예제 #1
0
        public static void FindModelFile()
        {
            var path = EditorUtility.OpenFilePanelWithFilters("Select model file", "Packages/com.unity.lego.modelimporter/Models", new string[] { "All model files", "ldr,io,lxfml,lxf", "LDraw files", "ldr", "Studio files", "io", "LXFML files", "lxfml", "LXF files", "lxf" });

            if (path.Length != 0)
            {
                lxfml = ReadFileLogic(path);
                if (lxfml != null)
                {
                    pivot    = Model.Pivot.BottomCenter;
                    filePath = path;

                    importSettings.Clear();
                    foreach (var group in lxfml.groups)
                    {
                        importSettings.Add(group.number, new ModelGroupImportSettings());
                    }

                    model = null;
                    group = null;

                    GetWindow <ImportModel>(true, "LEGO Model Importer");
                }
                else
                {
                    ShowReadError();
                }
            }
        }
예제 #2
0
        public static void ReimportModelGroup(LXFMLDoc lxfml, ModelGroup group, ModelGroupImportSettings importSettings, bool detectConnectivity = false)
        {
            // Assign the new group import settings to the group.
            group.importSettings = importSettings;

            // We assume that the group can be found, so reimport it.
            if (group.processed)
            {
                // Remove all processed meshes.
                var renderers = group.GetComponentsInChildren <MeshRenderer>();
                foreach (var renderer in renderers)
                {
                    // FIXME Destroy the mesh? Prevents undo..
                    var filter = renderer.GetComponent <MeshFilter>();
                    //Undo.DestroyObjectImmediate(filter.sharedMesh);

                    if (renderer.GetComponent <ModelGroup>() == null)
                    {
                        // Destroy submesh game objects entirely.
                        Undo.DestroyObjectImmediate(renderer.gameObject);
                    }
                    else
                    {
                        // Destroy mesh related components on group game object.
                        Object.DestroyImmediate(filter);
                        Object.DestroyImmediate(renderer);
                    }
                }
            }

            // FIXME Check if bricks are referenced.
            // FIXME Check if bricks have custom components attached.

            // Remove group bricks.
            var existingBricks = group.GetComponentsInChildren <Brick>();

            foreach (var brick in existingBricks)
            {
                Undo.DestroyObjectImmediate(brick.gameObject);
            }

            var groupLightMapped = group.importSettings.isStatic && group.importSettings.lightmapped;

            SetStaticAndGIParams(group.gameObject, group.importSettings.isStatic, groupLightMapped);

            // Move group to origo to ensure that bricks are instantiated in the correct positions.
            var originalGroupLocalPosition = group.transform.localPosition;
            var originalGroupLocalRotation = group.transform.localRotation;
            var originalGroupLocalScale    = group.transform.localScale;
            var originalGroupParent        = group.transform.parent;
            var originalGroupSiblingIndex  = group.transform.GetSiblingIndex();

            group.transform.SetParent(null);
            group.transform.localPosition = Vector3.zero;
            group.transform.localRotation = Quaternion.identity;
            group.transform.localScale    = Vector3.one;

            // Create dictionary with just this group.
            var modelGroupImportSettingsDictionary = new DictionaryIntToModelGroupImportSettings();

            modelGroupImportSettingsDictionary.Add(group.number, group.importSettings);

            // Instantiate group bricks.
            var resultBricks = new Dictionary <int, Brick>(lxfml.bricks.Count);

            InstantiateModelBricks(lxfml, modelGroupImportSettingsDictionary, ref resultBricks, group.number);

            // Assign bricks to group.
            foreach (var brick in resultBricks.Values)
            {
                brick.transform.SetParent(group.transform);
            }
            ModelGroupUtility.RecomputePivot(group, false, ModelGroupUtility.UndoBehavior.withoutUndo);

            // Move group back to original location.
            group.transform.SetParent(originalGroupParent);
            group.transform.SetSiblingIndex(originalGroupSiblingIndex);
            group.transform.localPosition = originalGroupLocalPosition;
            group.transform.localRotation = originalGroupLocalRotation;
            group.transform.localScale    = originalGroupLocalScale;

            /*if (group.processed)
             * {
             *  // Process the group again.
             *  // FIXME Is this even a good idea?
             *  if (group.type == GroupType.Environment || group.type == GroupType.Static)
             *  {
             *      Vector2Int vertCount = Vector2Int.zero;
             *      Vector2Int triCount = Vector2Int.zero;
             *      Vector2Int meshCount = Vector2Int.zero;
             *      Vector2Int colliderCount = Vector2Int.zero;
             *      ModelProcessor.ProcessModelGroup(group, ref vertCount, ref triCount, ref meshCount, ref colliderCount);
             *
             *      Debug.Log($"Process result (before/after):\nVerts {vertCount.x}/{vertCount.y}, tris {triCount.x}/{triCount.y}, meshes {meshCount.x}/{meshCount.y}, colliders {colliderCount.x}/{colliderCount.y}");
             *  }
             * }*/

            if (detectConnectivity && group.importSettings.connectivity)
            {
                var sceneBricks = new HashSet <Brick>(StageUtility.GetCurrentStageHandle().FindComponentsOfType <Brick>());
                DetectConnectivity(new HashSet <Brick>(resultBricks.Values), sceneBricks);
            }

            EditorUtility.ClearProgressBar();
        }
예제 #3
0
        public static void ReimportModelGroup(LXFMLDoc lxfml, ModelGroup group, ModelGroupImportSettings importSettings, bool detectConnectivity = false)
        {
            // Assign the new group import settings to the group.
            group.importSettings = importSettings;

            // We assume that the group can be found, so reimport it.
            if (group.processed)
            {
                // Remove all processed meshes.
                var renderers = group.GetComponentsInChildren <MeshRenderer>();
                foreach (var renderer in renderers)
                {
                    // FIXME Destroy the mesh? Prevents undo..
                    var filter = renderer.GetComponent <MeshFilter>();
                    //Undo.DestroyObjectImmediate(filter.sharedMesh);

                    if (renderer.GetComponent <ModelGroup>() == null)
                    {
                        // Destroy submesh game objects entirely.
                        Undo.DestroyObjectImmediate(renderer.gameObject);
                    }
                    else
                    {
                        // Destroy mesh related components on group game object.
                        Object.DestroyImmediate(filter);
                        Object.DestroyImmediate(renderer);
                    }
                }
            }

            // FIXME Check if bricks are referenced.
            // FIXME Check if bricks have custom components attached.

            // Remove group bricks.
            var existingBricks = group.GetComponentsInChildren <Brick>();

            foreach (var brick in existingBricks)
            {
                Undo.DestroyObjectImmediate(brick.gameObject);
            }

            var groupLightMapped = group.importSettings.isStatic && group.importSettings.lightmapped;

            SetStaticAndGIParams(group.gameObject, group.importSettings.isStatic, groupLightMapped);

            // Move group to origo to ensure that bricks are instantiated in the correct positions.
            var originalGroupParent       = group.transform.parent;
            var originalGroupSiblingIndex = group.transform.GetSiblingIndex();

            group.transform.parent        = null;
            group.transform.localPosition = Vector3.zero;
            group.transform.localRotation = Quaternion.identity;
            group.transform.localScale    = Vector3.one;

            // Create dictionary with just this group.
            var modelGroupImportSettingsDictionary = new DictionaryIntToModelGroupImportSettings();

            modelGroupImportSettingsDictionary.Add(group.number, group.importSettings);

            // Instantiate group bricks.
            var resultBricks = new Dictionary <int, Brick>(lxfml.bricks.Count);

            InstantiateModelBricks(lxfml, modelGroupImportSettingsDictionary, ref resultBricks, group.number);

            // Assign bricks to group.
            foreach (var brick in resultBricks.Values)
            {
                brick.transform.SetParent(group.transform);
            }

            // Set parent of group back to original.
            group.transform.parent = originalGroupParent;
            group.transform.SetSiblingIndex(originalGroupSiblingIndex);

            if (detectConnectivity && group.importSettings.connectivity)
            {
                var sceneBricks = new HashSet <Brick>(StageUtility.GetCurrentStageHandle().FindComponentsOfType <Brick>());
                DetectConnectivity(new HashSet <Brick>(resultBricks.Values), sceneBricks);
            }

            EditorUtility.ClearProgressBar();
        }