コード例 #1
0
        public static void Do()
        {
            GameObject obj = Selection.activeGameObject;

            if (obj != null)
            {
                string directory = EditorUtility.OpenFolderPanel("Save", "Assets/KGame", "");
                if (!directory.Contains(VIO.WorkSpace()))
                {
                    return;
                }
                VIO.MeshUtil.CopyMeshToDst(obj.GetComponent <MeshFilter>(), directory, false);
                AssetDatabase.Refresh();
            }
        }
コード例 #2
0
ファイル: VIO.cs プロジェクト: Visin1991/Vlib
            public static Texture CopyTextureToDest(string path, string dstDirectory)
            {
                string  sourceD    = VIO.UnitySlash(path);
                Texture sourceDTex = AssetDatabase.LoadAssetAtPath <Texture>(sourceD);

                if (sourceDTex != null)
                {
                    string dstD = dstDirectory + "/" + System.IO.Path.GetFileName(sourceD);
                    VIO.CopyBinaryFile(sourceD, dstD);
                    AssetDatabase.Refresh();
                    Texture dstTex = VIO.TextureUtil.GetTexture(dstD);
                    return(dstTex);
                }
                return(null);
            }
コード例 #3
0
ファイル: VIO.cs プロジェクト: Visin1991/Vlib
            public static Mesh CopyMeshToDst(MeshFilter mf, string directory, bool auto2UV)
            {
                if (mf != null)
                {
                    Mesh mesh = mf.sharedMesh;
                    if (mesh != null)
                    {
                        if (!directory.Contains(VIO.WorkSpace()))
                        {
                            return(null);
                        }

                        Mesh newMesh = new Mesh();
                        newMesh.vertices     = mesh.vertices;
                        newMesh.uv           = mesh.uv;
                        newMesh.normals      = mesh.normals;
                        newMesh.triangles    = mesh.triangles;
                        newMesh.bounds       = mesh.bounds;
                        newMesh.subMeshCount = mesh.subMeshCount;

                        for (int i = 0; i < newMesh.subMeshCount; i++)
                        {
                            newMesh.SetTriangles(mesh.GetTriangles(i), i);
                        }

                        if (auto2UV)
                        {
                            Unwrapping.GenerateSecondaryUVSet(newMesh);
                        }

                        string unityPath = ToUnity(directory + "/" + mesh.name);
                        AssetDatabase.CreateAsset(newMesh, unityPath + ".asset");
                        AssetDatabase.SaveAssets();
                        AssetDatabase.Refresh();
                    }
                    return(mesh);
                }
                else
                {
                    return(null);
                }
            }
コード例 #4
0
ファイル: RiverBuilder.cs プロジェクト: Visin1991/Vlib
        void CreateCatmullRomSpline()
        {
            string riverFile = VIO.UnitySaveFolder();

            if (riverFile == null)
            {
                return;
            }

            GameObject gameObject = new GameObject("River");
            Camera     camera     = null;

            for (int i = 0; i < 10; i++)
            {
                if (SceneView.lastActiveSceneView == null || SceneView.lastActiveSceneView.camera == null)
                {
                    continue;
                }
                camera = SceneView.lastActiveSceneView.camera;
            }
            if (camera != null)
            {
                gameObject.transform.position = camera.transform.position + camera.transform.forward * 10.0f;
            }

            gameObject.AddComponent <CatmullRomSpline>();
            MeshRenderer meshRenderer = gameObject.AddComponent <MeshRenderer>();

            meshRenderer.receiveShadows    = true;
            meshRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;

            if (meshRenderer.sharedMaterial == null)
            {
                meshRenderer.sharedMaterial = AssetDatabase.GetBuiltinExtraResource <Material>("Default-Diffuse.mat");
            }

            Selection.activeGameObject = gameObject;
        }
コード例 #5
0
ファイル: VObjExporter.cs プロジェクト: Visin1991/Vlib
        public static void SaveOBJFile(string path)
        {
            MeshToObjString.Start();
            StringBuilder meshString = new StringBuilder();

            Transform t = Selection.gameObjects[0].transform;

            Vector3 originalPosition = t.position;

            t.position = Vector3.zero;

            if (!makeSubmeshes)
            {
                meshString.Append("g ").Append(t.name).Append("\n");
            }
            meshString.Append(processTransform(t, makeSubmeshes));

            VIO.WriteToFile(meshString.ToString(), path);

            t.position = originalPosition;

            MeshToObjString.End();
        }
コード例 #6
0
ファイル: VIO.cs プロジェクト: Visin1991/Vlib
            public static Material[] CopyMaterialsToDst(MeshRenderer mr, string dstDirectory, System.Func <MaterialInfo, Material> func)
            {
                if (mr)
                {
                    MaterialInfo[] materialInfos = GraphicsUtili.Get_MaterialInfo(mr, "_PBRTexture");

                    if (materialInfos != null)
                    {
                        Material[] materials = new Material[materialInfos.Length];
                        for (int i = 0; i < materials.Length; i++)
                        {
                            MaterialInfo info = materialInfos[i];
                            bool         spbr = false;
                            if (info.path_P == null)
                            {
                                spbr = true;
                            }
                            else
                            {
                                if (info.path_P.Length <= 0)
                                {
                                    spbr = true;
                                }
                            }

                            string   materialPath = ToUnity(dstDirectory + "/" + info.matName + ".mat");
                            Material material     = AssetDatabase.LoadAssetAtPath <Material>(materialPath);
                            if (material == null)
                            {
                                if (func == null)
                                {
                                    if (spbr)
                                    {
                                        material = new Material(Shader.Find("MSO/Standard/SPBR"));
                                    }
                                    else
                                    {
                                        material = new Material(Shader.Find("MSO/Standard/PBR"));
                                    }
                                }
                                else
                                {
                                    material = func(info);
                                }

                                string  sourceD    = VIO.UnitySlash(info.path_D);
                                Texture diffuseTex = AssetDatabase.LoadAssetAtPath <Texture>(sourceD);
                                material.SetTexture("_MainTex", diffuseTex);

                                string  sourceN   = VIO.UnitySlash(info.path_N);
                                Texture normalTex = AssetDatabase.LoadAssetAtPath <Texture>(sourceN);
                                material.SetTexture("_BumpMap", normalTex);

                                string  sourceP = VIO.UnitySlash(info.path_P);
                                Texture pbrTex  = AssetDatabase.LoadAssetAtPath <Texture>(sourceP);
                                material.SetTexture("_MetallicGlossMap", pbrTex);

                                AssetDatabase.CreateAsset(material, materialPath);
                                AssetDatabase.Refresh();
                            }
                            materials[i] = material;
                        }
                        return(materials);
                    }
                }
                return(null);
            }