154 lines
No EOL
5.9 KiB
C#
Executable file
154 lines
No EOL
5.9 KiB
C#
Executable file
using System;
|
|
using System.Linq;
|
|
using System.Reflection;
|
|
using UnityEditor;
|
|
using UnityEngine;
|
|
|
|
namespace ABI.CCK.Scripts.Editor.AssetProcessing
|
|
{
|
|
/*
|
|
public class CCK_AssetPostProcessor
|
|
{
|
|
#region Configuration
|
|
|
|
private const string KEY_PREFIX = "ABI.CCK.AssetPostProcessor.";
|
|
private static bool AutoHumanoid => EditorPrefs.GetBool("ABI_CCK_AssetPostProcessor_AutoHumanoid", false);
|
|
private static bool AutoReadWrite => EditorPrefs.GetBool("ABI_CCK_AssetPostProcessor_AutoReadWrite", false);
|
|
private static bool AutoBlendShapeNormals => EditorPrefs.GetBool("ABI_CCK_AssetPostProcessor_AutoBlendshapeNormals", false);
|
|
private static bool AutoTextureStreaming => EditorPrefs.GetBool("ABI_CCK_AssetPostProcessor_AutoTextureStreaming", false);
|
|
|
|
#endregion
|
|
|
|
private static bool _isProcessingModel;
|
|
private static ModelImporter _modelImporter;
|
|
|
|
private static PropertyInfo _legacyBlendShapeImporter;
|
|
|
|
private static PropertyInfo legacyBlendShapeImporter
|
|
{
|
|
get
|
|
{
|
|
if(_legacyBlendShapeImporter != null)
|
|
return _legacyBlendShapeImporter;
|
|
|
|
Type modelImporterType = typeof(ModelImporter);
|
|
_legacyBlendShapeImporter = modelImporterType.GetProperty(
|
|
"legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes",
|
|
BindingFlags.Instance | BindingFlags.NonPublic | BindingFlags.Public
|
|
);
|
|
|
|
return _legacyBlendShapeImporter;
|
|
}
|
|
}
|
|
|
|
#region Asset Post Processing Events
|
|
|
|
private void OnPreprocessModel()
|
|
{
|
|
_isProcessingModel = false;
|
|
|
|
_modelImporter = assetImporter as ModelImporter;
|
|
if (_modelImporter == null)
|
|
return;
|
|
|
|
// Check if we have already processed this model
|
|
if (!ShouldProcessAsset(_modelImporter.assetPath, out string assetKey))
|
|
return;
|
|
|
|
_isProcessingModel = true;
|
|
SessionState.SetBool(assetKey, true);
|
|
|
|
SetModelImporterSettings(_modelImporter);
|
|
}
|
|
|
|
private void OnPostprocessMeshHierarchy(GameObject root)
|
|
{
|
|
if (!_isProcessingModel)
|
|
return;
|
|
|
|
if (!AutoHumanoid)
|
|
return;
|
|
|
|
// Check if the model should be humanoid
|
|
|
|
var childTransforms = root.GetComponentsInChildren<Transform>();
|
|
|
|
// Check if the model has enough bones to be humanoid
|
|
if (childTransforms.Length < HumanTrait.RequiredBoneCount)
|
|
return;
|
|
|
|
// Check if the model has enough *potential* humanoid bones to be humanoid
|
|
int potentialHumanBoneCount = childTransforms.Count(childTransform =>
|
|
childTransform.name.IndexOf("armature", StringComparison.OrdinalIgnoreCase) >= 0 ||
|
|
childTransform.name.IndexOf("hip", StringComparison.OrdinalIgnoreCase) >= 0 ||
|
|
childTransform.name.IndexOf("hand", StringComparison.OrdinalIgnoreCase) >= 0 ||
|
|
childTransform.name.IndexOf("head", StringComparison.OrdinalIgnoreCase) >= 0);
|
|
|
|
// IKSystem will still filter it if it doesn't have enough bones
|
|
// VRIK requires hips to head, arms, and either both legs or neither leg.
|
|
|
|
if (potentialHumanBoneCount < 3)
|
|
return;
|
|
|
|
_modelImporter.animationType = ModelImporterAnimationType.Human;
|
|
}
|
|
|
|
private void OnPreprocessTexture()
|
|
{
|
|
TextureImporter textureImporter = assetImporter as TextureImporter;
|
|
if (textureImporter == null)
|
|
return;
|
|
|
|
if (!ShouldProcessAsset(textureImporter.assetPath, out string assetKey))
|
|
return;
|
|
|
|
SessionState.SetBool(assetKey, true);
|
|
|
|
SetTextureImporterSettings(textureImporter);
|
|
}
|
|
|
|
private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
|
|
{
|
|
foreach (string deletedAsset in deletedAssets)
|
|
{
|
|
string assetKey = KEY_PREFIX + AssetDatabase.AssetPathToGUID(deletedAsset);
|
|
SessionState.EraseBool(assetKey); // Remove the asset from the list of processed assets, so it can be processed again if re-imported
|
|
|
|
CCK_AutoCleanupProcessor.OnProcessDeletedAsset(deletedAsset);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Private Methods
|
|
|
|
private static bool ShouldProcessAsset(string assetPath, out string assetKey)
|
|
{
|
|
assetKey = KEY_PREFIX + AssetDatabase.AssetPathToGUID(assetPath);
|
|
return !SessionState.GetBool(assetKey, false);
|
|
}
|
|
|
|
// TODO: Is there anything else we need to set?
|
|
|
|
private static void SetModelImporterSettings(ModelImporter modelImporter)
|
|
{
|
|
if (AutoReadWrite)
|
|
modelImporter.isReadable = true;
|
|
|
|
if (AutoBlendShapeNormals)
|
|
modelImporter.importBlendShapeNormals = ModelImporterNormals.Import;
|
|
|
|
//if(modelImporter.importBlendShapeNormals != ModelImporterNormals.Calculate)
|
|
legacyBlendShapeImporter.SetValue(modelImporter, true);
|
|
}
|
|
|
|
private static void SetTextureImporterSettings(TextureImporter textureImporter)
|
|
{
|
|
if (AutoTextureStreaming)
|
|
textureImporter.streamingMipmaps = true;
|
|
}
|
|
|
|
#endregion
|
|
}
|
|
*/
|
|
} |