Пример #1
0
        public void Simplify(WorkingMesh inputMesh, WorkingMesh outputMesh, float quality)
        {
            var isMainThread = MonoBehaviourHelper.IsMainThread();

            Renderer renderer = null;

            UnityCloudJob job     = null;
            string        jobName = null;

            var assembly     = typeof(SharedData).Assembly;
            var cloudJobType = assembly.GetType("Simplygon.Cloud.Yoda.IntegrationClient.CloudJob");
            var jobNameField = cloudJobType.GetField("name", BindingFlags.NonPublic | BindingFlags.Instance);

            lock (executionLock)
            {
                const int kSimultaneousJobs = 4;
                //var processSubscriptionRestrictionsType = assembly.GetType("Simplygon.Cloud.Yoda.Client.ProcessSubscriptionRestrictions23");
                //var simultaneousJobsProperty = processSubscriptionRestrictionsType.GetProperty("SimultaneousJobs");
                //var accountType = assembly.GetType("Simplygon.Cloud.Yoda.Client.User23");
                //var processSubscriptionsRestrictionsProperty = accountType.GetProperty("ProcessSubscriptionRestrictions");
                //var processSubscriptionRestrictions = processSubscriptionsRestrictionsProperty.GetValue(SharedData.Instance.Account, null);
                //var simultaneousJobs = (int)simultaneousJobsProperty.GetValue(processSubscriptionRestrictions, null);

                while (SharedData.Instance.GeneralManager.JobManager.ProcessingJobCount >= kSimultaneousJobs)
                {
                    if (!isMainThread)
                    {
                        Thread.Sleep(1000);
                    }
                }

                MonoBehaviourHelper.ExecuteOnMainThread(() =>
                {
                    var go   = EditorUtility.CreateGameObjectWithHideFlags("Temp", HideFlags.HideAndDontSave, typeof(MeshRenderer), typeof(MeshFilter));
                    var mf   = go.GetComponent <MeshFilter>();
                    var mesh = new Mesh();
                    inputMesh.ApplyToMesh(mesh);
                    mf.sharedMesh       = mesh;
                    renderer            = go.GetComponent <MeshRenderer>();
                    var material        = new Material(Shader.Find("Standard"));
                    var sharedMaterials = new Material[mesh.subMeshCount];
                    for (int i = 0; i < mesh.subMeshCount; i++)
                    {
                        sharedMaterials[i] = material;
                    }
                    renderer.sharedMaterials = sharedMaterials;
                    renderer.enabled         = false;

                    EditorWindow.GetWindow <Window>(); // Must be visible for background processing

                    SharedData.Instance.Settings.SetDownloadAssetsAutomatically(true);

                    var lodChainProperty = typeof(SharedData).GetProperty("LODChain");
                    var lodChainList     = lodChainProperty.GetValue(SharedData.Instance, null) as IList;
                    var lodChain         = lodChainList[0];

                    var processNodeType   = assembly.GetType("Simplygon.SPL.v80.Node.ProcessNode");
                    var processorProperty = processNodeType.GetProperty("Processor");
                    var processor         = processorProperty.GetValue(lodChain, null);

                    var reductionProcessorType    = assembly.GetType("Simplygon.SPL.v80.Processor.ReductionProcessor");
                    var reductionSettingsProperty = reductionProcessorType.GetProperty("ReductionSettings");
                    var reductionSettingsType     = assembly.GetType("Simplygon.SPL.v80.Settings.ReductionSettings");
                    var reductionSettings         = reductionSettingsProperty.GetValue(processor, null);

                    var triangleRatioProperty = reductionSettingsType.GetProperty("TriangleRatio");
                    triangleRatioProperty.SetValue(reductionSettings, quality, null);

                    jobName        = Path.GetRandomFileName().Replace(".", string.Empty);
                    var prefabList = PrefabUtilityEx.GetPrefabsForSelection(new List <GameObject>()
                    {
                        go
                    });
                    var generalManager = SharedData.Instance.GeneralManager;
                    generalManager.CreateJob(jobName, "myPriority", prefabList, () =>
                    {
                        foreach (var j in generalManager.JobManager.Jobs)
                        {
                            var name = (string)jobNameField.GetValue(j.CloudJob);
                            if (name == jobName)
                            {
                                job = j;
                            }
                        }
                    });
                });

                while (job == null)
                {
                    if (!isMainThread)
                    {
                        Thread.Sleep(100);
                    }
                }
            }

            while (string.IsNullOrEmpty(job.AssetDirectory))
            {
                if (!isMainThread)
                {
                    Thread.Sleep(100);
                }
            }

            MonoBehaviourHelper.ExecuteOnMainThread(() =>
            {
                var customDataType            = assembly.GetType("Simplygon.Cloud.Yoda.IntegrationClient.CloudJob+CustomData");
                var pendingFolderNameProperty = customDataType.GetProperty("UnityPendingLODFolderName");
                var jobCustomDataProperty     = cloudJobType.GetProperty("JobCustomData");
                var jobCustomData             = jobCustomDataProperty.GetValue(job.CloudJob, null);
                var jobFolderName             = pendingFolderNameProperty.GetValue(jobCustomData, null) as string;

                var lodAssetDir = "Assets/LODs/" + job.AssetDirectory;
                var mesh        = AssetDatabase.LoadAssetAtPath <Mesh>(string.Format("{0}/{1}_LOD1.prefab", lodAssetDir, jobName));
                mesh.ApplyToWorkingMesh(ref outputMesh);

                //job.CloudJob.StateHandler.RequestJobDeletion();
                AssetDatabaseEx.DeletePendingLODFolder(jobFolderName);
                AssetDatabase.DeleteAsset(lodAssetDir);

                UnityObject.DestroyImmediate(renderer.gameObject);
            });
        }
Пример #2
0
        public void Simplify(WorkingMesh inputMesh, WorkingMesh outputMesh, float quality)
        {
            Renderer renderer = null;

            MonoBehaviourHelper.ExecuteOnMainThread(() =>
            {
                var go   = EditorUtility.CreateGameObjectWithHideFlags("Temp", HideFlags.HideAndDontSave, typeof(MeshRenderer), typeof(MeshFilter));
                var mf   = go.GetComponent <MeshFilter>();
                var mesh = new Mesh();
                inputMesh.ApplyToMesh(mesh);
                mf.sharedMesh       = mesh;
                renderer            = go.GetComponent <MeshRenderer>();
                var material        = new Material(Shader.Find("Standard"));
                var sharedMaterials = new Material[mesh.subMeshCount];
                for (int i = 0; i < mesh.subMeshCount; i++)
                {
                    sharedMaterials[i] = material;
                }
                renderer.sharedMaterials = sharedMaterials;
                renderer.enabled         = false;
            });

            var settings = new InstaLODOptimizeSettings(quality);

            settings.PercentTriangles = quality;
            var nativeMeshSettings = new InstaLODNativeMeshOperationSettings(true);

            nativeMeshSettings.hideSourceGameObjects = false;

            lock (executionLock)
            {
                if (!MonoBehaviourHelper.IsMainThread())
                {
                    while (InstaLODNative.currentMeshOperationState != null)
                    {
                        Thread.Sleep(100);
                    }
                }

                MonoBehaviourHelper.ExecuteOnMainThread(() =>
                {
                    EditorWindow.GetWindow <InstaLODToolkitWindow>(); // Necessary for background processing
                    InstaLODNative.Optimize(new List <Renderer>()
                    {
                        renderer
                    }, settings, nativeMeshSettings);
                    Selection.activeGameObject = null; // Necessary to avoid errors from InstaLOD trying to add settings component to imported model
                });
            }

            while (InstaLODNative.currentMeshOperationState != null)
            {
                if (MonoBehaviourHelper.IsMainThread())
                {
                    InstaLODMainThreadAction.RunMainThreadActions();
                }
                else
                {
                    Thread.Sleep(100);
                }
            }

            MonoBehaviourHelper.ExecuteOnMainThread(() =>
            {
                var mf = renderer.GetComponent <MeshFilter>();
                mf.sharedMesh.ApplyToWorkingMesh(outputMesh);
                UnityObject.DestroyImmediate(mf.gameObject);
            });
        }