Exemplo n.º 1
0
 private static void SaveTextures(List <Texture2D> textures, PtAsset asset)
 {
     for (int i = 0; i < textures.Count; ++i)
     {
         AssetDatabase.AddObjectToAsset(textures[i], asset);
     }
 }
Exemplo n.º 2
0
 private static void SaveMaterials(List <Material> materials, PtAsset asset)
 {
     for (int i = 0; i < materials.Count; ++i)
     {
         AssetDatabase.AddObjectToAsset(materials[i], asset);
     }
 }
Exemplo n.º 3
0
 private static void SaveMeshes(List <Mesh> meshes, PtAsset asset)
 {
     for (int i = 0; i < meshes.Count; ++i)
     {
         AssetDatabase.AddObjectToAsset(meshes[i], asset);
     }
 }
        // Save like so:
        // PtAsset (references GameObject)
        //   Meshes, Textures, Materials
        // GameObject
        //   References sub-asset meshes in PtAsset
        //
        // Does not currently handle replacement
        static void SaveAsSeparateWithMeshesInAsset(
            ImportGltf.GltfImportResult result, string assetPath, string prefabPath)
        {
            Directory.CreateDirectory(Path.GetDirectoryName(assetPath));
            Directory.CreateDirectory(Path.GetDirectoryName(prefabPath));

            GameObject prefabToReplace = null; {
                PtAsset assetToReplace = AssetDatabase.LoadAssetAtPath <PtAsset>(assetPath);
                if (assetToReplace != null)
                {
                    if (assetToReplace.assetPrefab == null)
                    {
                        Debug.LogErrorFormat("Couldn't find prefab for asset {0}.", assetToReplace);
                        return;
                    }
                    prefabToReplace = assetToReplace.assetPrefab;
                }
            }

            PtAsset ptAsset = ScriptableObject.CreateInstance <PtAsset>();

            ptAsset.title = "bogus title";
            // Must make ptAsset a real asset before adding objects to it
            AssetDatabase.CreateAsset(ptAsset, assetPath);
            // Should make meshes real assets before saving them into a prefab
            AddResultsToAsset(result, ptAsset);
            AssetDatabase.ImportAsset(assetPath);

            // Create prefab after meshes are safely ensconced as assets
            result.root.AddComponent <PtAssetObject>().asset = ptAsset;

            GameObject newPrefab = null;

            if (prefabToReplace != null)
            {
                // Replace the existing prefab with our new object, without breaking prefab connections.
                // There's nothing but prefab in the asset so we don't need to worry about clearing
                // anything else out.
                newPrefab = PrefabUtility.ReplacePrefab(
                    result.root, prefabToReplace, ReplacePrefabOptions.ReplaceNameBased);
            }
            else
            {
                if (File.Exists(prefabPath))
                {
                    // Could probably handle this like the case above; replace it.
                    Debug.LogErrorFormat("Unexpected: overwriting a prefab {0}", prefabPath);
                }
                else
                {
                    newPrefab = PrefabUtility.CreatePrefab(prefabPath, result.root);
                }
            }

            ptAsset.assetPrefab = newPrefab;
            EditorUtility.SetDirty(ptAsset);

            // Maybe not needed?
            AssetDatabase.Refresh();
        }
        /// <summary>
        /// Scans the project for PtAsset assets marked as third-party and generates an attributions
        /// file in the user's Resources directory containing a list of those resources, the names
        /// of the authors and links to the original creations.
        /// </summary>
        public static void Generate(bool showUi)
        {
            string fileFullPath = Path.Combine(PtUtils.ToAbsolutePath(PtSettings.Instance.resourcesPath),
                                               AttributionGeneration.ATTRIB_FILE_NAME);

            string[] assetGuids = AssetDatabase.FindAssets(PtAsset.FilterString);
            // List of assets that are licensed under Creative Commons (require attribution).
            List <PtAsset> ccByAssets = new List <PtAsset>();

            foreach (string assetGuid in assetGuids)
            {
                string  localPath = AssetDatabase.GUIDToAssetPath(assetGuid);
                PtAsset ptAsset   = AssetDatabase.LoadAssetAtPath <PtAsset>(localPath);
                if (ptAsset != null && ptAsset.license == PolyAssetLicense.CREATIVE_COMMONS_BY)
                {
                    ccByAssets.Add(ptAsset);
                }
            }

            if (ccByAssets.Count == 0)
            {
                // No need for an attribution file.
                if (File.Exists(fileFullPath))
                {
                    File.Delete(fileFullPath);
                }
                if (showUi)
                {
                    EditorUtility.DisplayDialog("No Assets Require Attribution",
                                                "No Poly assets were found in the project that require attribution. " +
                                                "No attribution file was generated.", "OK");
                }
                return;
            }

            Directory.CreateDirectory(Path.GetDirectoryName(fileFullPath));
            StringBuilder sb = new StringBuilder();

            sb.AppendLine(AttributionGeneration.FILE_HEADER);
            ccByAssets.Sort((PtAsset a, PtAsset b) => { return(a.title.CompareTo(b.title)); });
            foreach (PtAsset ptAsset in ccByAssets)
            {
                sb.AppendLine();
                sb.Append(AttributionGeneration.GenerateAttributionString(ptAsset.title, ptAsset.author,
                                                                          ptAsset.url, AttributionGeneration.CC_BY_LICENSE)).AppendLine();
            }
            File.WriteAllText(fileFullPath, sb.ToString());

            if (showUi)
            {
                EditorUtility.DisplayDialog("File Generated",
                                            "Attributions file generated at:\n" + fileFullPath + ".\n\nYou can load this file at runtime " +
                                            "and display it with Resources.Load().", "OK");
            }
        }
        // Save like so:
        // GameObject
        //   Meshes, Textures, Materials
        //   Sub-objects reference sibling meshes
        //   PtAsset references the top-level prefab
        //
        // When replacing an existing prefab:
        // - scene objects that reference the prefab get properly updated
        // - Unless explicitly destroyed, old meshes stick around in the prefab and are
        //   not replaced (so the prefab has many meshes with duplicate names)
        // - Scene objects that reference mesh sub-assets keep referencing the same mesh
        //   (if they are left around) or get dangling mesh references (if they are destroyed)
        //   There is no known way to replace the existing meshes by name or otherwise,
        //   unless we implement it manually (eg by mutating the mesh sub-assets)
        //
        static void SaveAsSinglePrefab(
            ImportGltf.GltfImportResult result, string prefabPath)
        {
            Directory.CreateDirectory(Path.GetDirectoryName(prefabPath));

            PtAsset ptAsset = ScriptableObject.CreateInstance <PtAsset>();

            ptAsset.name = Path.GetFileName(prefabPath).Replace(".prefab", "");

            GameObject oldPrefab = AssetDatabase.LoadAssetAtPath <GameObject>(prefabPath);
            GameObject prefab    = null;

            if (oldPrefab == null)
            {
                // Chicken and egg problem: the Meshes aren't assets yet, so refs to them will dangle
                prefab = PrefabUtility.CreatePrefab(prefabPath, result.root);
                AddResultsToAsset(result, prefab);
                // This fixes up the dangling refs
                prefab = PrefabUtility.ReplacePrefab(result.root, prefab);
            }
            else
            {
                // ReplacePrefab only removes the GameObjects from the asset.
                // Clear out all non-prefab junk (ie, meshes), because otherwise it piles up.
                // The main difference between LoadAllAssetRepresentations and LoadAllAssets
                // is that the former returns MonoBehaviours and the latter does not.
                foreach (var obj in AssetDatabase.LoadAllAssetRepresentationsAtPath(prefabPath))
                {
                    if (!(obj is GameObject))
                    {
                        Object.DestroyImmediate(obj, allowDestroyingAssets: true);
                    }
                }
                AddResultsToAsset(result, oldPrefab);
                prefab = PrefabUtility.ReplacePrefab(
                    result.root, oldPrefab, ReplacePrefabOptions.ReplaceNameBased);
            }
            AssetDatabase.AddObjectToAsset(ptAsset, prefab);
            ptAsset.assetPrefab = prefab;
            EditorUtility.SetDirty(ptAsset);
            AssetDatabase.ImportAsset(prefabPath);
        }
Exemplo n.º 7
0
        /// <summary>
        /// Executes the given import request, producing a PtAsset and a prefab.
        /// </summary>
        /// <param name="request">The request to perform.</param>
        private static void ExecuteImportRequest(ImportRequest request)
        {
            PtDebug.LogFormat("Executing import request: {0}", request);

            string gltfFullPath   = PtUtils.ToAbsolutePath(request.gltfLocalPath);
            string assetLocalPath = request.ptAssetLocalPath;
            string assetFullPath  = PtUtils.ToAbsolutePath(assetLocalPath);

            PtAsset assetToReplace = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath);

            GameObject prefabToReplace = null;

            if (assetToReplace != null)
            {
                if (assetToReplace.assetPrefab == null)
                {
                    Debug.LogErrorFormat("Couldn't find prefab for asset {0}.", assetToReplace);
                    PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab not found");
                    return;
                }
                prefabToReplace = assetToReplace.assetPrefab;
            }

            // Determine if file is glTF2 or glTF1.
            bool isGltf2 = Path.GetExtension(request.gltfLocalPath) == ".gltf2";

            // First, import the GLTF and build a GameObject from it.
            EditorUtility.DisplayProgressBar(PROGRESS_BAR_TITLE, PROGRESS_BAR_TEXT, 0.5f);
            // Use a SanitizedPath stream loader because any format file we have downloaded and saved to disk we
            // have replaced the original relative path string with the MD5 string hash. This custom stream loader
            // will always convert uris passed to it to this hash value, and read them from there.
            IUriLoader binLoader = new HashedPathBufferedStreamLoader(Path.GetDirectoryName(gltfFullPath));

            ImportGltf.GltfImportResult result = null;
            using (TextReader reader = new StreamReader(gltfFullPath)) {
                result = ImportGltf.Import(isGltf2 ? GltfSchemaVersion.GLTF2 : GltfSchemaVersion.GLTF1,
                                           reader, binLoader, request.options.baseOptions);
            }
            EditorUtility.ClearProgressBar();
            string baseName = PtUtils.GetPtAssetBaseName(request.polyAsset);

            result.root.name = baseName;

            // Create the asset (delete it first if it exists).
            if (File.Exists(assetFullPath))
            {
                AssetDatabase.DeleteAsset(assetLocalPath);

                // If we are replacing an existing asset, we should rename the replacement to the new name,
                // since the name reflects the identity of the asset. So if the user is importing the asset
                // dog_a381b3g to replace what was previously cat_v81938.asset, the replacement file should
                // be named dog_a381b3g.asset, not cat_v81938.asset.
                assetLocalPath = PtUtils.GetDefaultPtAssetPath(request.polyAsset);
                assetFullPath  = PtUtils.ToAbsolutePath(assetLocalPath);
            }
            Directory.CreateDirectory(Path.GetDirectoryName(assetFullPath));

            // Create the new PtAsset and fill it in.
            AssetDatabase.CreateAsset(ScriptableObject.CreateInstance <PtAsset>(), assetLocalPath);
            PtAsset newAsset = AssetDatabase.LoadAssetAtPath <PtAsset>(assetLocalPath);

            newAsset.name    = baseName;
            newAsset.title   = request.polyAsset.displayName ?? "";
            newAsset.author  = request.polyAsset.authorName ?? "";
            newAsset.license = request.polyAsset.license;
            newAsset.url     = request.polyAsset.Url;

            // Ensure the imported object has a PtAssetObject component which references the PtAsset.
            result.root.AddComponent <PtAssetObject>().asset = newAsset;

            // Add all the meshes to the PtAsset.
            SaveMeshes(result.meshes, newAsset);

            // If the asset has materials, save those to the PtAsset.
            if (result.materials != null)
            {
                SaveMaterials(result.materials, newAsset);
            }

            // If the asset has textures, save those to the PtAsset.
            if (result.textures != null)
            {
                SaveTextures(result.textures, newAsset);
            }

            // Reimport is required to ensure custom asset displays correctly.
            AssetDatabase.ImportAsset(assetLocalPath);

            GameObject newPrefab;

            if (prefabToReplace)
            {
                // Replace the existing prefab with our new object, without breaking prefab connections.
                newPrefab = PrefabUtility.ReplacePrefab(result.root, prefabToReplace, ReplacePrefabOptions.ReplaceNameBased);
                AssetDatabase.RenameAsset(AssetDatabase.GetAssetPath(newPrefab), baseName);
            }
            else
            {
                // Create a new prefab.
                // Prefab path is the same as the asset path but with the extension changed to '.prefab'.
                string prefabLocalPath = Regex.Replace(assetLocalPath, "\\.asset$", ".prefab");
                if (!prefabLocalPath.EndsWith(".prefab"))
                {
                    Debug.LogErrorFormat("Error: failed to compute prefab path for {0}", assetLocalPath);
                    PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab path error");
                    return;
                }
                newPrefab = PrefabUtility.CreatePrefab(prefabLocalPath, result.root);
            }

            // Now ensure the asset points to the prefab.
            newAsset.assetPrefab = newPrefab;
            if (newAsset.assetPrefab == null)
            {
                Debug.LogErrorFormat("Could not get asset prefab reference for asset {0}", newAsset);
                PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_FAILED, "Prefab ref error");
            }

            GameObject.DestroyImmediate(result.root);

            AssetDatabase.Refresh();

            if (request.options.alsoInstantiate)
            {
                PrefabUtility.InstantiatePrefab(newPrefab);
            }

            PtDebug.LogFormat("GLTF import complete: {0}", request);

            PtAnalytics.SendEvent(PtAnalytics.Action.IMPORT_SUCCESSFUL, isGltf2 ? "GLTF2" : "GLTF1");

            // If this is a third-party asset, we need to update the attributions file.
            AttributionFileGenerator.Generate(/* showUi */ false);

            EditorWindow.GetWindow <AssetBrowserWindow>().HandleAssetImported(request.polyAsset.name);

            // Select the prefab in the editor so the user knows where it is.
            AssetDatabase.Refresh();
            Selection.activeObject = newPrefab;
            EditorGUIUtility.PingObject(newPrefab);
        }