177 lines
8.1 KiB
C#
177 lines
8.1 KiB
C#
namespace Dreamteck.Splines.Editor
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{
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using UnityEngine;
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using System.Collections;
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using UnityEditor;
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using System.IO;
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public class BakeMeshWindow : EditorWindow
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{
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public bool isStatic = true;
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public bool copy = false;
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public bool removeComputer = false;
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public bool permanent = false;
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public bool generateLightmapUVs = false;
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MeshFilter filter;
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MeshGenerator meshGen;
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public enum SaveFormat { MeshAsset, OBJ, Scene }
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SaveFormat format = SaveFormat.MeshAsset;
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public void Init(MeshGenerator generator)
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{
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titleContent = new GUIContent("Bake Mesh");
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meshGen = generator;
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filter = generator.GetComponent<MeshFilter>();
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if (EditorPrefs.HasKey("BakeWindow_isStatic")) isStatic = EditorPrefs.GetBool("BakeWindow_isStatic");
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if (EditorPrefs.HasKey("BakeWindow_generateLightmapUVs")) generateLightmapUVs = EditorPrefs.GetBool("BakeWindow_generateLightmapUVs");
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if (EditorPrefs.HasKey("BakeWindow_copy")) copy = EditorPrefs.GetBool("BakeWindow_copy");
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if (EditorPrefs.HasKey("BakeWindow_removeComputer")) removeComputer = EditorPrefs.GetBool("BakeWindow_removeComputer");
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if (EditorPrefs.HasKey("BakeWindow_permanent")) permanent = EditorPrefs.GetBool("BakeWindow_permanent");
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format = (SaveFormat)EditorPrefs.GetInt("BakeWindow_format", 0);
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minSize = new Vector2(340, 220);
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maxSize = minSize;
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}
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void OnDestroy()
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{
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EditorPrefs.SetBool("BakeWindow_isStatic", isStatic);
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EditorPrefs.SetBool("BakeWindow_generateLightmapUVs", generateLightmapUVs);
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EditorPrefs.SetBool("BakeWindow_copy", copy);
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EditorPrefs.SetBool("BakeWindow_removeComputer", removeComputer);
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EditorPrefs.SetBool("BakeWindow_permanent", permanent);
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EditorPrefs.SetInt("BakeWindow_format", (int)format);
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}
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void OnGUI() {
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format = (SaveFormat)EditorGUILayout.EnumPopup("Save Format", format);
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bool saveMesh = format != SaveFormat.Scene;
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if (format != SaveFormat.Scene) copy = EditorGUILayout.Toggle("Save without baking", copy);
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bool isCopy = format != SaveFormat.Scene && copy;
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switch (format)
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{
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case SaveFormat.Scene: EditorGUILayout.HelpBox("Saves the mesh inside the scene for lightmap", MessageType.Info); break;
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case SaveFormat.MeshAsset: EditorGUILayout.HelpBox("Saves the mesh as an .asset file inside the project. This makes using the mesh in prefabs and across scenes possible.", MessageType.Info); break;
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case SaveFormat.OBJ: EditorGUILayout.HelpBox("Exports the mesh as an OBJ file which can be imported in a third-party modeling application.", MessageType.Info); break;
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}
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EditorGUILayout.Space();
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if (!isCopy)
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{
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isStatic = EditorGUILayout.Toggle("Make Static", isStatic);
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permanent = EditorGUILayout.Toggle("Permanent", permanent);
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generateLightmapUVs = EditorGUILayout.Toggle("Generate Lightmap UVs", generateLightmapUVs);
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if (permanent)
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{
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removeComputer = EditorGUILayout.Toggle("Remove SplineComputer", removeComputer);
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if (meshGen.spline.subscriberCount > 1 && !isCopy) EditorGUILayout.HelpBox("WARNING: Removing the SplineComputer from this object will cause other SplineUsers to malfunction!", MessageType.Warning);
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}
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}
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string bakeText = "Bake Mesh";
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if (saveMesh) bakeText = "Bake & Save Mesh";
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if (isCopy) bakeText = "Save Mesh";
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if (GUILayout.Button(bakeText))
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{
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if (permanent)
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{
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if (!EditorUtility.DisplayDialog("Permanent bake?", "This operation will remove the Mesh Generator. Are you sure you want to continue?", "Yes", "No")) return;
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}
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string savePath = "";
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if (saveMesh)
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{
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string ext = "asset";
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if (format == SaveFormat.OBJ) ext = "obj";
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string meshName = "mesh";
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if (filter != null) meshName = filter.sharedMesh.name;
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savePath = EditorUtility.SaveFilePanel("Save " + meshName, Application.dataPath, meshName + "." + ext, ext);
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if (!Directory.Exists(Path.GetDirectoryName(savePath)) || savePath == "")
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{
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EditorUtility.DisplayDialog("Save error", "Invalid save path. Please select a valid save path and try again", "OK");
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return;
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}
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if (format == SaveFormat.OBJ && !copy && !savePath.StartsWith(Application.dataPath))
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{
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EditorUtility.DisplayDialog("Save error", "OBJ files can be saved outside of the project folder only when \"Save without baking\" is selected. Please select a directory inside the project in order to save.", "OK");
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return;
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}
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if (format == SaveFormat.MeshAsset && !savePath.StartsWith(Application.dataPath))
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{
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EditorUtility.DisplayDialog("Save error", "Asset files cannot be saved outside of the project directory. Please select a path inside the project directory.", "OK");
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return;
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}
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}
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Undo.RecordObject(meshGen.gameObject, "Bake mesh");
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if (!isCopy) Bake();
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else
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{
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MeshUtility.Optimize(filter.sharedMesh);
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Unwrapping.GenerateSecondaryUVSet(filter.sharedMesh);
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}
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if (saveMesh)
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{
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SaveMeshFile(savePath);
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}
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}
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}
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void Bake()
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{
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meshGen.Bake(isStatic, generateLightmapUVs);
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EditorUtility.SetDirty(meshGen);
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if (permanent && !copy)
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{
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SplineComputer meshGenComputer = meshGen.spline;
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if (permanent)
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{
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meshGenComputer.Unsubscribe(meshGen);
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DestroyImmediate(meshGen);
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}
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if (removeComputer)
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{
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if (meshGenComputer.GetComponents<Component>().Length == 2)
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{
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DestroyImmediate(meshGenComputer.gameObject);
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}
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else
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{
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DestroyImmediate(meshGenComputer);
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}
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}
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}
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}
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void SaveMeshFile(string savePath)
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{
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if (format == SaveFormat.Scene) return;
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string relativePath = "";
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if(savePath.StartsWith(Application.dataPath)) relativePath = "Assets" + savePath.Substring(Application.dataPath.Length);
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if (format == SaveFormat.MeshAsset)
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{
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if (copy)
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{
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Mesh assetMesh = Dreamteck.MeshUtility.Copy(filter.sharedMesh);
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AssetDatabase.CreateAsset(assetMesh, relativePath);
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} else AssetDatabase.CreateAsset(filter.sharedMesh, relativePath);
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}
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if (format == SaveFormat.OBJ)
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{
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MeshRenderer renderer = meshGen.GetComponent<MeshRenderer>();
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string objString = Dreamteck.MeshUtility.ToOBJString(filter.sharedMesh, renderer.sharedMaterials);
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File.WriteAllText(savePath, objString);
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if (!copy) DestroyImmediate(filter.sharedMesh);
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if (relativePath != "") //Import back the OBJ
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{
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AssetDatabase.ImportAsset(relativePath, ImportAssetOptions.ForceSynchronousImport);
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if (!copy) filter.sharedMesh = AssetDatabase.LoadAssetAtPath<Mesh>(relativePath);
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}
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}
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}
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}
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}
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