Exemplo n.º 1
0
        /// <summary>
        /// This function attempts to create a folder name
        /// </summary>
        void GetAssetFolderName(JObject objectList)
        {
            assetName       = (string)objectList["name"];
            id              = (string)objectList["id"];
            assetResolution = "";
            try {
                string namingConvention = (string)objectList["namingConvention"];
                finalName = namingConvention;
                if (namingConvention != "" && namingConvention != null)
                {
                    if (namingConvention.Contains("$id"))
                    {
                        finalName = finalName.Replace("$id", id);
                    }

                    if (namingConvention.Contains("$name"))
                    {
                        finalName = finalName.Replace("$name", assetName);
                    }

                    //Add support for $matName when it is finalized.
                    if (namingConvention.Contains("$matName"))
                    {
                        finalName = finalName.Replace("$matName", "");
                    }

                    if (namingConvention.Contains("$type"))
                    {
                        finalName = finalName.Replace("$type", (string)objectList["type"]);
                    }

                    if (namingConvention.Contains("$resolution"))
                    {
                        assetResolution = (string)objectList["resolution"];
                    }
                    return;
                }
            } catch (Exception ex) {
                Debug.Log(ex);
                MegascansUtilities.HideProgressBar();
            }

            finalName = finalName.Replace("__", "_").Replace(".", "");
            finalName = MegascansUtilities.FixSpaces(new string[] { assetName.Replace(" ", "_"), id });
        }
Exemplo n.º 2
0
        /// <summary>
        /// This function attempts to create a folder name
        /// </summary>
        void GetAssetFolderName(JObject objectList)
        {
            try {
                assetResolution = "";
                string namingConvention = (string)objectList["namingConvention"];
                finalName = namingConvention;
                if (namingConvention != "" && namingConvention != null)
                {
                    if (namingConvention.Contains("$id"))
                    {
                        finalName = finalName.Replace("$id", (string)objectList["id"]);
                    }

                    if (namingConvention.Contains("$name"))
                    {
                        finalName = finalName.Replace("$name", (string)objectList["name"]);
                    }

                    if (namingConvention.Contains("$type"))
                    {
                        finalName = finalName.Replace("$type", (string)objectList["type"]);
                    }

                    if (namingConvention.Contains("$resolution"))
                    {
                        assetResolution = (string)objectList["resolution"];
                    }
                    return;
                }
            } catch (Exception ex) {
                Debug.Log(ex);
                MegascansUtilities.HideProgressBar();
            }

            //then create a unique subfolder for the asset.
            assetName = (string)objectList["name"];
            id        = (string)objectList["id"];
            finalName = MegascansUtilities.FixSpaces(new string[] { assetName.Replace(" ", "_"), id });
            Debug.Log("Final name:" + finalName);
        }
Exemplo n.º 3
0
        /// <summary>
        /// Takes an imported JSON object, and breaks it into relevant components and data.
        /// Then calls relevant functions for actual import of asset.
        /// </summary>
        /// <param name="objectList"></param>
        public string ImportMegascansAssets(JObject objectList)
        {
            var    startTime = System.DateTime.Now;
            string activeLOD = (string)objectList["activeLOD"];
            string minLOD    = (string)objectList["minLOD"];

            isAlembic           = false;
            plant               = false;
            highPoly            = false;
            hasBillboardLOD     = false;
            hasBillboardLODOnly = false;
            mapName             = "";

            //get texture components from the current object.
            JArray textureComps = (JArray)objectList["components"];

            //get mesh components from the current object.
            JArray meshComps = (JArray)objectList["meshList"];

            //Map name overrides.
            mapNames = (JObject)objectList["mapNameOverride"];
            //run a check to see if we're using Unity 5 or below, and then if we're trying to import a high poly mesh. if so, let the user know we are aborting the import.
            if (meshComps.Count > 0)
            {
                isAlembic = Path.GetExtension((string)meshComps[0]["path"]) == ".abc";
            }

            hasBillboardLOD = MegascansMeshUtils.ContainsLowestLOD((JArray)objectList["lodList"], minLOD);

            assetType = (int)objectList["meshVersion"];
            type      = (string)objectList["type"];
            if (type.ToLower().Contains("3dplant"))
            {
                plant = true;
                if (minLOD == activeLOD)
                {
                    hasBillboardLODOnly = true;
                }
            }

            try {
                LoadPreferences();
                MegascansUtilities.CalculateNumberOfOperations(objectList, dispType, texPack, shaderType, generateTerrainNormal, hasBillboardLODOnly);
                path = ConstructPath(objectList);

                if (path == null || path == "")
                {
                    Debug.Log("Asset: " + (string)objectList["name"] + " already exist in the Project. Please delete/rename the existing folder and re-import this asset.");
                    AssetDatabase.Refresh();
                    return(null);
                }

                GetShaderType();
            } catch (Exception ex) {
                Debug.Log("Error setting import path.");
                Debug.Log(ex.ToString());
                MegascansUtilities.HideProgressBar();
            }

            try {
                //process textures
                ProcessTextures(textureComps);
                if (finalMat == null && !(plant && hasBillboardLODOnly))
                {
                    Debug.Log("The import path is incorrect. Asset import aborted.");
                    return(null);
                }
                else
                {
                    if (type.ToLower().Contains("surface") && applyToSelection)
                    {
                        foreach (MeshRenderer render in MegascansUtilities.GetSelectedMeshRenderers())
                        {
                            render.material = finalMat;
                        }
                    }
                }
            } catch (Exception ex) {
                Debug.Log("Error importing textures.");
                Debug.Log(ex.ToString());
                MegascansUtilities.HideProgressBar();
            }

            //process meshes
            if (meshComps == null && !type.Contains("surface"))
            {
                Debug.LogError("No meshes found. Please double check your export settings.");
                Debug.Log("Import failed.");
                return(null);
            }

            if (meshComps.Count > 0)
            {
                if (activeLOD == "high")
                {
                    //detect if we're trying to import a high poly mesh...
                    string msg = "You are about to import a high poly mesh. \nThese meshes are usually millions of polygons and can cause instability to your project. \nWould you like to proceed?";
                    if (EditorUtility.DisplayDialog("WARNING!", msg, "Yes", "No"))
                    {
#if UNITY_EDITOR_WIN
                        hpMat = new Material(finalMat.shader);
                        hpMat.CopyPropertiesFromMaterial(finalMat);
                        hpMat.SetTexture("_NormalMap", null);
                        hpMat.SetTexture("_BumpMap", null);
                        hpMat.DisableKeyword("_NORMALMAP_TANGENT_SPACE");
                        hpMat.DisableKeyword("_NORMALMAP");
                        hpMat.name = MegascansUtilities.FixSpaces(new string[] { hpMat.name, "HighPoly" });
                        string hpMatDir = MegascansUtilities.FixSpaces(new string[] { matPath, "HighPoly.mat" });
                        AssetDatabase.CreateAsset(hpMat, hpMatDir);
#endif
                        highPoly = true;
                    }
                }
                try {
                    //process meshes and prefabs
                    PrefabData prefData = new PrefabData(path, finalName, lodFadeMode, highPoly, addAssetToScene, setupCollision, hasBillboardLOD, isAlembic, false, finalMat, hpMat, billboardMat, new List <string>(), new List <List <string> >());
                    MegascansMeshUtils.ProcessMeshes(objectList, path, highPoly, plant, prefData);
                } catch (Exception ex) {
                    Debug.Log("Error importing meshes.");
                    Debug.Log(ex.ToString());
                    MegascansUtilities.HideProgressBar();
                }
            }

            var endTime   = System.DateTime.Now;
            var totalTime = endTime - startTime;
            Debug.Log("Asset Import Time: " + totalTime);
            AssetDatabase.Refresh();
            MegascansUtilities.HideProgressBar();
            //Application.GarbageCollectUnusedAssets();
            return(path);
        }
Exemplo n.º 4
0
        /// <summary>
        /// Process textures from Megascans asset import.
        /// </summary>
        /// <param name="textureComponents"></param>
        /// <returns></returns>
        void ProcessTextures(JArray textureComponents)
        {
            //create a subdirectory for textures.
            texPath  = MegascansUtilities.ValidateFolderCreate(path, "Textures");
            texPath += "/" + finalName.Replace(" ", "_").Replace("$lod", "").Replace("$variation", "").Replace("$resolution", assetResolution);

            matPath  = MegascansUtilities.ValidateFolderCreate(path, "Materials");
            matPath += "/" + finalName.Replace(" ", "_").Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", "").Replace("$variation", "");

            //Attempt to store all the paths we might need to get our textures.
            //It's quicker to do this, than create an array and loop through it continually using a lot of if-statements later on.
            string albedo       = null;
            string opacity      = null;
            string normals      = null;
            string metallic     = null;
            string specular     = null;
            string AO           = null;
            string gloss        = null;
            string displacement = null;
            string roughness    = null;
            string translucency = null;

            //Search the JSON array for each texture type, leave it null if it doesn't exist. This is important as we use the null check later.
            for (int i = 0; i < textureComponents.Count; ++i)
            {
                albedo       = (string)textureComponents[i]["type"] == "albedo" ? (string)textureComponents[i]["path"] : albedo;
                albedo       = (albedo == null && (string)textureComponents[i]["type"] == "diffuse") ? (string)textureComponents[i]["path"] : albedo;
                opacity      = (string)textureComponents[i]["type"] == "opacity" ? (string)textureComponents[i]["path"] : opacity;
                normals      = (string)textureComponents[i]["type"] == "normal" ? (string)textureComponents[i]["path"] : normals;
                metallic     = (string)textureComponents[i]["type"] == "metalness" ? (string)textureComponents[i]["path"] : metallic;
                specular     = (string)textureComponents[i]["type"] == "specular" ? (string)textureComponents[i]["path"] : specular;
                AO           = (string)textureComponents[i]["type"] == "ao" ? (string)textureComponents[i]["path"] : AO;
                gloss        = (string)textureComponents[i]["type"] == "gloss" ? (string)textureComponents[i]["path"] : gloss;
                displacement = (string)textureComponents[i]["type"] == "displacement" ? (string)textureComponents[i]["path"] : displacement;
                roughness    = (string)textureComponents[i]["type"] == "roughness" ? (string)textureComponents[i]["path"] : roughness;
                translucency = (string)textureComponents[i]["type"] == "translucency" ? (string)textureComponents[i]["path"] : translucency;
            }

            //make sure we never try to import the high poly normalmap...
            if (normals != null)
            {
                for (int i = 0; i < 6; ++i)
                {
                    string ld = "_LOD" + i.ToString();
                    string n  = normals.Replace("Bump", ld);
                    if (File.Exists(n))
                    {
                        normals = n;
                        break;
                    }
                }
            }

            if (!(assetType > 1 && plant && hasBillboardLODOnly))
            {
                finalMat = ReadWriteAllTextures(albedo, opacity, normals, metallic, specular, AO, gloss, displacement, roughness, translucency);
            }

            if (assetType > 1 && plant && hasBillboardLOD)
            {
#if UNITY_EDITOR_WIN
                string[] pathParts = albedo.Split('\\');
#endif
#if UNITY_EDITOR_OSX
                string[] pathParts = albedo.Split('/');
#endif
                string[] nameParts = pathParts[pathParts.Length - 1].Split('_');
                albedo       = albedo == null ? null : albedo.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                opacity      = opacity == null ? null : opacity.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                normals      = normals == null ? null : normals.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                metallic     = metallic == null ? null : metallic.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                specular     = specular == null ? null : specular.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                AO           = AO == null ? null : AO.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                gloss        = gloss == null ? null : gloss.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                displacement = displacement == null ? null : displacement.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                roughness    = roughness == null ? null : roughness.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                translucency = translucency == null ? null : translucency.Replace("Atlas", "Billboard").Replace(nameParts[0], "Billboard");
                texPath      = MegascansUtilities.FixSpaces(new string[] { texPath, "Billboard" });
                matPath      = MegascansUtilities.FixSpaces(new string[] { matPath, "Billboard" });
                billboardMat = ReadWriteAllTextures(albedo, opacity, normals, metallic, specular, AO, gloss, displacement, roughness, translucency);
            }
        }
Exemplo n.º 5
0
        /// <summary>
        /// Process textures from Megascans asset import.
        /// </summary>
        /// <param name="textureComponents"></param>
        /// <returns></returns>
        void ProcessTextures(JArray textureComponents, JArray texBBData)
        {
            //create a subdirectory for textures.
            string tempTexName = finalName.Replace(" ", "_").Replace("$lod", "").Replace("$variation", "").Replace("$resolution", assetResolution);

            texPath = Path.Combine(MegascansUtilities.ValidateFolderCreate(path, "Textures"), tempTexName);

            string tempMatName = finalName.Replace(" ", "_").Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", "").Replace("$variation", "");

            matPath = Path.Combine(MegascansUtilities.ValidateFolderCreate(path, "Materials"), tempMatName);

            //Attempt to store all the paths we might need to get our textures.
            //It's quicker to do this, than create an array and loop through it continually using a lot of if-statements later on.
            string albedo       = null;
            string opacity      = null;
            string normals      = null;
            string metallic     = null;
            string specular     = null;
            string AO           = null;
            string gloss        = null;
            string displacement = null;
            string roughness    = null;
            string translucency = null;
            string transmission = null;

            //Search the JSON array for each texture type, leave it null if it doesn't exist. This is important as we use the null check later.
            for (int i = 0; i < textureComponents.Count; ++i)
            {
                albedo       = (string)textureComponents[i]["type"] == "albedo" ? (string)textureComponents[i]["path"] : albedo;
                albedo       = (albedo == null && (string)textureComponents[i]["type"] == "diffuse") ? (string)textureComponents[i]["path"] : albedo;
                opacity      = (string)textureComponents[i]["type"] == "opacity" ? (string)textureComponents[i]["path"] : opacity;
                normals      = (string)textureComponents[i]["type"] == "normal" ? (string)textureComponents[i]["path"] : normals;
                metallic     = (string)textureComponents[i]["type"] == "metalness" ? (string)textureComponents[i]["path"] : metallic;
                specular     = (string)textureComponents[i]["type"] == "specular" ? (string)textureComponents[i]["path"] : specular;
                AO           = (string)textureComponents[i]["type"] == "ao" ? (string)textureComponents[i]["path"] : AO;
                gloss        = (string)textureComponents[i]["type"] == "gloss" ? (string)textureComponents[i]["path"] : gloss;
                displacement = (string)textureComponents[i]["type"] == "displacement" ? (string)textureComponents[i]["path"] : displacement;
                roughness    = (string)textureComponents[i]["type"] == "roughness" ? (string)textureComponents[i]["path"] : roughness;
                translucency = (string)textureComponents[i]["type"] == "translucency" ? (string)textureComponents[i]["path"] : translucency;
                transmission = (string)textureComponents[i]["type"] == "transmission" ? (string)textureComponents[i]["path"] : transmission;
            }

            //make sure we never try to import the high poly normalmap...
            if (normals != null)
            {
                for (int i = 0; i < 6; ++i)
                {
                    string ld = "_LOD" + i.ToString();
                    string n  = normals.Replace("Bump", ld);
                    if (File.Exists(n))
                    {
                        normals = n;
                        break;
                    }
                }
            }

            if (!(assetType > 1 && plant && hasBillboardLODOnly))
            {
                finalMat = ReadWriteAllTextures(albedo, opacity, normals, metallic, specular, AO, gloss, displacement, roughness, translucency, transmission);
            }

            if (importAllTextures)
            {
                for (int i = 0; i < textureComponents.Count; ++i)
                {
                    string type = (string)textureComponents[i]["type"];
                    if (!importedTextures.Contains(type))
                    {
                        ImportTexture(type, (string)textureComponents[i]["path"]);
                    }
                }
            }

            if (assetType > 1 && plant && hasBillboardLOD)
            {
                //Search the JSON array for each texture type, leave it null if it doesn't exist. This is important as we use the null check later.
                for (int i = 0; i < texBBData.Count; ++i)
                {
                    albedo       = (string)texBBData[i]["type"] == "albedo" ? (string)texBBData[i]["path"] : albedo;
                    albedo       = (albedo == null && (string)texBBData[i]["type"] == "diffuse") ? (string)texBBData[i]["path"] : albedo;
                    opacity      = (string)texBBData[i]["type"] == "opacity" ? (string)texBBData[i]["path"] : opacity;
                    normals      = (string)texBBData[i]["type"] == "normal" ? (string)texBBData[i]["path"] : normals;
                    metallic     = (string)texBBData[i]["type"] == "metalness" ? (string)texBBData[i]["path"] : metallic;
                    specular     = (string)texBBData[i]["type"] == "specular" ? (string)texBBData[i]["path"] : specular;
                    AO           = (string)texBBData[i]["type"] == "ao" ? (string)texBBData[i]["path"] : AO;
                    gloss        = (string)texBBData[i]["type"] == "gloss" ? (string)texBBData[i]["path"] : gloss;
                    displacement = (string)texBBData[i]["type"] == "displacement" ? (string)texBBData[i]["path"] : displacement;
                    roughness    = (string)texBBData[i]["type"] == "roughness" ? (string)texBBData[i]["path"] : roughness;
                    translucency = (string)texBBData[i]["type"] == "translucency" ? (string)texBBData[i]["path"] : translucency;
                    transmission = (string)texBBData[i]["type"] == "transmission" ? (string)texBBData[i]["path"] : transmission;
                }
                texPath      = MegascansUtilities.FixSpaces(new string[] { texPath, "Billboard" });
                matPath      = MegascansUtilities.FixSpaces(new string[] { matPath, "Billboard" });
                billboardMat = ReadWriteAllTextures(albedo, opacity, normals, metallic, specular, AO, gloss, displacement, roughness, translucency, transmission);

                if (importAllTextures)
                {
                    for (int i = 0; i < texBBData.Count; ++i)
                    {
                        string type = (string)texBBData[i]["type"];
                        if (!importedTextures.Contains(type))
                        {
                            ImportTexture(type, (string)texBBData[i]["path"]);
                        }
                    }
                }
            }
        }