.Resize(ref split.tangentCache, 0);
                vertexData.tangents = IntPtr.Zero;
            }

            AbcAPI.aiPolyMeshFillVertexBuffer(sample, s, ref vertexData);

            split.center = vertexData.center;
            split.size   = vertexData.size;
        }

        if (topologyChanged)
        {
            AbcAPI.aiFacesets       facesets       = default(AbcAPI.aiFacesets);
            AbcAPI.aiSubmeshSummary submeshSummary = default(AbcAPI.aiSubmeshSummary);
            AbcAPI.aiSubmeshData    submeshData    = default(AbcAPI.aiSubmeshData);

            if (abcMaterials != null)
            {
                abcMaterials.GetFacesets(ref facesets);
            }

            int numSubmeshes = AbcAPI.aiPolyMeshPrepareSubmeshes(sample, ref facesets);

            if (m_submeshes.Count > numSubmeshes)
            {
                m_submeshes.RemoveRange(numSubmeshes, m_submeshes.Count - numSubmeshes);
            }

            for (int s = 0; s < m_sampleSummary.splitCount; ++s)
            {
                m_splits[s].submeshCount = AbcAPI.aiPolyMeshGetSplitSubmeshCount(sample, s);
            }

            while (AbcAPI.aiPolyMeshGetNextSubmesh(sample, ref submeshSummary))
            {
                if (submeshSummary.splitIndex >= m_splits.Count)
                {
                    Debug.Log("Invalid split index");
                    continue;
                }

                Submesh submesh = null;

                if (submeshSummary.index < m_submeshes.Count)
                {
                    submesh = m_submeshes[submeshSummary.index];
                }
                else
                {
                    submesh = new Submesh
                    {
                        indexCache   = new int[0],
                        facesetIndex = -1,
                        splitIndex   = -1,
                        index        = -1,
                        update       = true
                    };

                    m_submeshes.Add(submesh);
                }

                submesh.facesetIndex = submeshSummary.facesetIndex;
                submesh.splitIndex   = submeshSummary.splitIndex;
                submesh.index        = submeshSummary.splitSubmeshIndex;
                submesh.update       = true;

                Array.Resize(ref submesh.indexCache, 3 * submeshSummary.triangleCount);

                submeshData.indices = GetArrayPtr(submesh.indexCache);

                AbcAPI.aiPolyMeshFillSubmeshIndices(sample, ref submeshSummary, ref submeshData);
            }

            if (abcMaterials != null)
            {
                abcMaterials.AknowledgeFacesetsChanges();
            }
        }
        else
        {
            for (int i = 0; i < m_submeshes.Count; ++i)
            {
                m_submeshes[i].update = false;
            }
        }

        AbcDirty();
    }