示例#1
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);
        }
示例#2
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;

            activeLOD = (string)objectList["activeLOD"];
            string minLOD = (string)objectList["minLOD"];

            assetName = (string)objectList["name"];
            type      = (string)objectList["type"];

            isAlembic              = false;
            plant                  = false;
            highPoly               = false;
            hasBillboardLOD        = false;
            hasBillboardLODOnly    = false;
            mapName                = "";
            folderNamingConvention = (string)objectList["folderNamingConvention"];

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

            //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, activeLOD);

            if (type.ToLower().Contains("3dplant"))
            {
                plant = true;
                if (minLOD == activeLOD)
                {
                    hasBillboardLODOnly = true;
                }
            }

            try {
                LoadPreferences();
                shaderType = MegascansUtilities.GetShaderType();
                MegascansUtilities.CalculateNumberOfOperations(objectList, dispType, texPack, shaderType, 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);
                }
            } catch (Exception ex) {
                Debug.Log("Error setting import path.");
                Debug.Log(ex.ToString());
                MegascansUtilities.HideProgressBar();
            }

            try {
                //process textures
                ProcessTextures(objectList);
                if (finalMat == null && !(plant && hasBillboardLODOnly))
                {
                    Debug.Log("Could not import the textures and create the material.");
                    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?";
                    highPoly = EditorUtility.DisplayDialog("WARNING!", msg, "Yes", "No");
                }
                try {
                    //process meshes and prefabs
                    PrefabData prefData = new PrefabData(path, assetName, folderNamingConvention, lodFadeMode, highPoly, addAssetToScene, setupCollision, hasBillboardLOD, isAlembic, false, false, finalMat, 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();
            Resources.UnloadUnusedAssets();
            GC.Collect();
            return(path);
        }
示例#3
0
        /// <summary>
        /// Creates prefabs for the 3D Scatter assets.
        /// </summary>
        /// <param name="hasBillboard"></param>
        /// <returns></returns>
        public static void CreatePrefabsScatter(PrefabData prefabData)
        {
            try
            {
                string            prefabPath         = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs");
                int               numberOfVariations = MegascansUtilities.GetMeshChildrenCount(prefabData.importedGeometryPaths3D);
                List <GameObject> prefabObjects      = new List <GameObject>();

                for (int i = 0; i < numberOfVariations; i++)
                {
                    string prefabName = prefabData.finalAssetName.Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", "").Replace("$variation", "");
                    string varName    = "Var" + (i + 1).ToString();
                    prefabName = prefabName.Contains("$variation") ? prefabName.Replace("$variation", "Var" + varName) : prefabName + varName;

                    //Setting up prefab gameobject
                    GameObject prefabGameObject = new GameObject();
                    prefabGameObject.name     = prefabName;
                    prefabGameObject.isStatic = true;
                    if (prefabData.setupLODs)
                    {
                        prefabGameObject.AddComponent <LODGroup>();
                        prefabGameObject.GetComponent <LODGroup>().fadeMode           = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum.
                        prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true;
                    }

                    List <LOD> lodsForPrefab = new List <LOD>();
                    int        numberOfFiles = prefabData.importedGeometryPaths3D.Count;

                    List <float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles);
                    //Instantiate all the meshes in the scene, add them to the material/collider to them.
                    for (int x = 0; (x < numberOfFiles && x < 8); x++)
                    {
                        UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]);
                        //Highpoly mesh check.
                        if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly)
                        {
                            continue;
                        }
                        GameObject geometryObject = Instantiate(loadedGeometry) as GameObject;
                        Renderer[] r;
                        if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset.
                        {
                            //Get all variations in a LOD
                            List <Transform> varsInLOD = new List <Transform>();
                            foreach (Transform var in geometryObject.transform)
                            {
                                varsInLOD.Add(var);
                            }
                            //Delete all the other variations in the LOD object
                            for (int y = 0; y < varsInLOD.Count; y++)
                            {
                                //If variation does not match one currently being processed.
                                if (y != i)
                                {
                                    DestroyImmediate(varsInLOD[y].gameObject);
                                }
                            }
                            //Parent the child gameobject (geometry) to the prefab game object.
                            geometryObject.transform.parent        = prefabGameObject.transform;
                            geometryObject.transform.localPosition = Vector3.zero;
                            geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                            r = geometryObject.GetComponentsInChildren <Renderer>();
                        }
                        else//if the instantiated mesh is a scatter type asset.
                        {
                            //Get all variations in a LOD
                            List <Transform> varsInLOD = new List <Transform>();
                            foreach (Transform var in geometryObject.transform)
                            {
                                varsInLOD.Add(var);
                            }
                            //Delete all the other variations in the LOD object
                            for (int y = 0; y < varsInLOD.Count; y++)
                            {
                                //If variation does not match one currently being processed.
                                if (y != i)
                                {
                                    DestroyImmediate(varsInLOD[y].gameObject);
                                }
                            }
                            //Parent the child gameobject (geometry) to the prefab game object.
                            geometryObject.transform.parent        = prefabGameObject.transform;
                            geometryObject.transform.localPosition = Vector3.zero;
                            geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                            r = geometryObject.GetComponentsInChildren <Renderer>();
                        }

                        foreach (Renderer ren in r)
                        {
                            ren.material = prefabData.finalMat;
                            //Apply highpoly material if the mesh was highpoly and highpoly filter is enabled.
                            if (loadedGeometry.name.ToLower().Contains("highpoly") && prefabData.highpoly)
                            {
                                ren.material = prefabData.highpolyMat;
#if UNITY_EDITOR_OSX
                                ren.material = prefabData.finalMat;
#endif
                            }
                            //Apply collision
                            if (prefabData.setupCollision)
                            {
                                ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh;
                            }
                        }

                        if (prefabData.setupLODs)
                        {
                            lodsForPrefab.Add(new LOD(lodHeights[0], r));
                            lodHeights.RemoveAt(0);
                        }
                        else
                        {
                            break;
                        }
                    }
                    //Set LODs in the LOD group
                    if (prefabData.setupLODs)
                    {
                        prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray());
                        prefabGameObject.GetComponent <LODGroup>().RecalculateBounds();
                    }
                    //Prefab saving
                    string prefLocation = prefabPath + "/" + prefabName + ".prefab";
                    prefLocation = prefLocation.Replace("(Clone)", "");
                    GameObject prefabObject = SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene);
                    if (prefabObject)
                    {
                        prefabObjects.Add(prefabObject);
                    }
                }

                //Setting up variation holder gameobject
                GameObject scatterParent = new GameObject(prefabData.assetName);
                scatterParent.isStatic = true;
                foreach (GameObject variation in prefabObjects)
                {
                    variation.transform.parent = scatterParent.transform;
                }
            }
            catch (Exception ex)
            {
                Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString());
                MegascansUtilities.HideProgressBar();
            }
        }
示例#4
0
        /// <summary>
        /// Creates prefabs from the newer assets on bridge, has an option for billboard materials on plants.
        /// </summary>
        /// <param name="hasBillboard"></param>
        /// <returns></returns>
        public static void CreatePrefab3DPlant(PrefabData prefabData)
        {
            try
            {
                string            prefabPath     = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs");
                string            tempPrefabName = prefabData.finalAssetName.Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", "");
                List <GameObject> prefabObjects  = new List <GameObject>();

                for (int i = 0; i < prefabData.importedGeometryPaths3DPlant.Count; i++)
                {
                    string variation  = "Var" + (i + 1).ToString();
                    string prefabName = tempPrefabName.Contains("$variation") ? tempPrefabName.Replace("$variation", variation) : tempPrefabName + "_" + variation; //Prefab saving
                                                                                                                                                                    //Setting up prefab gameobject
                    GameObject prefabGameObject = new GameObject();
                    prefabGameObject.name     = prefabName;
                    prefabGameObject.isStatic = true;

                    if (prefabData.setupLODs)
                    {
                        prefabGameObject.AddComponent <LODGroup>();
                        prefabGameObject.GetComponent <LODGroup>().fadeMode           = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum.
                        prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true;
                    }

                    List <LOD> lodsForPrefab = new List <LOD>();
                    int        numberOfFiles = prefabData.importedGeometryPaths3DPlant[i].Count;

                    List <float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles);
                    //Instantiate all the meshes in the scene, add them to the material/collider to them.
                    for (int x = 0; (x < numberOfFiles && x < 8); x++)
                    {
                        UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3DPlant[i][x]);
                        //Highpoly mesh check.
                        if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly)
                        {
                            continue;
                        }
                        GameObject geometryObject = Instantiate(loadedGeometry) as GameObject;
                        Renderer[] r;
                        //Parent all the objects to the prefab game object.
                        if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic)
                        {
                            r = new Renderer[geometryObject.transform.childCount];
                            for (int j = 0; j < geometryObject.transform.childCount; ++j)
                            {
                                //Parent the child gameobject (geometry) to the prefab game object.
                                GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry.
                                geometryChildObject.transform.parent        = prefabGameObject.transform;
                                geometryChildObject.transform.localPosition = Vector3.zero;
                                geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", "");
                                r[j] = geometryChildObject.GetComponent <Renderer>();
                            }
                            //Destroy the empty parent container which was holding the meshes.
                            DestroyImmediate(geometryObject);
                        }
                        else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset.
                        {
                            //Parent the child gameobject (geometry) to the prefab game object.
                            geometryObject.transform.parent        = prefabGameObject.transform;
                            geometryObject.transform.localPosition = Vector3.zero;
                            geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                            r = geometryObject.GetComponentsInChildren <Renderer>();
                        }
                        else //if the instantiated mesh does not have any children
                        {
                            r = new Renderer[1];
                            //Parent the child gameobject (geometry) to the prefab game object.
                            geometryObject.transform.parent        = prefabGameObject.transform;
                            geometryObject.transform.localPosition = Vector3.zero;
                            geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                            r[0] = geometryObject.GetComponent <Renderer>();
                        }

                        foreach (Renderer ren in r)
                        {
                            ren.material = prefabData.finalMat;
                            //Apply highpoly material if the mesh was highpoly and highpoly filter is enabled.
                            if (loadedGeometry.name.ToLower().Contains("highpoly") && prefabData.highpoly)
                            {
                                ren.material = prefabData.highpolyMat;
#if UNITY_EDITOR_OSX
                                ren.material = prefabData.finalMat;
#endif
                            }
                            //Billboard material application
                            if (prefabData.hasBillboardLOD && x == (numberOfFiles - 1))
                            {
                                ren.material = prefabData.billboardMat;
                            }

                            //Apply collision
                            if (prefabData.setupCollision)
                            {
                                ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh;
                            }
                        }

                        if (prefabData.setupLODs)
                        {
                            lodsForPrefab.Add(new LOD(lodHeights[0], r));
                            lodHeights.RemoveAt(0);
                        }
                        else
                        {
                            break;
                        }
                    }
                    //Set LODs in the LOD group
                    if (prefabData.setupLODs)
                    {
                        prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray());
                        prefabGameObject.GetComponent <LODGroup>().RecalculateBounds();
                    }
                    //Prefab saving
                    string prefLocation = prefabPath + "/" + prefabName + ".prefab";
                    prefLocation = prefLocation.Replace("(Clone)", "");
                    GameObject prefabObject = SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene);
                    if (prefabObject)
                    {
                        prefabObjects.Add(prefabObject);
                    }
                }

                //Setting up variation holder gameobject
                GameObject plantsParent = new GameObject(prefabData.assetName);
                plantsParent.isStatic = true;
                foreach (GameObject variation in prefabObjects)
                {
                    variation.transform.parent = plantsParent.transform;
                }
            }
            catch (Exception ex)
            {
                Debug.Log("Exception::MegascansMeshUtils::3D Plant Prefab:: " + ex.ToString());
                MegascansUtilities.HideProgressBar();
            }
        }
示例#5
0
        /// <summary>
        /// Import meshes, start from highest LOD and import the chain.
        /// </summary>
        public static void ProcessMeshes(JObject assetJson, string assetFolderPath, bool highpoly, bool hasVariations, PrefabData prefabData)
        {
            try
            {
                bool createPrefabs = EditorPrefs.GetBool("QuixelDefaultSetupPrefabs", true);
                bool importLODs    = EditorPrefs.GetBool("QuixelDefaultImportLODs", true);
                bool setupLODs     = EditorPrefs.GetBool("QuixelDefaultSetupLOD", true);
                prefabData.setupLODs = (importLODs && setupLODs); //Only do LOD setup if lower lods were imported and LOD grouping is enabled.

                //get mesh components from the current object. Also, meshComps.Count can give us the number of variations ;)
                JArray meshComps = (JArray)assetJson["meshList"];

                JArray lodList   = (JArray)assetJson["lodList"];
                string activeLOD = (string)assetJson["activeLOD"];
                string minLOD    = (string)assetJson["minLOD"];

                string modelsFolderPath = MegascansUtilities.ValidateFolderCreate(assetFolderPath, "Models");

                if (hasVariations)
                {
                    List <List <string> > importedGeometryPaths3DPlant = new List <List <string> >();

                    for (int i = 1; i <= meshComps.Count; i++)
                    {
                        List <string> importedGeometryPaths = new List <string>();
                        bool          lodMatched            = false; // This flag helps to import the lower lods once the active lod is found.
                        foreach (JObject mesh in lodList)
                        {
                            if ((int)mesh["variation"] == i)
                            {
                                string currentLOD = (string)mesh["lod"];
                                if (lodMatched || currentLOD == activeLOD || highpoly)
                                {
                                    lodMatched = true;
                                    if ((currentLOD == "high") && !highpoly)
                                    {
                                        continue;
                                    }
                                    //get the path of the highest LOD to be imported.
                                    string sourcePath = (string)mesh["path"];
                                    string destPath   = Path.Combine(modelsFolderPath, (string)mesh["nameOverride"]);
                                    ImportMesh(sourcePath, destPath);
                                    importedGeometryPaths.Add(destPath);
                                    if (!importLODs)
                                    {
                                        break;
                                    }
                                }
                            }
                        }
                        importedGeometryPaths3DPlant.Add(importedGeometryPaths);
                    }
                    prefabData.importedGeometryPaths3DPlant = importedGeometryPaths3DPlant;
                    if (createPrefabs)
                    {
                        CreatePrefab3DPlant(prefabData);
                    }
                }
                else
                {
                    List <string> importedGeometryPaths3D = new List <string>();
                    bool          lodMatched = false; // This flag helps to import the lower lods once the active lod is found.
                    foreach (JObject mesh in lodList)
                    {
                        string currentLOD = (string)mesh["lod"];
                        if (lodMatched || (currentLOD == activeLOD) || highpoly)
                        {
                            lodMatched = true;
                            if ((currentLOD == "high") && !highpoly)
                            {
                                continue;
                            }
                            //get the path of the highest LOD to be imported.
                            string sourcePath = (string)mesh["path"];
                            string destPath   = Path.Combine(modelsFolderPath, (string)mesh["nameOverride"]);
                            ImportMesh(sourcePath, destPath);
                            importedGeometryPaths3D.Add(destPath);
                            if (!importLODs)
                            {
                                break;
                            }
                        }
                    }
                    prefabData.importedGeometryPaths3D = importedGeometryPaths3D;
                    if (createPrefabs)
                    {
                        if (MegascansUtilities.isScatterAsset(assetJson, importedGeometryPaths3D))
                        {
                            CreatePrefabsScatter(prefabData);
                        }
                        else
                        {
                            CreatePrefab3D(prefabData);
                        }
                    }
                }
            }
            catch (Exception ex)
            {
                Debug.Log("Exception::MegascansMeshUtils::Processing Meshes:: " + ex.ToString());
                MegascansUtilities.HideProgressBar();
            }
        }
示例#6
0
        /// <summary>
        /// Generates prefabs from imported meshes.
        /// Used for normal 3D assets
        /// </summary>
        public static void CreatePrefab3D(PrefabData prefabData)
        {
            try {
                string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs");
                string prefabName = prefabData.modelNamingConvention;

                //Setting up prefab gameobject
                GameObject prefabGameObject = new GameObject();
                prefabGameObject.name     = prefabName;
                prefabGameObject.isStatic = true;
                if (prefabData.setupLODs)
                {
                    prefabGameObject.AddComponent <LODGroup>();
                    prefabGameObject.GetComponent <LODGroup>().fadeMode           = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum.
                    prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true;
                }

                List <LOD> lodsForPrefab = new List <LOD>();
                int        numberOfFiles = prefabData.importedGeometryPaths3D.Count;

                List <float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles);
                //Instantiate all the meshes in the scene, add them to the material/collider to them.
                for (int x = 0; (x < numberOfFiles && x < 8); x++)
                {
                    UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]);
                    //Highpoly mesh check.
                    if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly)
                    {
                        continue;
                    }
                    GameObject geometryObject = Instantiate(loadedGeometry) as GameObject;
                    Renderer[] r;
                    //Parent all the objects to the prefab game object.
                    if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic)
                    {
                        r = new Renderer[geometryObject.transform.childCount];
                        for (int j = 0; j < geometryObject.transform.childCount; ++j)
                        {
                            //Parent the child gameobject (geometry) to the prefab game object.
                            GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry.
                            geometryChildObject.transform.parent        = prefabGameObject.transform;
                            geometryChildObject.transform.localPosition = Vector3.zero;
                            geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", "");
                            r[j] = geometryChildObject.GetComponentInChildren <Renderer>();
                        }
                        //Destroy the empty parent container which was holding the meshes.
                        DestroyImmediate(geometryObject);
                    }
                    else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset.
                    {
                        //Parent the child gameobject (geometry) to the prefab game object.
                        geometryObject.transform.parent        = prefabGameObject.transform;
                        geometryObject.transform.localPosition = Vector3.zero;
                        geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                        r = geometryObject.GetComponentsInChildren <Renderer>();
                    }
                    else //if the instantiated mesh does not have any children
                    {
                        //Parent the child gameobject (geometry) to the prefab game object.
                        geometryObject.transform.parent        = prefabGameObject.transform;
                        geometryObject.transform.localPosition = Vector3.zero;
                        geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                        r = geometryObject.GetComponentsInChildren <Renderer>();
                    }

                    foreach (Renderer ren in r)
                    {
                        ren.material = prefabData.finalMat;
                        //Apply collision
                        if (prefabData.setupCollision)
                        {
                            ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh;
                        }
                    }

                    if (prefabData.setupLODs)
                    {
                        lodsForPrefab.Add(new LOD(lodHeights[0], r));
                        lodHeights.RemoveAt(0);
                    }
                    else   //We only set the prefab with 1 LOD if setup LODs is unchecked.
                    {
                        break;
                    }
                }
                //Set LODs in the LOD group
                if (prefabData.setupLODs)
                {
                    prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray());
                    prefabGameObject.GetComponent <LODGroup>().RecalculateBounds();
                }
                //Prefab saving
                string prefLocation = prefabPath + "/" + prefabName + ".prefab";
                prefLocation = prefLocation.Replace("(Clone)", "");
                SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene);
            }
            catch (Exception ex)
            {
                Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString());
                MegascansUtilities.HideProgressBar();
            }
        }
示例#7
0
        /// <summary>
        /// Generates prefabs from imported meshes.
        /// Used for normal 3D assets
        /// </summary>
        public static void CreatePrefab3D(PrefabData prefabData)
        {
            try {
                string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs");
                string prefabName = prefabData.finalAssetName.Replace("$mapName", "").Replace("$resolution", "").Replace("$lod", "").Replace("$variation", "");

                //Setting up prefab gameobject
                GameObject prefabGameObject = new GameObject();
                prefabGameObject.name = prefabName;
                prefabGameObject.AddComponent <LODGroup>();
                prefabGameObject.GetComponent <LODGroup>().fadeMode           = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum.
                prefabGameObject.GetComponent <LODGroup>().animateCrossFading = true;
                prefabGameObject.isStatic = true;

                float lodHeight = 1.0f;

                List <LOD> lodsForPrefab = new List <LOD>();
                int        numberOfFiles = prefabData.importedGeometryPaths3D.Count;
                //Instantiate all the meshes in the scene, add them to the material/collider to them.
                for (int x = 0; x < numberOfFiles; x++)
                {
                    UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath <UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]);
                    //Highpoly mesh check.
                    if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly)
                    {
                        continue;
                    }
                    GameObject geometryObject = Instantiate(loadedGeometry) as GameObject;
                    Renderer[] r;
                    //Parent all the objects to the prefab game object.
                    if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic)
                    {
                        r = new Renderer[geometryObject.transform.childCount];
                        for (int j = 0; j < geometryObject.transform.childCount; ++j)
                        {
                            //Parent the child gameobject (geometry) to the prefab game object.
                            GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry.
                            geometryChildObject.transform.parent        = prefabGameObject.transform;
                            geometryChildObject.transform.localPosition = Vector3.zero;
                            geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", "");
                            //Get reference to the renderer components to apply material later.
                            r[j] = geometryChildObject.GetComponentInChildren <Renderer>();
                        }
                        //Destroy the empty parent container which was holding the meshes.
                        DestroyImmediate(geometryObject);
                    }
                    else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset.
                    {
                        //Parent the child gameobject (geometry) to the prefab game object.
                        geometryObject.transform.parent        = prefabGameObject.transform;
                        geometryObject.transform.localPosition = Vector3.zero;
                        geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                        //Get reference to the renderer components to apply material later.
                        r = geometryObject.GetComponentsInChildren <Renderer>();
                    }
                    else //if the instantiated mesh does not have any children
                    {
                        //Parent the child gameobject (geometry) to the prefab game object.
                        geometryObject.transform.parent        = prefabGameObject.transform;
                        geometryObject.transform.localPosition = Vector3.zero;
                        geometryObject.name = geometryObject.name.Replace("(Clone)", "");
                        //Get reference to the renderer component to apply material later.
                        r = geometryObject.GetComponentsInChildren <Renderer>();
                    }

                    foreach (Renderer ren in r)
                    {
                        ren.material = prefabData.finalMat;
                        //Apply highpoly material if the mesh was highpoly and highpoly filter is enabled.
                        if (loadedGeometry.name.ToLower().Contains("highpoly") && prefabData.highpoly)
                        {
                            ren.material = prefabData.highpolyMat;
#if UNITY_EDITOR_OSX
                            ren.material = prefabData.finalMat;
#endif
                        }
                        //Apply collision
                        if (prefabData.setupCollision)
                        {
                            ren.gameObject.AddComponent <MeshCollider>().sharedMesh = ren.gameObject.GetComponent <MeshFilter>().sharedMesh;
                        }
                    }

                    if (numberOfFiles > 2)
                    {
                        lodHeight *= ((x + 1) >= (numberOfFiles / 2)) ? 0.75f : 0.5f;
                    }
                    else
                    {
                        lodHeight *= (x + 1) < 1 ? 0.75f : 0.15f;
                    }

                    lodsForPrefab.Add(new LOD(lodHeight, r));
                }
                //Set LODs in the LOD group
                prefabGameObject.GetComponent <LODGroup>().SetLODs(lodsForPrefab.ToArray());
                prefabGameObject.GetComponent <LODGroup>().RecalculateBounds();
                //Prefab saving
                string prefLocation = prefabPath + "/" + prefabName + ".prefab";
                prefLocation = prefLocation.Replace("(Clone)", "");
                SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene);
            }
            catch (Exception ex)
            {
                Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString());
                MegascansUtilities.HideProgressBar();
            }
        }