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DracoFileImporter.cs
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DracoFileImporter.cs
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// Copyright 2017 The Draco Authors.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
//
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
public class DracoFileImporter : AssetPostprocessor {
static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
string[] movedAssets, string[] movedFromAssetPaths) {
foreach(string str in importedAssets) {
// Compressed file must be renamed to ".drc.bytes".
if (str.IndexOf(".drc.bytes") == -1) {
return;
}
// If the original mesh exceeds the limit of number of verices, the
// loader will split it to a list of smaller meshes.
List<Mesh> meshes = new List<Mesh>();
DracoMeshLoader dracoLoader = new DracoMeshLoader();
// The decoded mesh will be named without ".drc.bytes"
str.LastIndexOf('/');
int length = str.Length - ".drc.bytes".Length - str.LastIndexOf('/') - 1;
string fileName = str.Substring(str.LastIndexOf('/') + 1, length);
int numFaces = dracoLoader.LoadMeshFromAsset(fileName + ".drc", ref meshes);
if (numFaces > 0) {
// Create mesh assets. Combine the smaller meshes to a single asset.
// TODO: Figure out how to combine to an unseen object as .obj files.
AssetDatabase.CreateAsset (meshes [0], "Assets/Resources/" + fileName + ".asset");
AssetDatabase.SaveAssets ();
for (int i = 1; i < meshes.Count; ++i) {
AssetDatabase.AddObjectToAsset(meshes [i], meshes [0]);
AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath (meshes [i]));
}
// Also create a Prefab for easy usage.
GameObject newAsset = new GameObject();
newAsset.hideFlags = HideFlags.HideInHierarchy;
for (int i = 0; i < meshes.Count; ++i) {
GameObject subObject = new GameObject();
subObject.hideFlags = HideFlags.HideInHierarchy;
subObject.AddComponent<MeshFilter>();
subObject.AddComponent<MeshRenderer>();
subObject.GetComponent<MeshFilter>().mesh =
UnityEngine.Object.Instantiate(meshes[i]);
subObject.transform.parent = newAsset.transform;
}
PrefabUtility.CreatePrefab("Assets/Resources/" + fileName + ".prefab", newAsset);
} else {
// TODO: Throw exception?
Debug.Log("Error: Decodeing Draco file failed.");
}
}
}
}