Exemplo n.º 1
0
    void drawTabAddObjectsToBakers()
    {
        if (helpBoxString == null)
        {
            helpBoxString = "";
        }
        EditorGUILayout.HelpBox("To add, select one or more objects in the hierarchy view. Child Game Objects with MeshRender or SkinnedMeshRenderer will be added. Use the fields below to filter what is added." +
                                "To remove, use the fields below to filter what is removed.\n" + helpBoxString, UnityEditor.MessageType.None);
        target = (MB3_MeshBakerRoot)EditorGUILayout.ObjectField("Target to add objects to", target, typeof(MB3_MeshBakerRoot), true);

        if (target != null)
        {
            targetGO = target.gameObject;
        }
        else
        {
            targetGO = null;
        }

        if (targetGO != oldTargetGO && targetGO != null)
        {
            textureBaker = targetGO.GetComponent <MB3_TextureBaker>();
            meshBaker    = targetGO.GetComponent <MB3_MeshBaker>();
            tbe          = new MB3_TextureBakerEditorInternal();
            mbe          = new MB3_MeshBakerEditorInternal();
            oldTargetGO  = targetGO;
            if (textureBaker != null)
            {
                serializedObject = new SerializedObject(textureBaker);
                tbe.OnEnable(serializedObject);
            }
            else if (meshBaker != null)
            {
                serializedObject = new SerializedObject(meshBaker);
                mbe.OnEnable(serializedObject);
            }
        }


        EditorGUIUtility.labelWidth = 300;
        onlyStaticObjects           = EditorGUILayout.Toggle("Only Static Objects", onlyStaticObjects);

        onlyEnabledObjects = EditorGUILayout.Toggle("Only Enabled Objects", onlyEnabledObjects);

        excludeMeshesWithOBuvs = EditorGUILayout.Toggle("Exclude meshes with out-of-bounds UVs", excludeMeshesWithOBuvs);

        excludeMeshesAlreadyAddedToBakers = EditorGUILayout.Toggle("Exclude GameObjects already added to bakers", excludeMeshesAlreadyAddedToBakers);

        mat       = (Material)EditorGUILayout.ObjectField("Using Material", mat, typeof(Material), true);
        shaderMat = (Material)EditorGUILayout.ObjectField("Using Shader", shaderMat, typeof(Material), true);

        string[] lightmapDisplayValues = new string[257];
        int[]    lightmapValues        = new int[257];
        lightmapValues[0]        = -2;
        lightmapValues[1]        = -1;
        lightmapDisplayValues[0] = "don't filter on lightmapping";
        lightmapDisplayValues[1] = "not lightmapped";
        for (int i = 2; i < lightmapDisplayValues.Length; i++)
        {
            lightmapDisplayValues[i] = "" + i;
            lightmapValues[i]        = i;
        }
        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Using Lightmap Index ");
        lightmapIndex = EditorGUILayout.IntPopup(lightmapIndex,
                                                 lightmapDisplayValues,
                                                 lightmapValues);
        EditorGUILayout.EndHorizontal();
        if (regExParseError != null && regExParseError.Length > 0)
        {
            EditorGUILayout.HelpBox("Error In Regular Expression:\n" + regExParseError, MessageType.Error);
        }
        searchRegEx = EditorGUILayout.TextField(GUIContentRegExpression, searchRegEx);


        EditorGUILayout.Separator();

        EditorGUILayout.BeginHorizontal();
        if (GUILayout.Button("Add Selected Meshes To Target"))
        {
            addSelectedObjects();
        }
        if (GUILayout.Button("Remove Matching Meshes From Target"))
        {
            removeSelectedObjects();
        }
        EditorGUILayout.EndHorizontal();

        if (textureBaker != null)
        {
            MB_EditorUtil.DrawSeparator();
            tbFoldout = EditorGUILayout.Foldout(tbFoldout, "Texture Baker");
            if (tbFoldout)
            {
                tbe.DrawGUI(serializedObject, (MB3_TextureBaker)textureBaker, typeof(MB3_MeshBakerEditorWindow));
            }
        }
        if (meshBaker != null)
        {
            MB_EditorUtil.DrawSeparator();
            mbFoldout = EditorGUILayout.Foldout(mbFoldout, "Mesh Baker");
            if (mbFoldout)
            {
                mbe.DrawGUI(serializedObject, (MB3_MeshBaker)meshBaker, typeof(MB3_MeshBakerEditorWindow));
            }
        }
    }
    void OnGUI()
    {
        scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(position.width), GUILayout.Height(position.height));

        EditorGUILayout.LabelField("Generate Report", EditorStyles.boldLabel);
        EditorGUILayout.HelpBox("List shaders in scene prints a report to the console of shaders and which objects use them. This is useful for planning which objects to combine.", UnityEditor.MessageType.None);

        if (GUILayout.Button("List Shaders In Scene"))
        {
            listMaterialsInScene(false);
        }

        EditorGUILayout.Separator();
        MB_EditorUtil.DrawSeparator();

        EditorGUILayout.HelpBox("This feature is experimental. It should be safe to use as all it does is generate game objects with Mesh and Material bakers " +
                                "on them and assets for the combined materials.\n\n" +
                                "Creates bakers and combined material assets in your scene based on the groupings in 'Generate Report'." +
                                "Some configuration may still be required after bakers are generated. Groups are created for objects that " +
                                "use the same material(s), shader(s) and lightmap. These groups should produce good results when baked.\n\n" +
                                "This feature groups objects conservatively so bakes almost always work.   This is not the only way to group objects. Objects with different shaders can also be grouped but results are" +
                                " less preditable. Meshes with submeshes are only" +
                                "grouped if all meshes use the same set of shaders.", UnityEditor.MessageType.None);

        EditorGUILayout.LabelField(autoGenerateGUIContent, EditorStyles.boldLabel);
        autoGenerateMeshBakers = EditorGUILayout.Foldout(autoGenerateMeshBakers, "Show Tools");
        if (autoGenerateMeshBakers)
        {
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("Select Folder For Combined Material Assets"))
            {
                generate_AssetsFolder = EditorUtility.SaveFolderPanel("Create Combined Material Assets In Folder", "", "");
                generate_AssetsFolder = "Assets" + generate_AssetsFolder.Replace(Application.dataPath, "") + "/";
            }
            EditorGUILayout.LabelField("Folder: " + generate_AssetsFolder);
            EditorGUILayout.EndHorizontal();
            EditorGUILayout.BeginHorizontal();
            EditorGUILayout.LabelField("Included Objects Must Be Static", GUILayout.Width(200));
            generate_IncludeStaticObjects = EditorGUILayout.Toggle(GUIContent.none, generate_IncludeStaticObjects);
            EditorGUILayout.EndHorizontal();
            generate_LightmapOption = (LightMapOption)EditorGUILayout.EnumPopup("Lightmapping", generate_LightmapOption);
            EditorGUILayout.BeginHorizontal();
            if (GUILayout.Button("Generate Mesh Bakers"))
            {
                listMaterialsInScene(true);
            }
            if (GUILayout.Button("Bake Every MeshBaker In Scene"))
            {
                try{
                    MB3_TextureBaker[] texBakers = (MB3_TextureBaker[])FindObjectsOfType(typeof(MB3_TextureBaker));
                    for (int i = 0; i < texBakers.Length; i++)
                    {
                        texBakers[i].CreateAtlases(updateProgressBar, true, new MB3_EditorMethods());
                    }
                    MB3_MeshBaker[] mBakers = (MB3_MeshBaker[])FindObjectsOfType(typeof(MB3_MeshBaker));
                    for (int i = 0; i < mBakers.Length; i++)
                    {
                        if (mBakers[i].textureBakeResults != null)
                        {
                            MB3_MeshBakerEditorFunctions.BakeIntoCombined(mBakers[i]);
                        }
                    }
                } catch (Exception e) {
                    Debug.LogError(e);
                }finally{
                    EditorUtility.ClearProgressBar();
                }
            }
            EditorGUILayout.EndHorizontal();
        }
        MB_EditorUtil.DrawSeparator();
        EditorGUILayout.Separator();

        EditorGUILayout.LabelField("Add Selected Meshes To Bakers", EditorStyles.boldLabel);
        EditorGUILayout.HelpBox("Select one or more objects in the hierarchy view. Child Game Objects with MeshRender will be added. Use the fields below to filter what is added.", UnityEditor.MessageType.None);
        target = (MB3_MeshBakerRoot)EditorGUILayout.ObjectField("Target to add objects to", target, typeof(MB3_MeshBakerRoot), true);

        if (target != null)
        {
            targetGO = target.gameObject;
        }
        else
        {
            targetGO = null;
        }

        if (targetGO != oldTargetGO)
        {
            textureBaker = targetGO.GetComponent <MB3_TextureBaker>();
            meshBaker    = targetGO.GetComponent <MB3_MeshBaker>();
            tbe          = new MB3_TextureBakerEditorInternal();
            mbe          = new MB3_MeshBakerEditorInternal();
            oldTargetGO  = targetGO;
        }

        onlyStaticObjects = EditorGUILayout.Toggle("Only Static Objects", onlyStaticObjects);

        onlyEnabledObjects = EditorGUILayout.Toggle("Only Enabled Objects", onlyEnabledObjects);

        excludeMeshesWithOBuvs = EditorGUILayout.Toggle("Exclude meshes with out-of-bounds UVs", excludeMeshesWithOBuvs);

        mat       = (Material)EditorGUILayout.ObjectField("Using Material", mat, typeof(Material), true);
        shaderMat = (Material)EditorGUILayout.ObjectField("Using Shader", shaderMat, typeof(Material), true);

        string[] lightmapDisplayValues = new string[257];
        int[]    lightmapValues        = new int[257];
        lightmapValues[0]        = -2;
        lightmapValues[1]        = -1;
        lightmapDisplayValues[0] = "don't filter on lightmapping";
        lightmapDisplayValues[1] = "not lightmapped";
        for (int i = 2; i < lightmapDisplayValues.Length; i++)
        {
            lightmapDisplayValues[i] = "" + i;
            lightmapValues[i]        = i;
        }
        EditorGUILayout.BeginHorizontal();
        EditorGUILayout.LabelField("Using Lightmap Index ");
        lightmapIndex = EditorGUILayout.IntPopup(lightmapIndex,
                                                 lightmapDisplayValues,
                                                 lightmapValues);
        EditorGUILayout.EndHorizontal();

        if (GUILayout.Button("Add Selected Meshes"))
        {
            addSelectedObjects();
        }

        /*
         * if (GUILayout.Button("Add LOD To Selected")){
         *      addLODToSelected();
         * }
         *
         * if (GUILayout.Button("Remove LOD From All")){
         *      LODInternal[] lods = (LODInternal[]) FindObjectsOfType(typeof(LODInternal));
         *      for (int i = 0; i < lods.Length; i++){
         *              DestroyImmediate(lods[i]);
         *      }
         * }
         */

        if (textureBaker != null)
        {
            MB_EditorUtil.DrawSeparator();
            tbFoldout = EditorGUILayout.Foldout(tbFoldout, "Texture Baker");
            if (tbFoldout)
            {
                tbe.DrawGUI((MB3_TextureBaker)textureBaker, typeof(MB3_MeshBakerEditorWindow));
            }
        }
        if (meshBaker != null)
        {
            MB_EditorUtil.DrawSeparator();
            mbFoldout = EditorGUILayout.Foldout(mbFoldout, "Mesh Baker");
            if (mbFoldout)
            {
                mbe.DrawGUI((MB3_MeshBaker)meshBaker, typeof(MB3_MeshBakerEditorWindow));
            }
        }
        EditorGUILayout.EndScrollView();
    }