rabidus-test/Assets/PolyFew/ThirdParty/AsImpL/Scripts/Dataset/ObjectBuilder.cs

978 lines
38 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using System;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace BrainFailProductions.PolyFew.AsImpL
{
/// <summary>
/// Build the game object hierarchy with meshes and materials from a DataSet and a MaterialData list.
/// </summary>
public class ObjectBuilder
{
/// <summary>
/// Optional build options
/// </summary>
public ImportOptions buildOptions = null;
#if UNITY_EDITOR
/// <summary>
/// Alternative texture path used to route loading requests to a proper asset database folder.
/// Set by <see cref="ObjectImporter"/>.
/// </summary>
public string alternativeTexPath = null;
#endif
private BuildStatus buildStatus = new BuildStatus();
private DataSet currDataSet;
private GameObject currParentObj;
private Dictionary<string, Material> currMaterials;
private List<MaterialData> materialData;
/// <summary>
/// Get the indexed list of imported materials
/// </summary>
public Dictionary<string, Material> ImportedMaterials { get { return currMaterials; } }
/// <summary>
/// Get the number of imported materials or 0 if nothing has been imported.
/// </summary>
public int NumImportedMaterials { get { return currMaterials != null ? currMaterials.Count : 0; } }
private static int MAX_VERTICES_LIMIT_FOR_A_MESH = 65000;
private static int MAX_INDICES_LIMIT_FOR_A_MESH = 65000;
// maximum number of vertices that can be used for triangles
private static int MAX_VERT_COUNT = (MAX_VERTICES_LIMIT_FOR_A_MESH - 2) / 3 * 3;
/// <summary>
/// Initialize the importing of materials
/// </summary>
/// <param name="materialData">List of material data</param>
/// <param name="hasColors">If true and materialData is null and vertex colors are available, then use them</param>
public void InitBuildMaterials(List<MaterialData> materialData, bool hasColors)
{
this.materialData = materialData;
currMaterials = new Dictionary<string, Material>();
if (materialData == null || materialData.Count == 0)
{
string shaderName = "VertexLit";
if (hasColors)
{
shaderName = "Unlit/Simple Vertex Colors Shader";
if (Shader.Find(shaderName) == null)
{
shaderName = "Mobile/Particles/Alpha Blended";
}
Debug.Log("No material library defined. Using vertex colors.");
}
else
{
Debug.LogWarning("No material library defined. Using a default material.");
}
currMaterials.Add("default", new Material(Shader.Find(shaderName)));
}
}
/// <summary>
/// Import materials step by step. Call this until it returns false.
/// </summary>
/// <param name="info">Progress information to be updated</param>
/// <returns>Return true if in progress, false otherwise.</returns>
public bool BuildMaterials(ProgressInfo info)
{
if (materialData == null)
{
Debug.LogWarning("No material library defined.");
return false;
}
if (info.materialsLoaded >= materialData.Count)
{
return false;
}
MaterialData matData = materialData[info.materialsLoaded];
info.materialsLoaded++;
if (currMaterials.ContainsKey(matData.materialName))
{
Debug.LogWarning("Duplicate material found: " + matData.materialName + ". Repeated occurence ignored");
}
else
{
currMaterials.Add(matData.materialName, BuildMaterial(matData));
}
return info.materialsLoaded < materialData.Count;
}
/// <summary>
/// Initialize the asynchronous objects building.
/// Call this once before calling StartBuildObjectAsync().
/// </summary>
/// <param name="dataSet">data set used to build the object</param>
/// <param name="parentObj">game object to which the object will be attached</param>
/// <param name="materials">dictionary mapping from materil name to material</param>
public void StartBuildObjectAsync(DataSet dataSet, GameObject parentObj, Dictionary<string, Material> materials = null)
{
currDataSet = dataSet;
currParentObj = parentObj;
if (materials != null)
{
currMaterials = materials;
}
}
/// <summary>
/// Build an object in more steps, one game object at a time.
/// Call StartBuildObjectAsync() once, then call this until it returns true.
/// </summary>
/// <param name="info">progress information data updated on each call</param>
/// <returns></returns>
public bool BuildObjectAsync(ref ProgressInfo info)
{
bool result = BuildNextObject(currParentObj, currMaterials);
info.objectsLoaded = buildStatus.objCount;
info.groupsLoaded = buildStatus.subObjCount;
info.numGroups = buildStatus.numGroups;
return result;
}
/// <summary>
/// Calculate tangent space vectors for a mesh.
/// <see cref="http://forum.unity3d.com/threads/how-to-calculate-mesh-tangents.38984/"/>
/// </summary>
/// <param name="origMesh">Mesh to be filled with tangents</param>
/// TODO: move this to a general utility class?
public static void Solve(Mesh origMesh)
{
if (origMesh.uv == null || origMesh.uv.Length == 0)
{
Debug.LogWarning("Unable to compute tangent space vectors - texture coordinates not defined.");
return;
}
if (origMesh.vertices == null || origMesh.vertices.Length == 0)
{
Debug.LogWarning("Unable to compute tangent space vectors - vertices not defined.");
return;
}
if (origMesh.normals == null || origMesh.normals.Length == 0)
{
Debug.LogWarning("Unable to compute tangent space vectors - normals not defined.");
return;
}
if (origMesh.triangles == null || origMesh.triangles.Length == 0)
{
Debug.LogWarning("Unable to compute tangent space vectors - triangles not defined.");
return;
}
Vector3[] vertices = origMesh.vertices;
Vector3[] normals = origMesh.normals;
Vector2[] texcoords = origMesh.uv;
int[] triangles = origMesh.triangles;
int triVertCount = origMesh.triangles.Length;
int maxVertIdx = -1;
for (int i = 0; i < triangles.Length; i++)
{
if (maxVertIdx < triangles[i])
{
maxVertIdx = triangles[i];
}
}
if (vertices.Length <= maxVertIdx)
{
Debug.LogWarning("Unable to compute tangent space vectors - not enough vertices: " + vertices.Length.ToString());
return;
}
if (normals.Length <= maxVertIdx)
{
Debug.LogWarning("Unable to compute tangent space vectors - not enough normals.");
return;
}
if (texcoords.Length <= maxVertIdx)
{
Debug.LogWarning("Unable to compute tangent space vectors - not enough UVs.");
return;
}
int vertexCount = origMesh.vertexCount;
Vector4[] tangents = new Vector4[vertexCount];
Vector3[] tan1 = new Vector3[vertexCount];
Vector3[] tan2 = new Vector3[vertexCount];
int triangleCount = triangles.Length / 3;
int tri = 0;
for (int i = 0; i < triangleCount; i++)
{
int i1 = triangles[tri];
int i2 = triangles[tri + 1];
int i3 = triangles[tri + 2];
Vector3 v1 = vertices[i1];
Vector3 v2 = vertices[i2];
Vector3 v3 = vertices[i3];
Vector2 w1 = texcoords[i1];
Vector2 w2 = texcoords[i2];
Vector2 w3 = texcoords[i3];
float x1 = v2.x - v1.x;
float x2 = v3.x - v1.x;
float y1 = v2.y - v1.y;
float y2 = v3.y - v1.y;
float z1 = v2.z - v1.z;
float z2 = v3.z - v1.z;
float s1 = w2.x - w1.x;
float s2 = w3.x - w1.x;
float t1 = w2.y - w1.y;
float t2 = w3.y - w1.y;
float r = 1.0f / (s1 * t2 - s2 * t1);
Vector3 sdir = new Vector3((t2 * x1 - t1 * x2) * r, (t2 * y1 - t1 * y2) * r, (t2 * z1 - t1 * z2) * r);
Vector3 tdir = new Vector3((s1 * x2 - s2 * x1) * r, (s1 * y2 - s2 * y1) * r, (s1 * z2 - s2 * z1) * r);
tan1[i1] += sdir;
tan1[i2] += sdir;
tan1[i3] += sdir;
tan2[i1] += tdir;
tan2[i2] += tdir;
tan2[i3] += tdir;
tri += 3;
}
for (int i = 0; i < vertexCount; i++)
{
Vector3 n = normals[i];
Vector3 t = tan1[i];
// Gram-Schmidt orthogonalize
Vector3.OrthoNormalize(ref n, ref t);
tangents[i].x = t.x;
tangents[i].y = t.y;
tangents[i].z = t.z;
// Calculate handedness
tangents[i].w = (Vector3.Dot(Vector3.Cross(n, t), tan2[i]) < 0.0f) ? -1.0f : 1.0f;
}
origMesh.tangents = tangents;
}
/// <summary>
/// Build mesh colliders for objects with a mesh filter.
/// </summary>
/// <param name="targetObject">Game object to process (if it hasn't a mesh filter nothing happens)</param>
/// <param name="convex">Build a convex mesh collider.</param>
/// <param name="isTrigger">Set collider as "trigger"</param>
/// <param name="inflateMesh">Inflate the convex mesh</param>
/// <param name="skinWidth">Amout to be inflated</param>
public static void BuildMeshCollider(GameObject targetObject, bool convex = false, bool isTrigger = false, bool inflateMesh = false, float skinWidth = 0.01f)
{
MeshFilter meshFilter = targetObject.GetComponent<MeshFilter>();
if (meshFilter != null && meshFilter.sharedMesh != null)
{
Mesh objectMesh = meshFilter.sharedMesh;
MeshCollider meshCollider = targetObject.AddComponent<MeshCollider>();
// Note: the order of these assignments is important
meshCollider.sharedMesh = objectMesh;
if (convex)
{
#if !UNITY_2018_3_OR_NEWER
meshCollider.skinWidth = skinWidth;
meshCollider.inflateMesh = inflateMesh;
#endif
meshCollider.convex = convex;
meshCollider.isTrigger = isTrigger;
}
}
}
/// <summary>
/// Build an object once at a time, to be reiterated until false is returned.
/// </summary>
/// <param name="parentObj">Game object to which the new objects will be attached</param>
/// <param name="mats">Materials from the previously loaded library</param>
/// <returns>Return true until no more objects can be added, then false.</returns>
protected bool BuildNextObject(GameObject parentObj, Dictionary<string, Material> mats)
{
// if all the objects were built stop here
if (buildStatus.objCount >= currDataSet.objectList.Count) return false;
// get the next object in the list
DataSet.ObjectData objData = currDataSet.objectList[buildStatus.objCount];
if (buildStatus.newObject)
{
if (buildStatus.objCount == 0 && objData.name == "default")
{
buildStatus.currObjGameObject = parentObj;
}
else
{
buildStatus.currObjGameObject = new GameObject();
buildStatus.currObjGameObject.transform.parent = parentObj.transform;
buildStatus.currObjGameObject.name = objData.name;
// restore the scale if the parent was rescaled
buildStatus.currObjGameObject.transform.localScale = Vector3.one;
}
buildStatus.subObjParent = buildStatus.currObjGameObject;
//if (od.Name != "default") go.name = od.Name;
//Debug.Log("Object: " + objData.name);
buildStatus.newObject = false;
buildStatus.subObjCount = 0;
buildStatus.idxCount = 0;
buildStatus.grpIdx = 0;
buildStatus.grpFaceIdx = 0;
buildStatus.meshPartIdx = 0;
buildStatus.totFaceIdxCount = 0;
buildStatus.numGroups = Mathf.Max(1, objData.faceGroups.Count);
}
bool splitLargeMeshes = true;
#if UNITY_2017_3_OR_NEWER
// GPU support for 32 bit indices is not guaranteed on all platforms;
// for example Android devices with Mali-400 GPU do not support them.
// This check is performed in Using32bitIndices().
// If nothing is rendered on your device problably Using32bitIndices() must be updated.
if (Using32bitIndices())
{
splitLargeMeshes = false;
}
#endif
bool splitGrp = false;
DataSet.FaceGroupData grp = new DataSet.FaceGroupData();
grp.name = objData.faceGroups[buildStatus.grpIdx].name;
grp.materialName = objData.faceGroups[buildStatus.grpIdx].materialName;
// data for sub-object
DataSet.ObjectData subObjData = new DataSet.ObjectData();
subObjData.hasNormals = objData.hasNormals;
subObjData.hasColors = objData.hasColors;
HashSet<int> vertIdxSet = new HashSet<int>();
bool conv2sided = buildOptions != null && buildOptions.convertToDoubleSided;
int maxIdx4mesh = conv2sided ? MAX_INDICES_LIMIT_FOR_A_MESH / 2 : MAX_INDICES_LIMIT_FOR_A_MESH;
// copy blocks of face indices to each sub-object data
for (int f = buildStatus.grpFaceIdx; f < objData.faceGroups[buildStatus.grpIdx].faces.Count; f++)
{
// if large meshed must be split and
// if passed the max num of vertices and not at the last iteration
if (splitLargeMeshes && (vertIdxSet.Count / 3 > MAX_VERT_COUNT / 3 || subObjData.allFaces.Count / 3 > maxIdx4mesh / 3))
{
// split the group across more objects
splitGrp = true;
buildStatus.grpFaceIdx = f;
Debug.LogWarningFormat("Maximum vertex number for a mesh exceeded.\nSplitting object {0} (group {1}, starting from index {2})...", grp.name, buildStatus.grpIdx, f);
break;
}
DataSet.FaceIndices fi = objData.faceGroups[buildStatus.grpIdx].faces[f];
subObjData.allFaces.Add(fi);
grp.faces.Add(fi);
vertIdxSet.Add(fi.vertIdx);
}
if (splitGrp || buildStatus.meshPartIdx > 0)
{
buildStatus.meshPartIdx++;
}
// create an empty (group) object in case the group has been splitted
if (buildStatus.meshPartIdx == 1)
{
GameObject grpObj = new GameObject();
grpObj.transform.SetParent(buildStatus.currObjGameObject.transform, false);
grpObj.name = grp.name;
buildStatus.subObjParent = grpObj;
}
// add a suffix to the group name in case the group has been splitted
if (buildStatus.meshPartIdx > 0)
{
grp.name = buildStatus.subObjParent.name + "_MeshPart" + buildStatus.meshPartIdx;
}
subObjData.name = grp.name;
// add the group to the sub object data
subObjData.faceGroups.Add(grp);
// update the start index
buildStatus.idxCount += subObjData.allFaces.Count;
if (!splitGrp)
{
buildStatus.grpFaceIdx = 0;
buildStatus.grpIdx++;
}
buildStatus.totFaceIdxCount += subObjData.allFaces.Count;
GameObject subobj = ImportSubObject(buildStatus.subObjParent, subObjData, mats);
if (subobj == null)
{
Debug.LogWarningFormat("Error loading sub object n.{0}.", buildStatus.subObjCount);
}
//else Debug.LogFormat( "Imported face indices: {0} to {1}", buildStatus.totFaceIdxCount - sub_od.AllFaces.Count, buildStatus.totFaceIdxCount );
buildStatus.subObjCount++;
if (buildStatus.totFaceIdxCount >= objData.allFaces.Count || buildStatus.grpIdx >= objData.faceGroups.Count)
{
if (buildStatus.totFaceIdxCount != objData.allFaces.Count)
{
Debug.LogWarningFormat("Imported face indices: {0} of {1}", buildStatus.totFaceIdxCount, objData.allFaces.Count);
return false;
}
buildStatus.objCount++;
buildStatus.newObject = true;
}
return true;
}
private GameObject ImportSubObject(GameObject parentObj, DataSet.ObjectData objData, Dictionary<string, Material> mats)
{
bool conv2sided = buildOptions != null && buildOptions.convertToDoubleSided;
GameObject go = new GameObject();
go.name = objData.name;
int count = 0;
if (parentObj.transform)
{
while (parentObj.transform.Find(go.name))
{
count++;
go.name = objData.name + count;
}
}
go.transform.SetParent(parentObj.transform, false);
if (objData.allFaces.Count == 0)
{
throw new InvalidOperationException("Failed to parse vertex and uv data. It might be that the file is corrupt or is not a valid wavefront OBJ file.");
//Debug.LogWarning("Sub object: " + objData.name + " has no face defined. Creating empty game object.");
//return go;
}
//Debug.Log( "Importing sub object:" + objData.Name );
// count vertices needed for all the faces and map face indices to new vertices
Dictionary<string, int> vIdxCount = new Dictionary<string, int>();
int vcount = 0;
foreach (DataSet.FaceIndices fi in objData.allFaces)
{
string key = DataSet.GetFaceIndicesKey(fi);
int idx;
// avoid duplicates
if (!vIdxCount.TryGetValue(key, out idx))
{
vIdxCount.Add(key, vcount);
vcount++;
}
}
int arraySize = conv2sided ? vcount * 2 : vcount;
Vector3[] newVertices = new Vector3[arraySize];
Vector2[] newUVs = new Vector2[arraySize];
Vector3[] newNormals = new Vector3[arraySize];
Color32[] newColors = new Color32[arraySize];
bool hasColors = currDataSet.colorList.Count > 0;
foreach (DataSet.FaceIndices fi in objData.allFaces)
{
string key = DataSet.GetFaceIndicesKey(fi);
int k = vIdxCount[key];
newVertices[k] = currDataSet.vertList[fi.vertIdx];
if (conv2sided)
{
newVertices[vcount + k] = newVertices[k];
}
if (hasColors)
{
newColors[k] = currDataSet.colorList[fi.vertIdx];
if (conv2sided)
{
newColors[vcount + k] = newColors[k];
}
}
if (currDataSet.uvList.Count > 0)
{
newUVs[k] = currDataSet.uvList[fi.uvIdx];
if (conv2sided)
{
newUVs[vcount + k] = newUVs[k];
}
}
if (currDataSet.normalList.Count > 0 && fi.normIdx >= 0)
{
newNormals[k] = currDataSet.normalList[fi.normIdx];
if (conv2sided)
{
newNormals[vcount + k] = -newNormals[k];
}
}
}
bool objectHasNormals = (currDataSet.normalList.Count > 0 && objData.hasNormals);
bool objectHasColors = (currDataSet.colorList.Count > 0 && objData.hasColors);
bool objectHasUVs = (currDataSet.uvList.Count > 0);
int n = objData.faceGroups[0].faces.Count;
int numIndices = conv2sided ? n * 2 : n;
MeshFilter meshFilter = go.AddComponent<MeshFilter>();
go.AddComponent<MeshRenderer>();
Mesh mesh = new Mesh();
#if UNITY_2017_3_OR_NEWER
if (Using32bitIndices())
{
if (arraySize > MAX_VERT_COUNT || numIndices > MAX_INDICES_LIMIT_FOR_A_MESH)
{
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
}
}
#endif
mesh.name = go.name;
meshFilter.sharedMesh = mesh;
mesh.vertices = newVertices;
if (objectHasUVs) mesh.uv = newUVs;
if (objectHasNormals) mesh.normals = newNormals;
if (objectHasColors) mesh.colors32 = newColors;
Material material;
string matName = (objData.faceGroups[0].materialName != null) ? objData.faceGroups[0].materialName : "default";
Renderer renderer = go.GetComponent<Renderer>();
if (mats.ContainsKey(matName))
{
material = mats[matName];
renderer.sharedMaterial = material;
#if UNITY_5_6_OR_NEWER
RendererExtensions.UpdateGIMaterials(renderer);
#else
DynamicGI.UpdateMaterials(renderer);
#endif
}
else
{
if (mats.ContainsKey("default"))
{
material = mats["default"];
renderer.sharedMaterial = material;
Debug.LogWarning("Material: " + matName + " not found. Using the default material.");
}
else
{
Debug.LogError("Material: " + matName + " not found.");
}
}
int[] indices = new int[numIndices];
for (int s = 0; s < n; s++)
{
DataSet.FaceIndices fi = objData.faceGroups[0].faces[s];
string key = DataSet.GetFaceIndicesKey(fi);
indices[s] = vIdxCount[key];
}
if (conv2sided)
{
for (int s = 0; s < n; s++)
{
indices[s + n] = vcount + indices[s / 3 * 3 + 2 - s % 3];
}
}
mesh.SetTriangles(indices, 0);
if (!objectHasNormals)
{
mesh.RecalculateNormals();
}
if (objectHasUVs)
{
Solve(mesh);
}
if (buildOptions != null && buildOptions.buildColliders)
{
#if UNITY_2018_3_OR_NEWER
BuildMeshCollider(go, buildOptions.colliderConvex, buildOptions.colliderTrigger);
#else
BuildMeshCollider(go, buildOptions.colliderConvex, buildOptions.colliderTrigger, buildOptions.colliderInflate, buildOptions.colliderSkinWidth);
#endif
}
return go;
}
/// <summary>
/// Build a Unity Material from MaterialData
/// </summary>
/// <param name="md">material data</param>
/// <returns>Unity material</returns>
private Material BuildMaterial(MaterialData md)
{
string shaderName = "Standard";// (md.illumType == 2) ? "Standard (Specular setup)" : "Standard";
bool specularMode = false;// (md.specularTex != null);
ModelUtil.MtlBlendMode mode = md.overallAlpha < 1.0f ? ModelUtil.MtlBlendMode.TRANSPARENT : ModelUtil.MtlBlendMode.OPAQUE;
bool useUnlit = buildOptions != null && buildOptions.litDiffuse
&& md.diffuseTex != null
&& md.bumpTex == null
&& md.opacityTex == null
&& md.specularTex == null
&& !md.hasReflectionTex;
bool? diffuseIsTransparent = null;
if (useUnlit)
{
// do not use unlit shader if the texture has transparent pixels
diffuseIsTransparent = ModelUtil.ScanTransparentPixels(md.diffuseTex, ref mode);
}
if (useUnlit && !diffuseIsTransparent.Value)
{
shaderName = "Unlit/Texture";
}
else if (specularMode)
{
shaderName = "Standard (Specular setup)";
}
Material newMaterial = new Material(Shader.Find(shaderName)); // "Standard (Specular setup)"
newMaterial.name = md.materialName;
float shinLog = Mathf.Log(md.shininess, 2);
// get the metallic value from the shininess
float metallic = Mathf.Clamp01(shinLog / 10.0f);
// get the smoothness from the shininess
float smoothness = Mathf.Clamp01(shinLog / 10.0f);
if (specularMode)
{
newMaterial.SetColor("_SpecColor", md.specularColor);
newMaterial.SetFloat("_Shininess", md.shininess / 1000.0f);
//m.color = new Color( md.diffuse.r, md.diffuse.g, md.diffuse.b, md.alpha);
}
else
{
newMaterial.SetFloat("_Metallic", metallic);
//m.SetFloat( "_Glossiness", md.shininess );
}
if (md.diffuseTex != null)
{
// diffuse
if (md.opacityTex != null)
{
// diffuse + opacity:
// update diffuse texture if an opacity map was found
int w = md.diffuseTex.width;
int h = md.diffuseTex.width;
Texture2D albedoTexture = new Texture2D(w, h, TextureFormat.ARGB32, false);
Color col = new Color();
for (int x = 0; x < albedoTexture.width; x++)
{
for (int y = 0; y < albedoTexture.height; y++)
{
col = md.diffuseTex.GetPixel(x, y);
col.a *= md.opacityTex.GetPixel(x, y).grayscale;
// blend diffuse and opacity textures
albedoTexture.SetPixel(x, y, col);
}
}
albedoTexture.name = md.diffuseTexPath;
albedoTexture.Apply();
// mode = ModelUtil.MtlBlendMode.TRANSPARENT;
// The map_d value is multiplied by the d value --> Fade mode
mode = ModelUtil.MtlBlendMode.FADE;
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(alternativeTexPath))
{
string texAssetPath = AssetDatabase.GetAssetPath(md.opacityTex);
if (!string.IsNullOrEmpty(texAssetPath))
{
EditorUtil.SaveAndReimportPngTexture(ref albedoTexture, texAssetPath, "_alpha");
}
}
#endif
newMaterial.SetTexture("_MainTex", albedoTexture);
}
else
{// md.opacityTex == null
// diffuse without opacity: if there are transparent pixels ==> transparent material
if (!diffuseIsTransparent.HasValue)
{
diffuseIsTransparent = ModelUtil.ScanTransparentPixels(md.diffuseTex, ref mode);
}
newMaterial.SetTexture("_MainTex", md.diffuseTex);
}
//Debug.LogFormat("Diffuse set for {0}",m.name);
}
else if (md.opacityTex != null)
{
// opacity without diffuse
//mode = ModelUtil.MtlBlendMode.TRANSPARENT;
mode = ModelUtil.MtlBlendMode.FADE;
int w = md.opacityTex.width;
int h = md.opacityTex.width;
Texture2D albedoTexture = new Texture2D(w, h, TextureFormat.ARGB32, false);
Color col = new Color();
bool detected = false;
for (int x = 0; x < albedoTexture.width; x++)
{
for (int y = 0; y < albedoTexture.height; y++)
{
col = md.diffuseColor;
col.a = md.overallAlpha * md.opacityTex.GetPixel(x, y).grayscale;
ModelUtil.DetectMtlBlendFadeOrCutout(col.a, ref mode, ref detected);
//if (md.alpha == 1.0f && col.a == 0.0f) mode = ModelUtil.MtlBlendMode.CUTOUT;
albedoTexture.SetPixel(x, y, col);
}
}
albedoTexture.name = md.diffuseTexPath;
albedoTexture.Apply();
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(alternativeTexPath))
{
string texAssetPath = AssetDatabase.GetAssetPath(md.opacityTex);
if (!string.IsNullOrEmpty(texAssetPath))
{
EditorUtil.SaveAndReimportPngTexture(ref albedoTexture, texAssetPath, "_op");
}
}
#endif
newMaterial.SetTexture("_MainTex", albedoTexture);
}
md.diffuseColor.a = md.overallAlpha;
newMaterial.SetColor("_Color", md.diffuseColor);
md.emissiveColor.a = md.overallAlpha;
newMaterial.SetColor("_EmissionColor", md.emissiveColor);
if (md.emissiveColor.r > 0 || md.emissiveColor.g > 0 || md.emissiveColor.b > 0)
{
newMaterial.EnableKeyword("_EMISSION");
}
if (md.bumpTex != null)
{
// bump map defined
// TODO: if importing assets do not create a nomal map, change importer settings
// let (improperly) assign a normal map to the bumb map
// if the file name contains a specific tag
// TODO: customize normal map tag
if (md.bumpTexPath.Contains("_normal_map"))
{
newMaterial.EnableKeyword("_NORMALMAP");
newMaterial.SetFloat("_BumpScale", 0.25f); // lower the bump effect with the normal map
newMaterial.SetTexture("_BumpMap", md.bumpTex);
}
else
{
// calculate normal map
Texture2D normalMap = ModelUtil.HeightToNormalMap(md.bumpTex);
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(alternativeTexPath))
{
string texAssetPath = AssetDatabase.GetAssetPath(md.bumpTex);
if (!string.IsNullOrEmpty(texAssetPath))
{
EditorUtil.SaveAndReimportPngTexture(ref normalMap, texAssetPath, "_nm", true);
}
}
else
#endif
{
newMaterial.SetTexture("_BumpMap", normalMap);
//newMaterial.SetTexture("_BumpMap", md.bumpTex);
newMaterial.EnableKeyword("_NORMALMAP");
newMaterial.SetFloat("_BumpScale", 1.0f); // adjust the bump effect with the normal map
}
}
}
if (md.specularTex != null)
{
Texture2D glossTexture = new Texture2D(md.specularTex.width, md.specularTex.height, TextureFormat.ARGB32, false);
Color col = new Color();
float pix = 0.0f;
for (int x = 0; x < glossTexture.width; x++)
{
for (int y = 0; y < glossTexture.height; y++)
{
pix = md.specularTex.GetPixel(x, y).grayscale;
// red = metallic
col.r = metallic * pix;// md.specular.grayscale*pix;
col.g = col.r;
col.b = col.r;
// alpha = smoothness
// if reflecting set maximum smoothness value, else use a precomputed value
if (md.hasReflectionTex) col.a = pix;
else col.a = pix * smoothness;
glossTexture.SetPixel(x, y, col);
}
}
glossTexture.Apply();
#if UNITY_EDITOR
if (!string.IsNullOrEmpty(alternativeTexPath))
{
string texAssetPath = AssetDatabase.GetAssetPath(md.specularTex);
if (!string.IsNullOrEmpty(texAssetPath))
{
EditorUtil.SaveAndReimportPngTexture(ref glossTexture, texAssetPath, "_spec");
}
}
#endif
if (specularMode)
{
newMaterial.EnableKeyword("_SPECGLOSSMAP");
newMaterial.SetTexture("_SpecGlossMap", glossTexture);
}
else
{
newMaterial.EnableKeyword("_METALLICGLOSSMAP");
newMaterial.SetTexture("_MetallicGlossMap", glossTexture);
}
//m.SetTexture( "_MetallicGlossMap", md.specularLevelTex );
}
// replace the texture with Unity environment reflection
if (md.hasReflectionTex)
{
if (md.overallAlpha < 1.0f)
{
Color col = Color.white;
col.a = md.overallAlpha;
newMaterial.SetColor("_Color", col);
mode = ModelUtil.MtlBlendMode.FADE;
}
// the "amount of" info is missing, using a default value
if (md.specularTex != null)
{
newMaterial.SetFloat("_Metallic", metallic);// 1.0f);
}
// usually the reflection texture is not blurred
newMaterial.SetFloat("_Glossiness", 1.0f);
}
ModelUtil.SetupMaterialWithBlendMode(newMaterial, mode);
//#if UNITY_EDITOR
// if (!string.IsNullOrEmpty(alternateTexPath))
// {
// string path = alternateTexPath + "../Materials/" + m.name + ".mat";
// path = path.Replace("Textures/../", "");
// Debug.LogFormat("Creating material asset in {0}", path);
// AssetDatabase.CreateAsset(m, path);
// m = AssetDatabase.LoadAssetAtPath<Material>(path);
// }
//#endif
return newMaterial;
}
#if UNITY_2017_3_OR_NEWER
/// <summary>
/// Check if the GPU support for 32 bit indices is enabled and available.
/// </summary>
/// <remarks>
/// GPU support for 32 bit indices is not guaranteed on all platforms;
/// for example Android devices with Mali-400 GPU do not support them.
/// </remarks>
/// <returns>True if the GPU support for 32 bit indices is enabled and available.</returns>
private bool Using32bitIndices()
{
if (buildOptions != null && !buildOptions.use32bitIndices)
{
// Do not use at all 32 bit indices only if explicitly required.
return false;
}
#if UNITY_ANDROID
string graphicsDeviceName = SystemInfo.graphicsDeviceName;
// If nothing is rendered on your device problably a new device check must be added here.
if (graphicsDeviceName.Contains("Mali") && graphicsDeviceName.Contains("400"))
{
// Android devices with Mali-400 GPU do not support 32 bit indices
return false;
}
#endif
return true;
}
#endif
public class ProgressInfo
{
public int materialsLoaded = 0;
public int objectsLoaded = 0;
public int groupsLoaded = 0;
public int numGroups = 0;
}
private class BuildStatus
{
// true if a new object must be created
public bool newObject = true;
// counter for objects
public int objCount = 0;
// counter for sub objects
public int subObjCount = 0;
// number of added indices
public int idxCount = 0;
// index of the last group
public int grpIdx = 0;
// number of the groups for the last object
public int numGroups = 0;
// index of the first face index in the group
public int grpFaceIdx = 0;
// index of the last mesh part if the group is splitted into parts
public int meshPartIdx = 0;
// total number of face indices processed
public int totFaceIdxCount = 0;
// current OBJ object
public GameObject currObjGameObject = null;
internal GameObject subObjParent;
}
}
}