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* Up to 20% faster decoding * Added support for integer attributes to our Javascript Encoder * Fixed issues with THREE.DracoLoader not releasing memory associated with the Draco module * OBJ decoder can now be used to parse pure point clouds * Added Unity plugins to support runtime loading and design-time importing of encoded Draco files
71 lines
2.9 KiB
C#
71 lines
2.9 KiB
C#
// Copyright 2017 The Draco Authors.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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//
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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public class DracoFileImporter : AssetPostprocessor {
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static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets,
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string[] movedAssets, string[] movedFromAssetPaths) {
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foreach(string str in importedAssets) {
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// Compressed file must be renamed to ".drc.bytes".
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if (str.IndexOf(".drc.bytes") == -1) {
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return;
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}
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// If the original mesh exceeds the limit of number of verices, the
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// loader will split it to a list of smaller meshes.
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List<Mesh> meshes = new List<Mesh>();
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DracoMeshLoader dracoLoader = new DracoMeshLoader();
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// The decoded mesh will be named without ".drc.bytes"
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str.LastIndexOf('/');
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int length = str.Length - ".drc.bytes".Length - str.LastIndexOf('/') - 1;
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string fileName = str.Substring(str.LastIndexOf('/') + 1, length);
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int numFaces = dracoLoader.LoadMeshFromAsset(fileName + ".drc", ref meshes);
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if (numFaces > 0) {
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// Create mesh assets. Combine the smaller meshes to a single asset.
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// TODO: Figure out how to combine to an unseen object as .obj files.
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AssetDatabase.CreateAsset (meshes [0], "Assets/Resources/" + fileName + ".asset");
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AssetDatabase.SaveAssets ();
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for (int i = 1; i < meshes.Count; ++i) {
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AssetDatabase.AddObjectToAsset(meshes [i], meshes [0]);
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AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath (meshes [i]));
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}
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// Also create a Prefab for easy usage.
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GameObject newAsset = new GameObject();
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newAsset.hideFlags = HideFlags.HideInHierarchy;
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for (int i = 0; i < meshes.Count; ++i) {
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GameObject subObject = new GameObject();
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subObject.hideFlags = HideFlags.HideInHierarchy;
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subObject.AddComponent<MeshFilter>();
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subObject.AddComponent<MeshRenderer>();
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subObject.GetComponent<MeshFilter>().mesh =
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UnityEngine.Object.Instantiate(meshes[i]);
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subObject.transform.parent = newAsset.transform;
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}
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PrefabUtility.CreatePrefab("Assets/Resources/" + fileName + ".prefab", newAsset);
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} else {
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// TODO: Throw exception?
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Debug.Log("Error: Decodeing Draco file failed.");
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}
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}
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}
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}
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