public static void Rebuild() { var startTime = EditorApplication.timeSinceStartup; ChiselNodeHierarchyManager.Rebuild(); var csg_endTime = EditorApplication.timeSinceStartup; Debug.Log($"Full CSG rebuild done in {((csg_endTime - startTime) * 1000)} ms. "); }
public static void Rebuild() { UnityEngine.Profiling.Profiler.BeginSample("Rebuild"); try { var startTime = Time.realtimeSinceStartup; ChiselNodeHierarchyManager.Rebuild(); var csg_endTime = Time.realtimeSinceStartup; Debug.Log($"Full CSG rebuild done in {((csg_endTime - startTime) * 1000)} ms. "); } finally { UnityEngine.Profiling.Profiler.EndSample(); } }
private static void ImportValveMapFormat2006() { GameObject go = null; try { string path = EditorUtility.OpenFilePanel("Import Source Engine Map", "", "vmf"); if (path.Length != 0) { EditorUtility.DisplayProgressBar("Chisel: Importing Source Engine Map", "Parsing Valve Map Format File (*.vmf)...", 0.0f); var importer = new ValveMapFormat2006.VmfImporter(); var map = importer.Import(path); // create parent game object to store all of the imported content. go = new GameObject("Source Map - " + Path.GetFileNameWithoutExtension(path)); go.SetActive(false); // create chisel model and import all of the brushes. EditorUtility.DisplayProgressBar("Chisel: Importing Source Engine Map", "Preparing Material Searcher...", 0.0f); ValveMapFormat2006.VmfWorldConverter.Import(ChiselModelManager.CreateNewModel(go.transform), map); #if COM_AETERNUMGAMES_CHISEL_DECALS // optional decals package: https://github.com/Henry00IS/Chisel.Decals // rebuild the world as we need the collision mesh for decals. EditorUtility.DisplayProgressBar("Chisel: Importing Source Engine Map", "Rebuilding the world...", 0.5f); go.SetActive(true); ChiselNodeHierarchyManager.Rebuild(); #endif // begin converting hammer entities to unity objects. ValveMapFormat2006.VmfEntityConverter.Import(go.transform, map); } } catch (Exception ex) { EditorUtility.ClearProgressBar(); EditorUtility.DisplayDialog("Source Engine Map Import", "An exception occurred while importing the map:\r\n" + ex.Message, "Ohno!"); } finally { EditorUtility.ClearProgressBar(); if (go != null) { go.SetActive(true); } } }
private void ImportMap() { var mapImporter = target as Q1MapImporter; // Not currently in try catch so I can see Unity errors. GameObject go = null; string path = EditorUtility.OpenFilePanel("Import Quake 1 Map", "", "map"); if (path.Length != 0) { EditorUtility.DisplayProgressBar("RealtimeCSG: Importing Quake 1 Map", "Parsing Quake 1 Map File (*.map)...", 0.0f); var importer = new MapImporter(); //importer.adjustTexturesForValve = mapImporter.adjustTexturesForValve; var map = importer.Import(path); // create parent game object to store all of the imported content. go = new GameObject("Q1-" + Path.GetFileNameWithoutExtension(path)); go.SetActive(false); // create chisel model and import all of the brushes. EditorUtility.DisplayProgressBar("Chisel: Importing Source Engine Map", "Preparing Material Searcher...", 0.0f); Q1MapWorldConverter.Import(go.transform, map); #if COM_AETERNUMGAMES_CHISEL_DECALS // optional decals package: https://github.com/Henry00IS/Chisel.Decals // rebuild the world as we need the collision mesh for decals. EditorUtility.DisplayProgressBar("Chisel: Importing Source Engine Map", "Rebuilding the world...", 0.5f); go.SetActive(true); ChiselNodeHierarchyManager.Rebuild(); #endif // begin converting hammer entities to unity objects. //Q1EntityConverter.Import(go.transform, map); } EditorUtility.ClearProgressBar(); if (go != null) { go.transform.SetParent(mapImporter.transform); go.SetActive(true); } }
private void OnClicked() { UnityEngine.Profiling.Profiler.BeginSample("Rebuild"); try { ChiselNodeHierarchyManager.Rebuild(); } finally { UnityEngine.Profiling.Profiler.EndSample(); } }
public static void Rebuild() { ChiselNodeHierarchyManager.Rebuild(); }