public JobHandle Generate(NativeArray <JobHandle>?jobDependencies = null) { // 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 job = new GenerateMeshLODJob(); job.inputMesh = inputMesh.ToWorkingMesh(Allocator.TempJob); job.quality = quality; var typeNameBytes = Encoding.UTF8.GetBytes(meshSimplifierType.AssemblyQualifiedName); job.meshSimplifierTypeName = new NativeArray <byte>(typeNameBytes, Allocator.TempJob); job.outputMesh = new WorkingMesh(Allocator.Persistent, inputMesh.vertexCount, inputMesh.GetTriangleCount(), inputMesh.subMeshCount, inputMesh.blendShapeCount); JobHandle jobHandle; if (jobDependencies.HasValue) { jobHandle = job.Schedule(JobHandle.CombineDependencies(jobDependencies.Value)); } else { jobHandle = job.Schedule(); } MonoBehaviourHelper.StartCoroutine(UpdateMesh(jobHandle, job)); return(jobHandle); }
public JobHandle Generate(NativeArray <JobHandle>?jobDependencies = null) { // 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 job = default(T); var inputMesh = InputMesh; job.InputMesh = inputMesh.ToWorkingMesh(Allocator.Persistent); job.Quality = Quality; job.OutputMesh = new WorkingMesh(Allocator.Persistent, inputMesh.vertexCount, inputMesh.GetTriangleCount(), inputMesh.subMeshCount, inputMesh.blendShapeCount); JobHandle jobHandle; if (jobDependencies.HasValue) { jobHandle = job.Schedule(JobHandle.CombineDependencies(jobDependencies.Value)); } else { jobHandle = job.Schedule(); } MonoBehaviourHelper.StartCoroutine(UpdateMesh(jobHandle, job)); return(jobHandle); }
IEnumerator Simplify(WorkingMesh inputMesh, WorkingMesh outputMesh, float quality) { Renderer renderer = null; MonoBehaviourHelper.ExecuteOnMainThread(() => { var go = EditorUtility.CreateGameObjectWithHideFlags("Temp", HideFlags.HideAndDontSave, typeof(MeshRenderer), typeof(MeshFilter)); var mf = go.GetComponent <MeshFilter>(); var mesh = new Mesh(); inputMesh.ApplyToMesh(mesh); mf.sharedMesh = mesh; renderer = go.GetComponent <MeshRenderer>(); var material = new Material(Shader.Find("Standard")); var sharedMaterials = new Material[mesh.subMeshCount]; for (int i = 0; i < mesh.subMeshCount; i++) { sharedMaterials[i] = material; } renderer.sharedMaterials = sharedMaterials; renderer.enabled = false; }); var settings = new InstaLODOptimizeSettings(quality); settings.PercentTriangles = quality; var nativeMeshSettings = new InstaLODNativeMeshOperationSettings(true); nativeMeshSettings.hideSourceGameObjects = false; while (InstaLODNative.currentMeshOperationState != null) { yield return(null); } MonoBehaviourHelper.ExecuteOnMainThread(() => { EditorWindow.GetWindow <InstaLODToolkitWindow>(); // Necessary for background processing InstaLODNative.Optimize(new List <Renderer>() { renderer }, settings, nativeMeshSettings); Selection.activeGameObject = null; // Necessary to avoid errors from InstaLOD trying to add settings component to imported model }); while (InstaLODNative.currentMeshOperationState != null) { yield return(null); } MonoBehaviourHelper.ExecuteOnMainThread(() => { var mf = renderer.GetComponent <MeshFilter>(); mf.sharedMesh.ApplyToWorkingMesh(outputMesh); UnityObject.DestroyImmediate(mf.gameObject); }); }
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(); }
public JobHandle Generate() { // 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 job = default(T); var inputMesh = InputMesh; job.InputMesh = inputMesh.ToWorkingMesh(Allocator.Persistent); job.Quality = Quality; // Allocate a persistent working mesh for output, so that we can apply it after the job completes (i.e. memory // allocated in a job is freed when the job completes) var workingMesh = new WorkingMesh(Allocator.Persistent, inputMesh.vertexCount, inputMesh.GetTriangleCount(), inputMesh.subMeshCount, inputMesh.blendShapeCount); workingMesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32; job.OutputMesh = workingMesh; var jobHandle = job.Schedule(); MonoBehaviourHelper.StartCoroutine(UpdateMesh(jobHandle, job)); return(jobHandle); }
public void Simplify(WorkingMesh inputMesh, WorkingMesh outputMesh, float quality) { var isMainThread = MonoBehaviourHelper.IsMainThread(); Renderer renderer = null; UnityCloudJob job = null; string jobName = null; var assembly = typeof(SharedData).Assembly; var cloudJobType = assembly.GetType("Simplygon.Cloud.Yoda.IntegrationClient.CloudJob"); var jobNameField = cloudJobType.GetField("name", BindingFlags.NonPublic | BindingFlags.Instance); lock (executionLock) { const int kSimultaneousJobs = 4; //var processSubscriptionRestrictionsType = assembly.GetType("Simplygon.Cloud.Yoda.Client.ProcessSubscriptionRestrictions23"); //var simultaneousJobsProperty = processSubscriptionRestrictionsType.GetProperty("SimultaneousJobs"); //var accountType = assembly.GetType("Simplygon.Cloud.Yoda.Client.User23"); //var processSubscriptionsRestrictionsProperty = accountType.GetProperty("ProcessSubscriptionRestrictions"); //var processSubscriptionRestrictions = processSubscriptionsRestrictionsProperty.GetValue(SharedData.Instance.Account, null); //var simultaneousJobs = (int)simultaneousJobsProperty.GetValue(processSubscriptionRestrictions, null); while (SharedData.Instance.GeneralManager.JobManager.ProcessingJobCount >= kSimultaneousJobs) { if (!isMainThread) { Thread.Sleep(1000); } } MonoBehaviourHelper.ExecuteOnMainThread(() => { var go = EditorUtility.CreateGameObjectWithHideFlags("Temp", HideFlags.HideAndDontSave, typeof(MeshRenderer), typeof(MeshFilter)); var mf = go.GetComponent <MeshFilter>(); var mesh = new Mesh(); inputMesh.ApplyToMesh(mesh); mf.sharedMesh = mesh; renderer = go.GetComponent <MeshRenderer>(); var material = new Material(Shader.Find("Standard")); var sharedMaterials = new Material[mesh.subMeshCount]; for (int i = 0; i < mesh.subMeshCount; i++) { sharedMaterials[i] = material; } renderer.sharedMaterials = sharedMaterials; renderer.enabled = false; EditorWindow.GetWindow <Window>(); // Must be visible for background processing SharedData.Instance.Settings.SetDownloadAssetsAutomatically(true); var lodChainProperty = typeof(SharedData).GetProperty("LODChain"); var lodChainList = lodChainProperty.GetValue(SharedData.Instance, null) as IList; var lodChain = lodChainList[0]; var processNodeType = assembly.GetType("Simplygon.SPL.v80.Node.ProcessNode"); var processorProperty = processNodeType.GetProperty("Processor"); var processor = processorProperty.GetValue(lodChain, null); var reductionProcessorType = assembly.GetType("Simplygon.SPL.v80.Processor.ReductionProcessor"); var reductionSettingsProperty = reductionProcessorType.GetProperty("ReductionSettings"); var reductionSettingsType = assembly.GetType("Simplygon.SPL.v80.Settings.ReductionSettings"); var reductionSettings = reductionSettingsProperty.GetValue(processor, null); var triangleRatioProperty = reductionSettingsType.GetProperty("TriangleRatio"); triangleRatioProperty.SetValue(reductionSettings, quality, null); jobName = Path.GetRandomFileName().Replace(".", string.Empty); var prefabList = PrefabUtilityEx.GetPrefabsForSelection(new List <GameObject>() { go }); var generalManager = SharedData.Instance.GeneralManager; generalManager.CreateJob(jobName, "myPriority", prefabList, () => { foreach (var j in generalManager.JobManager.Jobs) { var name = (string)jobNameField.GetValue(j.CloudJob); if (name == jobName) { job = j; } } }); }); while (job == null) { if (!isMainThread) { Thread.Sleep(100); } } } while (string.IsNullOrEmpty(job.AssetDirectory)) { if (!isMainThread) { Thread.Sleep(100); } } MonoBehaviourHelper.ExecuteOnMainThread(() => { var customDataType = assembly.GetType("Simplygon.Cloud.Yoda.IntegrationClient.CloudJob+CustomData"); var pendingFolderNameProperty = customDataType.GetProperty("UnityPendingLODFolderName"); var jobCustomDataProperty = cloudJobType.GetProperty("JobCustomData"); var jobCustomData = jobCustomDataProperty.GetValue(job.CloudJob, null); var jobFolderName = pendingFolderNameProperty.GetValue(jobCustomData, null) as string; var lodAssetDir = "Assets/LODs/" + job.AssetDirectory; var mesh = AssetDatabase.LoadAssetAtPath <Mesh>(string.Format("{0}/{1}_LOD1.prefab", lodAssetDir, jobName)); mesh.ApplyToWorkingMesh(ref outputMesh); //job.CloudJob.StateHandler.RequestJobDeletion(); AssetDatabaseEx.DeletePendingLODFolder(jobFolderName); AssetDatabase.DeleteAsset(lodAssetDir); UnityObject.DestroyImmediate(renderer.gameObject); }); }
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); } } } }
IEnumerator Simplify(WorkingMesh inputMesh, WorkingMesh outputMesh, float quality) { Renderer renderer = null; UnityCloudJob job = null; string jobName = null; var assembly = typeof(SharedData).Assembly; var cloudJobType = assembly.GetType("Simplygon.Cloud.Yoda.IntegrationClient.CloudJob"); var jobNameField = cloudJobType.GetField("name", BindingFlags.NonPublic | BindingFlags.Instance); MonoBehaviourHelper.ExecuteOnMainThread(() => { var go = EditorUtility.CreateGameObjectWithHideFlags("Temp", HideFlags.HideAndDontSave, typeof(MeshRenderer), typeof(MeshFilter)); var mf = go.GetComponent <MeshFilter>(); var mesh = new Mesh(); inputMesh.ApplyToMesh(mesh); mf.sharedMesh = mesh; renderer = go.GetComponent <MeshRenderer>(); var sharedMaterials = new Material[mesh.subMeshCount]; if (Directory.Exists(materialPath) == false) { Directory.CreateDirectory(materialPath); } //For submesh, we should create material asset. //otherwise, simplygon will be combine uv of submesh. for (int i = 0; i < mesh.subMeshCount; i++) { var material = new Material(Shader.Find("Standard")); material.name = "Material " + i.ToString(); AssetDatabase.CreateAsset(material, materialPath + "/" + material.name); sharedMaterials[i] = material; } renderer.sharedMaterials = sharedMaterials; renderer.enabled = false; EditorWindow.GetWindow <Window>(); // Must be visible for background processing SharedData.Instance.Settings.SetDownloadAssetsAutomatically(true); var lodChainProperty = typeof(SharedData).GetProperty("LODChain"); var lodChainList = lodChainProperty.GetValue(SharedData.Instance, null) as IList; var lodChain = lodChainList[0]; var processNodeType = assembly.GetType("Simplygon.SPL.v80.Node.ProcessNode"); var processorProperty = processNodeType.GetProperty("Processor"); var processor = processorProperty.GetValue(lodChain, null); var reductionProcessorType = assembly.GetType("Simplygon.SPL.v80.Processor.ReductionProcessor"); var reductionSettingsProperty = reductionProcessorType.GetProperty("ReductionSettings"); var reductionSettingsType = assembly.GetType("Simplygon.SPL.v80.Settings.ReductionSettings"); var reductionSettings = reductionSettingsProperty.GetValue(processor, null); var triangleRatioProperty = reductionSettingsType.GetProperty("TriangleRatio"); triangleRatioProperty.SetValue(reductionSettings, quality, null); jobName = Path.GetRandomFileName().Replace(".", string.Empty); var prefabList = PrefabUtilityEx.GetPrefabsForSelection(new List <GameObject>() { go }); var generalManager = SharedData.Instance.GeneralManager; generalManager.CreateJob(jobName, "myPriority", prefabList, () => { foreach (var j in generalManager.JobManager.Jobs) { var name = (string)jobNameField.GetValue(j.CloudJob); if (name == jobName) { job = j; } } }); }); while (job == null) { yield return(null); } while (string.IsNullOrEmpty(job.AssetDirectory)) { yield return(null); } MonoBehaviourHelper.ExecuteOnMainThread(() => { var customDataType = assembly.GetType("Simplygon.Cloud.Yoda.IntegrationClient.CloudJob+CustomData"); var pendingFolderNameProperty = customDataType.GetProperty("UnityPendingLODFolderName"); var jobCustomDataProperty = cloudJobType.GetProperty("JobCustomData"); var jobCustomData = jobCustomDataProperty.GetValue(job.CloudJob, null); var jobFolderName = pendingFolderNameProperty.GetValue(jobCustomData, null) as string; var lodAssetDir = lodPath + job.AssetDirectory; var mesh = AssetDatabase.LoadAssetAtPath <Mesh>(string.Format("{0}/{1}_LOD1.prefab", lodAssetDir, jobName)); mesh.ApplyToWorkingMesh(outputMesh); //job.CloudJob.StateHandler.RequestJobDeletion(); AssetDatabaseEx.DeletePendingLODFolder(jobFolderName); AssetDatabase.DeleteAsset(lodAssetDir); AssetDatabase.DeleteAsset(materialPath); UnityObject.DestroyImmediate(renderer.gameObject); }); }