/// <summary> /// glb をパースして、UnityObject化、さらにAsset化する /// </summary> /// <param name="scriptedImporter"></param> /// <param name="context"></param> /// <param name="reverseAxis"></param> public static void Import(ScriptedImporter scriptedImporter, AssetImportContext context, Axises reverseAxis) { #if VRM_DEVELOP Debug.Log("OnImportAsset to " + scriptedImporter.assetPath); #endif // // Parse(parse glb, parser gltf json) // var parser = new GltfParser(); parser.ParsePath(scriptedImporter.assetPath); // // Import(create unity objects) // var externalObjectMap = scriptedImporter.GetExternalObjectMap().Select(kv => (kv.Value.name, kv.Value)).ToArray(); var externalTextures = EnumerateTexturesFromUri(externalObjectMap, parser, UnityPath.FromUnityPath(scriptedImporter.assetPath).Parent).ToArray(); using (var loaded = new ImporterContext(parser, null, externalObjectMap.Concat(externalTextures))) { // settings TextureImporters foreach (var textureInfo in GltfTextureEnumerator.Enumerate(parser.GLTF)) { TextureImporterConfigurator.Configure(textureInfo, loaded.TextureFactory.ExternalMap); } loaded.InvertAxis = reverseAxis; loaded.Load(); loaded.ShowMeshes(); loaded.TransferOwnership(o => { #if VRM_DEVELOP Debug.Log($"[{o.GetType().Name}] {o.name} will not destroy"); #endif context.AddObjectToAsset(o.name, o); if (o is GameObject) { // Root GameObject is main object context.SetMainObject(loaded.Root); } return(true); }); } }