Exemplo n.º 1
0
    void _bakeIntoCombined(MB2_MeshBakerCommon mom, MB_OutputOptions prefabOrSceneObject)
    {
        if (prefabOrSceneObject != MB_OutputOptions.bakeIntoPrefab && prefabOrSceneObject != MB_OutputOptions.bakeIntoSceneObject)
        {
            Debug.LogError("Paramater prefabOrSceneObject must be bakeIntoPrefab or bakeIntoSceneObject");
            return;
        }
        //MB2_MeshBakerCommon mom = (MB2_MeshBakerCommon) target;
        MB2_TextureBaker tb = mom.GetComponent <MB2_TextureBaker>();

        if (mom.textureBakeResults == null && tb != null)
        {
            Debug.Log("setting results");
            mom.textureBakeResults = tb.textureBakeResults;
        }

        if (mom.useObjsToMeshFromTexBaker)
        {
            if (tb != null)
            {
                mom.objsToMesh.Clear();
                mom.objsToMesh.AddRange(tb.objsToMesh);
            }
        }

        Mesh mesh;

        if (!MB_Utility.doCombinedValidate(mom, MB_ObjsToCombineTypes.sceneObjOnly))
        {
            return;
        }
        if (prefabOrSceneObject == MB_OutputOptions.bakeIntoPrefab && mom.resultPrefab == null)
        {
            Debug.LogError("Need to set the Combined Mesh Prefab field.");
            return;
        }
        mom.ClearMesh();

        mesh = mom.AddDeleteGameObjects(mom.objsToMesh.ToArray(), null, false, true);
        if (mesh != null)
        {
            mom.Apply();
            updateProgressBar("Created mesh saving assets", .6f);
            if (prefabOrSceneObject == MB_OutputOptions.bakeIntoSceneObject)
            {
//				mom.BuildSceneMeshObject();
            }
            else if (prefabOrSceneObject == MB_OutputOptions.bakeIntoPrefab)
            {
                string prefabPth = AssetDatabase.GetAssetPath(mom.resultPrefab);
                if (prefabPth == null || prefabPth.Length == 0)
                {
                    Debug.LogError("Could not save result to prefab. Result Prefab value is not an Asset.");
                    return;
                }
                string baseName    = System.IO.Path.GetFileNameWithoutExtension(prefabPth);
                string folderPath  = prefabPth.Substring(0, prefabPth.Length - baseName.Length - 7);
                string newFilename = folderPath + baseName + "-mesh";
                mom.SaveMeshsToAssetDatabase(folderPath, newFilename);
                mom.RebuildPrefab();
//				saveMeshToAssetDatabase(mom, mesh);
//				if (mom.renderType == MB_RenderType.skinnedMeshRenderer){
//					Debug.LogWarning("Prefab will not be updated for skinned mesh. This is because all bones need to be included in the prefab for it to be usefull.");
//				} else {
//					rebuildPrefab(mom, mesh);
//				}
            }
            else
            {
                Debug.LogError("Unknown parameter");
            }
        }
    }
    public static void _bakeIntoCombined(MB2_MeshBakerCommon mom, MB_OutputOptions prefabOrSceneObject)
    {
        if (MB2_MeshCombiner.EVAL_VERSION && prefabOrSceneObject == MB_OutputOptions.bakeIntoPrefab)
        {
            Debug.LogError("Cannot BakeIntoPrefab with evaluation version.");
            return;
        }
        if (prefabOrSceneObject != MB_OutputOptions.bakeIntoPrefab && prefabOrSceneObject != MB_OutputOptions.bakeIntoSceneObject)
        {
            Debug.LogError("Paramater prefabOrSceneObject must be bakeIntoPrefab or bakeIntoSceneObject");
            return;
        }
        //MB2_MeshBakerCommon mom = (MB2_MeshBakerCommon) target;
        MB2_TextureBaker tb = mom.GetComponent <MB2_TextureBaker>();

        if (mom.textureBakeResults == null && tb != null)
        {
            Debug.Log("setting results");
            mom.textureBakeResults = tb.textureBakeResults;
        }

        if (mom.useObjsToMeshFromTexBaker)
        {
            if (tb != null)
            {
                mom.objsToMesh.Clear();
                mom.objsToMesh.AddRange(tb.objsToMesh);
            }
        }

        Mesh mesh;

        if (!MB2_MeshBakerRoot.doCombinedValidate(mom, MB_ObjsToCombineTypes.sceneObjOnly))
        {
            return;
        }
        if (prefabOrSceneObject == MB_OutputOptions.bakeIntoPrefab &&
            mom.resultPrefab == null)
        {
            Debug.LogError("Need to set the Combined Mesh Prefab field.");
            return;
        }
        mom.ClearMesh();

        mesh = mom.AddDeleteGameObjects(mom.objsToMesh.ToArray(), null, false, true);
        if (mesh != null)
        {
            mom.Apply();
//			updateProgressBar("Created mesh saving assets",.6f);
            if (prefabOrSceneObject == MB_OutputOptions.bakeIntoSceneObject)
            {
//				mom.BuildSceneMeshObject();
            }
            else if (prefabOrSceneObject == MB_OutputOptions.bakeIntoPrefab)
            {
                string prefabPth = AssetDatabase.GetAssetPath(mom.resultPrefab);
                if (prefabPth == null || prefabPth.Length == 0)
                {
                    Debug.LogError("Could not save result to prefab. Result Prefab value is not an Asset.");
                    return;
                }
                string baseName    = Path.GetFileNameWithoutExtension(prefabPth);
                string folderPath  = prefabPth.Substring(0, prefabPth.Length - baseName.Length - 7);
                string newFilename = folderPath + baseName + "-mesh";
                mom.SaveMeshsToAssetDatabase(folderPath, newFilename);

                if (mom.renderType == MB_RenderType.skinnedMeshRenderer)
                {
                    Debug.LogWarning("Render type is skinned mesh renderer. " +
                                     "Can't create prefab until all bones have been added to the combined mesh object " + mom.resultPrefab +
                                     " Add the bones then drag the combined mesh object to the prefab.");
                }
                else
                {
                    mom.RebuildPrefab();
                }
            }
            else
            {
                Debug.LogError("Unknown parameter");
            }
        }
    }