#region License
/*
MIT License
Copyright(c) 2019 Mattias Edlund
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
*/
#endregion
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace UnityMeshSimplifier
{
///
/// Contains methods for generating LODs (level of details) for game objects.
///
public static class LODGenerator
{
#region Consts
///
/// The name of the game object where generated LODs are parented under.
///
public const string LODParentGameObjectName = "_UMS_LODs_";
///
/// The parent path for generated LOD assets.
///
public const string LODAssetParentPath = "Assets/UMS_LODs/";
#endregion
#region Structs
public struct StaticRenderer
{
public string name;
public bool isNewMesh;
public Transform transform;
public Mesh mesh;
public Material[] materials;
public MeshRenderer originalRenderer;
}
public struct SkinnedRenderer
{
public bool hasBlendShapes;
public string name;
public bool isNewMesh;
public Transform transform;
public Mesh mesh;
public Material[] materials;
public Transform rootBone;
public Transform[] bones;
public SkinnedMeshRenderer originalRenderer;
}
#endregion
#region Public Methods
///
/// Generates the LODs and sets up a LOD Group for the LOD generator helper component.
///
/// The LOD generator helper.
/// The generated LOD Group.
public static LODGroup GenerateLODs(LODGeneratorHelper generatorHelper)
{
if (generatorHelper == null)
throw new System.ArgumentNullException(nameof(generatorHelper));
var gameObject = generatorHelper.gameObject;
var levels = generatorHelper.Levels;
bool autoCollectRenderers = generatorHelper.AutoCollectRenderers;
var simplificationOptions = generatorHelper.SimplificationOptions;
string saveAssetsPath = generatorHelper.SaveAssetsPath;
var lodGroup = GenerateLODs(gameObject, levels, autoCollectRenderers, simplificationOptions, saveAssetsPath);
if (lodGroup == null)
return null;
lodGroup.animateCrossFading = generatorHelper.AnimateCrossFading;
lodGroup.fadeMode = generatorHelper.FadeMode;
return lodGroup;
}
///
/// Generates the LODs and sets up a LOD Group for the specified game object.
///
/// The game object to set up.
/// The LOD levels to set up.
/// If the renderers under the game object and any children should be automatically collected.
/// Enabling this will ignore any renderers defined under each LOD level.
/// The mesh simplification options.
/// The generated LOD Group.
public static LODGroup GenerateLODs(GameObject gameObject, LODLevel[] levels, bool autoCollectRenderers, SimplificationOptions simplificationOptions)
{
return GenerateLODs(gameObject, levels, autoCollectRenderers, simplificationOptions, null);
}
///
/// Generates the LODs and sets up a LOD Group for the specified game object.
///
/// The game object to set up.
/// The LOD levels to set up.
/// If the renderers under the game object and any children should be automatically collected.
/// Enabling this will ignore any renderers defined under each LOD level.
/// The mesh simplification options.
/// The path to where the generated assets should be saved. Can be null or empty to use the default path.
/// The generated LOD Group.
public static LODGroup GenerateLODs(GameObject gameObject, LODLevel[] levels, bool autoCollectRenderers, SimplificationOptions simplificationOptions, string saveAssetsPath)
{
if (gameObject == null)
throw new System.ArgumentNullException(nameof(gameObject));
else if (levels == null)
throw new System.ArgumentNullException(nameof(levels));
var transform = gameObject.transform;
var existingLodParent = transform.Find(LODParentGameObjectName);
if (existingLodParent != null)
throw new System.InvalidOperationException("The game object already appears to have LODs. Please remove them first.");
var existingLodGroup = gameObject.GetComponent();
if (existingLodGroup != null)
throw new System.InvalidOperationException("The game object already appears to have an LOD Group. Please remove it first.");
saveAssetsPath = ValidateSaveAssetsPath(saveAssetsPath);
var lodParentGameObject = new GameObject(LODParentGameObjectName);
var lodParent = lodParentGameObject.transform;
ParentAndResetTransform(lodParent, transform);
var lodGroup = gameObject.AddComponent();
Renderer[] allRenderers = null;
if (autoCollectRenderers)
{
// Collect all enabled renderers under the game object
allRenderers = GetChildRenderersForLOD(gameObject);
}
var renderersToDisable = new List((allRenderers != null ? allRenderers.Length : 10));
var lods = new LOD[levels.Length];
for (int levelIndex = 0; levelIndex < levels.Length; levelIndex++)
{
var level = levels[levelIndex];
var levelGameObject = new GameObject(string.Format("Level{0:00}", levelIndex));
var levelTransform = levelGameObject.transform;
ParentAndResetTransform(levelTransform, lodParent);
Renderer[] originalLevelRenderers = allRenderers ?? level.Renderers;
var levelRenderers = new List((originalLevelRenderers != null ? originalLevelRenderers.Length : 0));
if (originalLevelRenderers != null && originalLevelRenderers.Length > 0)
{
var meshRenderers = (from renderer in originalLevelRenderers
where renderer.enabled && renderer as MeshRenderer != null
&& renderer.transform.GetComponent() != null
&& renderer.transform.GetComponent().sharedMesh != null
select renderer as MeshRenderer).ToArray();
var skinnedMeshRenderers = (from renderer in originalLevelRenderers
where renderer.enabled && renderer as SkinnedMeshRenderer != null
&& renderer.transform.GetComponent().sharedMesh != null
select renderer as SkinnedMeshRenderer).ToArray();
StaticRenderer[] staticRenderers;
SkinnedRenderer[] skinnedRenderers;
if (level.CombineMeshes)
{
SkinnedMeshRenderer[] skinnedRenderersActuallyCombined = null;
staticRenderers = CombineStaticMeshes(transform, levelIndex, meshRenderers);
skinnedRenderers = CombineSkinnedMeshes(transform, levelIndex, skinnedMeshRenderers, ref skinnedRenderersActuallyCombined);
}
else
{
staticRenderers = GetStaticRenderers(meshRenderers);
skinnedRenderers = GetSkinnedRenderers(skinnedMeshRenderers);
}
if (staticRenderers != null)
{
for (int rendererIndex = 0; rendererIndex < staticRenderers.Length; rendererIndex++)
{
var renderer = staticRenderers[rendererIndex];
var mesh = renderer.mesh;
// Simplify the mesh if necessary
if (level.Quality < 1f)
{
mesh = SimplifyMesh(mesh, level.Quality, simplificationOptions);
SaveLODMeshAsset(mesh, gameObject.name, renderer.name, levelIndex, renderer.mesh.name, saveAssetsPath);
if (renderer.isNewMesh)
{
DestroyObject(renderer.mesh);
renderer.mesh = null;
}
}
string rendererName = string.Format("{0:000}_static_{1}", rendererIndex, renderer.name);
var levelRenderer = CreateLevelRenderer(rendererName, levelTransform, renderer.transform, mesh, renderer.materials, ref level);
levelRenderers.Add(levelRenderer);
}
}
if (skinnedRenderers != null)
{
for (int rendererIndex = 0; rendererIndex < skinnedRenderers.Length; rendererIndex++)
{
var renderer = skinnedRenderers[rendererIndex];
var mesh = renderer.mesh;
// Simplify the mesh if necessary
if (level.Quality < 1f)
{
mesh = SimplifyMesh(mesh, level.Quality, simplificationOptions);
SaveLODMeshAsset(mesh, gameObject.name, renderer.name, levelIndex, renderer.mesh.name, saveAssetsPath);
if (renderer.isNewMesh)
{
DestroyObject(renderer.mesh);
renderer.mesh = null;
}
}
string rendererName = string.Format("{0:000}_skinned_{1}", rendererIndex, renderer.name);
var levelRenderer = CreateSkinnedLevelRenderer(rendererName, levelTransform, renderer.transform, mesh, renderer.materials, renderer.rootBone, renderer.bones, ref level);
levelRenderers.Add(levelRenderer);
}
}
}
foreach (var renderer in originalLevelRenderers)
{
if (!renderersToDisable.Contains(renderer))
{
renderersToDisable.Add(renderer);
}
}
lods[levelIndex] = new LOD(level.ScreenRelativeTransitionHeight, levelRenderers.ToArray());
}
CreateBackup(gameObject, renderersToDisable.ToArray());
foreach (var renderer in renderersToDisable)
{
renderer.enabled = false;
}
lodGroup.animateCrossFading = false;
lodGroup.SetLODs(lods);
return lodGroup;
}
///
/// Destroys the generated LODs and LOD Group for the specified game object.
///
/// The LOD generator helper.
/// If the LODs were successfully destroyed.
public static bool DestroyLODs(LODGeneratorHelper generatorHelper)
{
if (generatorHelper == null)
throw new System.ArgumentNullException(nameof(generatorHelper));
return DestroyLODs(generatorHelper.gameObject);
}
///
/// Destroys the generated LODs and LOD Group for the specified game object.
///
/// The game object to destroy LODs for.
/// If the LODs were successfully destroyed.
public static bool DestroyLODs(GameObject gameObject)
{
if (gameObject == null)
throw new System.ArgumentNullException(nameof(gameObject));
RestoreBackup(gameObject);
var transform = gameObject.transform;
var lodParent = transform.Find(LODParentGameObjectName);
if (lodParent == null)
return false;
// Destroy LOD assets
DestroyLODAssets(lodParent);
// Destroy the LOD parent
DestroyObject(lodParent.gameObject);
// Destroy the LOD Group if there is one
var lodGroup = gameObject.GetComponent();
if (lodGroup != null)
{
DestroyObject(lodGroup);
}
return true;
}
#endregion
#region Private Methods
public static StaticRenderer[] GetStaticRenderers(MeshRenderer[] renderers)
{
if(renderers == null || renderers.Length == 0) { return null; }
var newRenderers = new List(renderers.Length);
for (int rendererIndex = 0; rendererIndex < renderers.Length; rendererIndex++)
{
var renderer = renderers[rendererIndex];
var meshFilter = renderer.GetComponent();
if (meshFilter == null)
{
Debug.LogWarning("A renderer was missing a mesh filter and was ignored.", renderer);
continue;
}
var mesh = meshFilter.sharedMesh;
if (mesh == null)
{
Debug.LogWarning("A renderer was missing a mesh and was ignored.", renderer);
continue;
}
newRenderers.Add(new StaticRenderer()
{
name = renderer.name,
isNewMesh = false,
transform = renderer.transform,
mesh = mesh,
materials = renderer.sharedMaterials,
originalRenderer = renderer
});
}
return newRenderers.ToArray();
}
public static SkinnedRenderer[] GetSkinnedRenderers(SkinnedMeshRenderer[] renderers)
{
if (renderers == null || renderers.Length == 0) { return null; }
var newRenderers = new List(renderers.Length);
for (int rendererIndex = 0; rendererIndex < renderers.Length; rendererIndex++)
{
var renderer = renderers[rendererIndex];
var mesh = renderer.sharedMesh;
if (mesh == null)
{
Debug.LogWarning("A renderer was missing a mesh and was ignored.", renderer);
continue;
}
newRenderers.Add(new SkinnedRenderer()
{
name = renderer.name,
isNewMesh = false,
transform = renderer.transform,
mesh = mesh,
materials = renderer.sharedMaterials,
rootBone = renderer.rootBone,
bones = renderer.bones,
originalRenderer = renderer
});
}
return newRenderers.ToArray();
}
public static StaticRenderer[] CombineStaticMeshes(Transform transform, int levelIndex, MeshRenderer[] renderers, bool autoName = true, string combinedBaseName = "")
{
if (renderers.Length == 0)
return null;
var newRenderers = new List(renderers.Length);
Material[] combinedMaterials;
var combinedMesh = MeshCombiner.CombineMeshes(transform, renderers, out combinedMaterials);
string baseName = string.IsNullOrWhiteSpace(combinedBaseName) ? transform.name : combinedBaseName;
string rendererName = string.Format("{0}_combined_static", baseName);
if(autoName)
{
if(transform != null)
{
combinedMesh.name = string.Format("{0}_static{1:00}", transform.name, levelIndex);
}
}
newRenderers.Add(new StaticRenderer()
{
name = rendererName,
isNewMesh = true,
transform = null,
mesh = combinedMesh,
materials = combinedMaterials
});
return newRenderers.ToArray();
}
public static SkinnedRenderer[] CombineSkinnedMeshes(Transform transform, int levelIndex, SkinnedMeshRenderer[] renderers, ref SkinnedMeshRenderer[] renderersActuallyCombined, bool autoName = true, string combinedBaseName = "")
{
if (renderers.Length == 0)
return null;
// TODO: Support to merge sub-meshes and atlas textures
var newRenderers = new List(renderers.Length);
//var blendShapeRenderers = (from renderer in renderers
// where renderer.sharedMesh != null && renderer.sharedMesh.blendShapeCount > 0
// select renderer); //baw did
var renderersWithoutMesh = (from renderer in renderers
where renderer.sharedMesh == null
select renderer);
var combineRenderers = (from renderer in renderers
where renderer.sharedMesh != null // && renderer.sharedMesh.blendShapeCount == 0 baw did
select renderer).ToArray();
renderersActuallyCombined = combineRenderers;
// Warn about renderers without a mesh
foreach (var renderer in renderersWithoutMesh)
{
Debug.LogWarning("A renderer was missing a mesh and was ignored.", renderer);
}
//Don't combine meshes with blend shapes
//foreach (var renderer in blendShapeRenderers)
//{
// newRenderers.Add(new SkinnedRenderer()
// {
// name = renderer.name,
// isNewMesh = false,
// transform = renderer.transform,
// mesh = renderer.sharedMesh,
// materials = renderer.sharedMaterials,
// rootBone = renderer.rootBone,
// bones = renderer.bones,
// hasBlendShapes = true
// });
//}
if (combineRenderers.Length > 0)
{
Material[] combinedMaterials;
Transform[] combinedBones;
var combinedMesh = MeshCombiner.CombineMeshes(transform, combineRenderers, out combinedMaterials, out combinedBones);
string baseName = string.IsNullOrWhiteSpace(combinedBaseName) ? transform.name : combinedBaseName;
string rendererName = string.Format("{0}_combined_skinned", baseName);
if (autoName)
{
combinedMesh.name = string.Format("{0}_skinned{1:00}", transform.name, levelIndex);
}
var rootBone = FindBestRootBone(transform, combineRenderers);
newRenderers.Add(new SkinnedRenderer()
{
name = rendererName,
isNewMesh = false,
transform = null,
mesh = combinedMesh,
materials = combinedMaterials,
rootBone = rootBone,
bones = combinedBones
});
}
return newRenderers.ToArray();
}
private static void ParentAndResetTransform(Transform transform, Transform parentTransform)
{
transform.SetParent(parentTransform);
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
transform.localScale = Vector3.one;
}
private static void ParentAndOffsetTransform(Transform transform, Transform parentTransform, Transform originalTransform)
{
transform.position = originalTransform.position;
transform.rotation = originalTransform.rotation;
transform.localScale = originalTransform.lossyScale;
transform.SetParent(parentTransform, true);
}
private static MeshRenderer CreateLevelRenderer(string name, Transform parentTransform, Transform originalTransform, Mesh mesh, Material[] materials, ref LODLevel level)
{
var levelGameObject = new GameObject(name, typeof(MeshFilter), typeof(MeshRenderer));
var levelTransform = levelGameObject.transform;
if (originalTransform != null)
{
ParentAndOffsetTransform(levelTransform, parentTransform, originalTransform);
}
else
{
ParentAndResetTransform(levelTransform, parentTransform);
}
var meshFilter = levelGameObject.GetComponent();
meshFilter.sharedMesh = mesh;
var meshRenderer = levelGameObject.GetComponent();
meshRenderer.sharedMaterials = materials;
SetupLevelRenderer(meshRenderer, ref level);
return meshRenderer;
}
private static SkinnedMeshRenderer CreateSkinnedLevelRenderer(string name, Transform parentTransform, Transform originalTransform, Mesh mesh, Material[] materials, Transform rootBone, Transform[] bones, ref LODLevel level)
{
var levelGameObject = new GameObject(name, typeof(SkinnedMeshRenderer));
var levelTransform = levelGameObject.transform;
if (originalTransform != null)
{
ParentAndOffsetTransform(levelTransform, parentTransform, originalTransform);
}
else
{
ParentAndResetTransform(levelTransform, parentTransform);
}
var skinnedMeshRenderer = levelGameObject.GetComponent();
skinnedMeshRenderer.sharedMesh = mesh;
skinnedMeshRenderer.sharedMaterials = materials;
skinnedMeshRenderer.rootBone = rootBone;
skinnedMeshRenderer.bones = bones;
SetupLevelRenderer(skinnedMeshRenderer, ref level);
return skinnedMeshRenderer;
}
private static Transform FindBestRootBone(Transform transform, SkinnedMeshRenderer[] skinnedMeshRenderers)
{
if (skinnedMeshRenderers == null || skinnedMeshRenderers.Length == 0)
return null;
Transform bestBone = null;
float bestDistance = float.MaxValue;
for (int i = 0; i < skinnedMeshRenderers.Length; i++)
{
if (skinnedMeshRenderers[i] == null || skinnedMeshRenderers[i].rootBone == null)
continue;
var rootBone = skinnedMeshRenderers[i].rootBone;
var distance = (rootBone.position - transform.position).sqrMagnitude;
if (distance < bestDistance)
{
bestBone = rootBone;
bestDistance = distance;
}
}
return bestBone;
}
private static Transform FindBestRootBone(Dictionary topLevelParents, SkinnedMeshRenderer[] skinnedMeshRenderers)
{
if (skinnedMeshRenderers == null || skinnedMeshRenderers.Length == 0)
return null;
Transform bestBone = null;
float bestDistance = float.MaxValue;
for (int i = 0; i < skinnedMeshRenderers.Length; i++)
{
if (skinnedMeshRenderers[i] == null || skinnedMeshRenderers[i].rootBone == null)
continue;
Transform topParent = topLevelParents[skinnedMeshRenderers[i].transform];
var rootBone = skinnedMeshRenderers[i].rootBone;
var distance = (rootBone.position - topParent.position).sqrMagnitude;
if (distance < bestDistance)
{
bestBone = rootBone;
bestDistance = distance;
}
}
return bestBone;
}
private static void SetupLevelRenderer(Renderer renderer, ref LODLevel level)
{
renderer.shadowCastingMode = level.ShadowCastingMode;
renderer.receiveShadows = level.ReceiveShadows;
renderer.motionVectorGenerationMode = level.MotionVectorGenerationMode;
renderer.lightProbeUsage = level.LightProbeUsage;
renderer.reflectionProbeUsage = level.ReflectionProbeUsage;
var skinnedMeshRenderer = renderer as SkinnedMeshRenderer;
if (skinnedMeshRenderer != null)
{
skinnedMeshRenderer.quality = level.SkinQuality;
skinnedMeshRenderer.skinnedMotionVectors = level.SkinnedMotionVectors;
}
}
private static Renderer[] GetChildRenderersForLOD(GameObject gameObject)
{
var resultRenderers = new List();
CollectChildRenderersForLOD(gameObject.transform, resultRenderers);
return resultRenderers.ToArray();
}
private static void CollectChildRenderersForLOD(Transform transform, List resultRenderers)
{
// Collect the rendererers of this transform
var childRenderers = transform.GetComponents();
resultRenderers.AddRange(childRenderers);
int childCount = transform.childCount;
for (int i = 0; i < childCount; i++)
{
// Skip children that are not active
var childTransform = transform.GetChild(i);
if (!childTransform.gameObject.activeSelf)
continue;
// If the transform have the identical name as to our LOD Parent GO name, then we also skip it
if (string.Equals(childTransform.name, LODParentGameObjectName))
continue;
// Skip children that has a LOD Group or a LOD Generator Helper component
if (childTransform.GetComponent() != null)
continue;
else if (childTransform.GetComponent() != null)
continue;
// Continue recursively through the children of this transform
CollectChildRenderersForLOD(childTransform, resultRenderers);
}
}
private static Mesh SimplifyMesh(Mesh mesh, float quality, SimplificationOptions options)
{
var meshSimplifier = new MeshSimplifier();
meshSimplifier.PreserveBorderEdges = options.PreserveBorderEdges;
meshSimplifier.PreserveUVSeamEdges = options.PreserveUVSeamEdges;
meshSimplifier.PreserveUVFoldoverEdges = options.PreserveUVFoldoverEdges;
meshSimplifier.EnableSmartLink = options.EnableSmartLink;
meshSimplifier.VertexLinkDistance = options.VertexLinkDistance;
meshSimplifier.MaxIterationCount = options.MaxIterationCount;
meshSimplifier.Aggressiveness = options.Agressiveness;
meshSimplifier.Initialize(mesh);
meshSimplifier.SimplifyMesh(quality);
var simplifiedMesh = meshSimplifier.ToMesh();
simplifiedMesh.bindposes = mesh.bindposes;
return simplifiedMesh;
}
private static void DestroyObject(Object obj)
{
if (obj == null)
throw new System.ArgumentNullException(nameof(obj));
#if UNITY_EDITOR
if (Application.isPlaying)
{
Object.Destroy(obj);
}
else
{
Object.DestroyImmediate(obj, false);
}
#else
Object.Destroy(obj);
#endif
}
private static void CreateBackup(GameObject gameObject, Renderer[] originalRenderers)
{
var backupComponent = gameObject.AddComponent();
backupComponent.hideFlags = HideFlags.HideInInspector;
backupComponent.OriginalRenderers = originalRenderers;
}
private static void RestoreBackup(GameObject gameObject)
{
var backupComponents = gameObject.GetComponents();
foreach (var backupComponent in backupComponents)
{
var originalRenderers = backupComponent.OriginalRenderers;
if (originalRenderers != null)
{
foreach (var renderer in originalRenderers)
{
renderer.enabled = true;
}
}
DestroyObject(backupComponent);
}
}
private static void DestroyLODAssets(Transform transform)
{
#if UNITY_EDITOR
var renderers = transform.GetComponentsInChildren(true);
foreach (var renderer in renderers)
{
var meshRenderer = renderer as MeshRenderer;
var skinnedMeshRenderer = renderer as SkinnedMeshRenderer;
if (meshRenderer != null)
{
var meshFilter = meshRenderer.GetComponent();
if (meshFilter != null)
{
DestroyLODAsset(meshFilter.sharedMesh);
}
}
else if (skinnedMeshRenderer != null)
{
DestroyLODAsset(skinnedMeshRenderer.sharedMesh);
}
foreach (var material in renderer.sharedMaterials)
{
DestroyLODMaterialAsset(material);
}
}
// Delete any empty LOD asset directories
DeleteEmptyDirectory(LODAssetParentPath.TrimEnd('/'));
#endif
}
private static void DestroyLODMaterialAsset(Material material)
{
if (material == null)
return;
#if UNITY_EDITOR
var shader = material.shader;
if (shader == null)
return;
// We find all texture properties of materials and delete those assets also
int propertyCount = UnityEditor.ShaderUtil.GetPropertyCount(shader);
for (int propertyIndex = 0; propertyIndex < propertyCount; propertyIndex++)
{
var propertyType = UnityEditor.ShaderUtil.GetPropertyType(shader, propertyIndex);
if (propertyType == UnityEditor.ShaderUtil.ShaderPropertyType.TexEnv)
{
string propertyName = UnityEditor.ShaderUtil.GetPropertyName(shader, propertyIndex);
var texture = material.GetTexture(propertyName);
DestroyLODAsset(texture);
}
}
DestroyLODAsset(material);
#endif
}
private static void DestroyLODAsset(Object asset)
{
if (asset == null)
return;
#if UNITY_EDITOR
// We only delete assets that we have automatically generated
string assetPath = UnityEditor.AssetDatabase.GetAssetPath(asset);
if (assetPath.StartsWith(LODAssetParentPath))
{
UnityEditor.AssetDatabase.DeleteAsset(assetPath);
}
#endif
}
private static void SaveLODMeshAsset(Object asset, string gameObjectName, string rendererName, int levelIndex, string meshName, string saveAssetsPath)
{
gameObjectName = MakePathSafe(gameObjectName);
rendererName = MakePathSafe(rendererName);
meshName = MakePathSafe(meshName);
meshName = string.Format("{0:00}_{1}", levelIndex, meshName);
string path;
if (!string.IsNullOrEmpty(saveAssetsPath))
{
path = string.Format("{0}{1}/{2}.mesh", LODAssetParentPath, saveAssetsPath, meshName);
}
else
{
path = string.Format("{0}{1}/{2}/{3}.mesh", LODAssetParentPath, gameObjectName, rendererName, meshName);
}
SaveAsset(asset, path);
}
private static void SaveAsset(Object asset, string path)
{
#if UNITY_EDITOR
CreateParentDirectory(path);
// Make sure that there is no asset with the same path already
path = UnityEditor.AssetDatabase.GenerateUniqueAssetPath(path);
UnityEditor.AssetDatabase.CreateAsset(asset, path);
#endif
}
private static void CreateParentDirectory(string path)
{
#if UNITY_EDITOR
int lastSlashIndex = path.LastIndexOf('/');
if (lastSlashIndex != -1)
{
string parentPath = path.Substring(0, lastSlashIndex);
if (!UnityEditor.AssetDatabase.IsValidFolder(parentPath))
{
lastSlashIndex = parentPath.LastIndexOf('/');
if (lastSlashIndex != -1)
{
string folderName = parentPath.Substring(lastSlashIndex + 1);
string folderParentPath = parentPath.Substring(0, lastSlashIndex);
CreateParentDirectory(parentPath);
UnityEditor.AssetDatabase.CreateFolder(folderParentPath, folderName);
}
else
{
UnityEditor.AssetDatabase.CreateFolder(string.Empty, parentPath);
}
}
}
#endif
}
private static string MakePathSafe(string name)
{
var sb = new System.Text.StringBuilder(name.Length);
bool lastWasSeparator = false;
for (int i = 0; i < name.Length; i++)
{
char c = name[i];
if ((c >= 'a' && c <= 'z') || (c >= 'A' && c <= 'Z') || (c >= '0' && c <= '9'))
{
lastWasSeparator = false;
sb.Append(c);
}
else if (c == '_' || c == '-')
{
if (!lastWasSeparator)
{
lastWasSeparator = true;
sb.Append(c);
}
}
else
{
if (!lastWasSeparator)
{
lastWasSeparator = true;
sb.Append('_');
}
}
}
return sb.ToString();
}
private static string ValidateSaveAssetsPath(string saveAssetsPath)
{
if (string.IsNullOrEmpty(saveAssetsPath))
return null;
saveAssetsPath = saveAssetsPath.Replace('\\', '/');
saveAssetsPath = saveAssetsPath.Trim('/');
if (System.IO.Path.IsPathRooted(saveAssetsPath))
throw new System.InvalidOperationException("The save assets path cannot be rooted.");
else if (saveAssetsPath.Length > 100)
throw new System.InvalidOperationException("The save assets path cannot be more than 100 characters long to avoid I/O issues.");
// Make the path safe
var pathParts = saveAssetsPath.Split('/');
for (int i = 0; i < pathParts.Length; i++)
{
pathParts[i] = MakePathSafe(pathParts[i]);
}
saveAssetsPath = string.Join("/", pathParts);
return saveAssetsPath;
}
private static bool DeleteEmptyDirectory(string path)
{
#if UNITY_EDITOR
bool deletedAllSubFolders = true;
var subFolders = UnityEditor.AssetDatabase.GetSubFolders(path);
for (int i = 0; i < subFolders.Length; i++)
{
if (!DeleteEmptyDirectory(subFolders[i]))
{
deletedAllSubFolders = false;
}
}
if (!deletedAllSubFolders)
return false;
string[] assetGuids = UnityEditor.AssetDatabase.FindAssets(string.Empty, new string[] { path });
if (assetGuids.Length > 0)
return false;
return UnityEditor.AssetDatabase.DeleteAsset(path);
#else
return false;
#endif
}
#endregion
}
}