コード例 #1
0
 public SubAssetPair(SubAssetKey key, UnityEngine.Object o)
 {
     Type          = key.Type.ToString();
     TypeMap[Type] = key.Type;
     Name          = key.Name;
     Object        = o;
 }
コード例 #2
0
 public static IEnumerable <(SubAssetKey, TextureImportParam)> EnumerateSubAssetKeyValue(this MaterialImportParam param)
 {
     foreach (var kv in param.TextureSlots)
     {
         var key = new SubAssetKey(typeof(Texture2D), kv.Value.UnityObjectName);
         yield return(key, kv.Value);
     }
 }
コード例 #3
0
 public static (SubAssetKey, TextureImportParam Param) CreateSRGB(GltfParser parser, int textureIndex, Vector2 offset, Vector2 scale)
 {
     var gltfTexture = parser.GLTF.textures[textureIndex];
     var gltfImage   = parser.GLTF.images[gltfTexture.source];
     var name        = TextureImportName.GetUnityObjectName(TextureImportTypes.sRGB, gltfTexture.name, gltfImage.uri);
     var sampler     = CreateSampler(parser.GLTF, textureIndex);
     GetTextureBytesAsync getTextureBytesAsync = () => Task.FromResult(ToArray(parser.GLTF.GetImageBytesFromTextureIndex(parser.Storage, textureIndex)));
     var key   = new SubAssetKey(typeof(Texture2D), name);
     var param = new TextureImportParam(name, gltfImage.GetExt(), gltfImage.uri, offset, scale, sampler, TextureImportTypes.sRGB, default, default, getTextureBytesAsync, default, default, default, default, default);
コード例 #4
0
        /// <summary>
        /// Root ヒエラルキーで使っているリソース
        /// </summary>
        /// <returns></returns>
        public virtual void TransferOwnership(TakeResponsibilityForDestroyObjectFunc take)
        {
            foreach (var mesh in Meshes.ToArray())
            {
                take(SubAssetKey.Create(mesh.Mesh), mesh.Mesh);
                Meshes.Remove(mesh);
            }

            AnimationClipFactory.TransferOwnership(take);
            TextureFactory.TransferOwnership(take);
            MaterialFactory.TransferOwnership(take);
        }
コード例 #5
0
ファイル: GltfPBRMaterial.cs プロジェクト: mcwind169/UniVRM
        public static (SubAssetKey, TextureImportParam) StandardTexture(GltfParser parser, glTFMaterial src)
        {
            var metallicFactor  = 1.0f;
            var roughnessFactor = 1.0f;

            if (src.pbrMetallicRoughness != null)
            {
                metallicFactor  = src.pbrMetallicRoughness.metallicFactor;
                roughnessFactor = src.pbrMetallicRoughness.roughnessFactor;
            }
            var(offset, scale) = GltfMaterialImporter.GetTextureOffsetAndScale(src.pbrMetallicRoughness.metallicRoughnessTexture);
            var param = GltfTextureImporter.CreateStandard(parser,
                                                           src.pbrMetallicRoughness?.metallicRoughnessTexture?.index,
                                                           src.occlusionTexture?.index,
                                                           offset, scale,
                                                           metallicFactor,
                                                           roughnessFactor);
            var key = new SubAssetKey(typeof(Texture2D), param.UnityObjectName);

            return(key, param);
        }
コード例 #6
0
ファイル: TextureExtractor.cs プロジェクト: PoChang007/UniVRM
        public void Extract(SubAssetKey key, TextureDescriptor texDesc)
        {
            if (Textures.ContainsKey(key))
            {
                return;
            }

            // write converted texture
            if (m_subAssets.TryGetValue(key, out var texture) && texture is Texture2D tex2D)
            {
                var targetPath = m_textureDirectory.Child($"{key.Name}.png");
                File.WriteAllBytes(targetPath.FullPath, tex2D.EncodeToPNG().ToArray());
                targetPath.ImportAsset();

                Textures.Add(key, targetPath);
            }
            else
            {
                throw new Exception($"{key} is not converted.");
            }
        }