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ZHGD_Web/Assets/Quixel/Scripts/BridgeImporter/MegascansMeshUtils.cs

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2025-07-13 23:16:20 +08:00
#if UNITY_EDITOR
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using Newtonsoft.Json.Linq;
using System.IO;
using System;
namespace Quixel
{
//This class imports the geometry and create the prefabs.
public class MegascansMeshUtils : MonoBehaviour
{
/// <summary>
/// Import meshes, start from highest LOD and import the chain.
/// </summary>
public static void ProcessMeshes(JObject assetJson, string assetFolderPath, bool highpoly, bool hasVariations, PrefabData prefabData)
{
try
{
bool createPrefabs = EditorPrefs.GetBool("QuixelDefaultSetupPrefabs", true);
bool importLODs = EditorPrefs.GetBool("QuixelDefaultImportLODs", true);
bool setupLODs = EditorPrefs.GetBool("QuixelDefaultSetupLOD", true);
prefabData.setupLODs = (importLODs && setupLODs); //Only do LOD setup if lower lods were imported and LOD grouping is enabled.
//get mesh components from the current object. Also, meshComps.Count can give us the number of variations ;)
JArray meshComps = (JArray)assetJson["meshList"];
JArray lodList = (JArray)assetJson["lodList"];
string activeLOD = (string)assetJson["activeLOD"];
string minLOD = (string)assetJson["minLOD"];
string modelsFolderPath = MegascansUtilities.ValidateFolderCreate(assetFolderPath, "Models");
if (hasVariations)
{
List<List<string>> importedGeometryPaths3DPlant = new List<List<string>>();
for (int i = 1; i <= meshComps.Count; i++)
{
List<string> importedGeometryPaths = new List<string>();
bool lodMatched = false; // This flag helps to import the lower lods once the active lod is found.
foreach (JObject mesh in lodList)
{
if ((int)mesh["variation"] == i)
{
string currentLOD = (string)mesh["lod"];
if (lodMatched || currentLOD == activeLOD || highpoly)
{
lodMatched = true;
if ((currentLOD == "high") && !highpoly)
{
continue;
}
//get the path of the highest LOD to be imported.
string sourcePath = (string)mesh["path"];
string destPath = Path.Combine(modelsFolderPath, (string)mesh["nameOverride"]);
ImportMesh(sourcePath, destPath);
importedGeometryPaths.Add(destPath);
if(!importLODs)
{
break;
}
}
}
}
importedGeometryPaths3DPlant.Add(importedGeometryPaths);
}
prefabData.importedGeometryPaths3DPlant = importedGeometryPaths3DPlant;
if(createPrefabs)
CreatePrefab3DPlant(prefabData);
}
else
{
List<string> importedGeometryPaths3D = new List<string>();
bool lodMatched = false; // This flag helps to import the lower lods once the active lod is found.
foreach (JObject mesh in lodList)
{
string currentLOD = (string)mesh["lod"];
if (lodMatched || (currentLOD == activeLOD) || highpoly)
{
lodMatched = true;
if ((currentLOD == "high") && !highpoly)
{
continue;
}
//get the path of the highest LOD to be imported.
string sourcePath = (string)mesh["path"];
string destPath = Path.Combine(modelsFolderPath, (string)mesh["nameOverride"]);
ImportMesh(sourcePath, destPath);
importedGeometryPaths3D.Add(destPath);
if (!importLODs)
{
break;
}
}
}
prefabData.importedGeometryPaths3D = importedGeometryPaths3D;
if (createPrefabs)
{
if (MegascansUtilities.isScatterAsset(assetJson, importedGeometryPaths3D))
{
CreatePrefabsScatter(prefabData);
}
else
{
CreatePrefab3D(prefabData);
}
}
}
}
catch (Exception ex)
{
Debug.Log("Exception::MegascansMeshUtils::Processing Meshes:: " + ex.ToString());
MegascansUtilities.HideProgressBar();
}
}
static void ImportMesh(string sourcePath, string destPath)
{
MegascansUtilities.UpdateProgressBar(1.0f, "Importing Megascans Asset", "Importing Mesh...");
MegascansUtilities.CopyFileToProject(sourcePath, destPath);
}
/// <summary>
/// Generates prefabs from imported meshes.
/// Used for normal 3D assets
/// </summary>
public static void CreatePrefab3D(PrefabData prefabData)
{
try {
string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs");
string prefabName = prefabData.modelNamingConvention;
//Setting up prefab gameobject
GameObject prefabGameObject = new GameObject();
prefabGameObject.name = prefabName;
prefabGameObject.isStatic = true;
if (prefabData.setupLODs)
{
prefabGameObject.AddComponent<LODGroup>();
prefabGameObject.GetComponent<LODGroup>().fadeMode = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum.
prefabGameObject.GetComponent<LODGroup>().animateCrossFading = true;
}
List<LOD> lodsForPrefab = new List<LOD>();
int numberOfFiles = prefabData.importedGeometryPaths3D.Count;
List<float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles);
//Instantiate all the meshes in the scene, add them to the material/collider to them.
for (int x = 0; (x < numberOfFiles && x < 8); x++)
{
UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]);
//Highpoly mesh check.
if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly)
{
continue;
}
GameObject geometryObject = Instantiate(loadedGeometry) as GameObject;
Renderer[] r;
//Parent all the objects to the prefab game object.
if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic)
{
r = new Renderer[geometryObject.transform.childCount];
for (int j = 0; j < geometryObject.transform.childCount; ++j)
{
//Parent the child gameobject (geometry) to the prefab game object.
GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry.
geometryChildObject.transform.parent = prefabGameObject.transform;
geometryChildObject.transform.localPosition = Vector3.zero;
geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", "");
r[j] = geometryChildObject.GetComponentInChildren<Renderer>();
}
//Destroy the empty parent container which was holding the meshes.
DestroyImmediate(geometryObject);
}
else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset.
{
//Parent the child gameobject (geometry) to the prefab game object.
geometryObject.transform.parent = prefabGameObject.transform;
geometryObject.transform.localPosition = Vector3.zero;
geometryObject.name = geometryObject.name.Replace("(Clone)", "");
r = geometryObject.GetComponentsInChildren<Renderer>();
}
else //if the instantiated mesh does not have any children
{
//Parent the child gameobject (geometry) to the prefab game object.
geometryObject.transform.parent = prefabGameObject.transform;
geometryObject.transform.localPosition = Vector3.zero;
geometryObject.name = geometryObject.name.Replace("(Clone)", "");
r = geometryObject.GetComponentsInChildren<Renderer>();
}
foreach (Renderer ren in r)
{
ren.material = prefabData.finalMat;
//Apply collision
if (prefabData.setupCollision)
ren.gameObject.AddComponent<MeshCollider>().sharedMesh = ren.gameObject.GetComponent<MeshFilter>().sharedMesh;
}
if (prefabData.setupLODs)
{
lodsForPrefab.Add(new LOD(lodHeights[0], r));
lodHeights.RemoveAt(0);
} else //We only set the prefab with 1 LOD if setup LODs is unchecked.
break;
}
//Set LODs in the LOD group
if (prefabData.setupLODs)
{
prefabGameObject.GetComponent<LODGroup>().SetLODs(lodsForPrefab.ToArray());
prefabGameObject.GetComponent<LODGroup>().RecalculateBounds();
}
//Prefab saving
string prefLocation = prefabPath + "/" + prefabName + ".prefab";
prefLocation = prefLocation.Replace("(Clone)", "");
SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene);
}
catch (Exception ex)
{
Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString());
MegascansUtilities.HideProgressBar();
}
}
/// <summary>
/// Creates prefabs from the newer assets on bridge, has an option for billboard materials on plants.
/// </summary>
/// <param name="hasBillboard"></param>
/// <returns></returns>
public static void CreatePrefab3DPlant(PrefabData prefabData)
{
try
{
string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs");
List<GameObject> prefabObjects = new List<GameObject>();
for (int i = 0; i < prefabData.importedGeometryPaths3DPlant.Count; i++)
{
string prefabName = prefabData.modelNamingConvention + "_Var" + (i + 1).ToString();
//Setting up prefab gameobject
GameObject prefabGameObject = new GameObject();
prefabGameObject.name = prefabName;
prefabGameObject.isStatic = true;
if (prefabData.setupLODs)
{
prefabGameObject.AddComponent<LODGroup>();
prefabGameObject.GetComponent<LODGroup>().fadeMode = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum.
prefabGameObject.GetComponent<LODGroup>().animateCrossFading = true;
}
List<LOD> lodsForPrefab = new List<LOD>();
int numberOfFiles = prefabData.importedGeometryPaths3DPlant[i].Count;
List<float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles);
//Instantiate all the meshes in the scene, add them to the material/collider to them.
for (int x = 0; (x < numberOfFiles && x < 8); x++)
{
UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(prefabData.importedGeometryPaths3DPlant[i][x]);
//Highpoly mesh check.
if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly)
{
continue;
}
GameObject geometryObject = Instantiate(loadedGeometry) as GameObject;
Renderer[] r;
//Parent all the objects to the prefab game object.
if (geometryObject.transform.childCount > 0 && !prefabData.isAlembic)
{
r = new Renderer[geometryObject.transform.childCount];
for (int j = 0; j < geometryObject.transform.childCount; ++j)
{
//Parent the child gameobject (geometry) to the prefab game object.
GameObject geometryChildObject = geometryObject.transform.GetChild(j).gameObject; //Cache a reference to the child gameobject of the geometry.
geometryChildObject.transform.parent = prefabGameObject.transform;
geometryChildObject.transform.localPosition = Vector3.zero;
geometryChildObject.name = geometryChildObject.name.Replace("(Clone)", "");
r[j] = geometryChildObject.GetComponent<Renderer>();
}
//Destroy the empty parent container which was holding the meshes.
DestroyImmediate(geometryObject);
}
else if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset.
{
//Parent the child gameobject (geometry) to the prefab game object.
geometryObject.transform.parent = prefabGameObject.transform;
geometryObject.transform.localPosition = Vector3.zero;
geometryObject.name = geometryObject.name.Replace("(Clone)", "");
r = geometryObject.GetComponentsInChildren<Renderer>();
}
else //if the instantiated mesh does not have any children
{
r = new Renderer[1];
//Parent the child gameobject (geometry) to the prefab game object.
geometryObject.transform.parent = prefabGameObject.transform;
geometryObject.transform.localPosition = Vector3.zero;
geometryObject.name = geometryObject.name.Replace("(Clone)", "");
r[0] = geometryObject.GetComponent<Renderer>();
}
foreach (Renderer ren in r)
{
ren.material = prefabData.finalMat;
//Billboard material application
if (prefabData.hasBillboardLOD && x == (numberOfFiles - 1))
{
ren.material = prefabData.billboardMat;
}
//Apply collision
if (prefabData.setupCollision)
ren.gameObject.AddComponent<MeshCollider>().sharedMesh = ren.gameObject.GetComponent<MeshFilter>().sharedMesh;
}
if (prefabData.setupLODs)
{
lodsForPrefab.Add(new LOD(lodHeights[0], r));
lodHeights.RemoveAt(0);
}
else
break;
}
//Set LODs in the LOD group
if (prefabData.setupLODs)
{
prefabGameObject.GetComponent<LODGroup>().SetLODs(lodsForPrefab.ToArray());
prefabGameObject.GetComponent<LODGroup>().RecalculateBounds();
}
//Prefab saving
string prefLocation = prefabPath + "/" + prefabName + ".prefab";
prefLocation = prefLocation.Replace("(Clone)", "");
GameObject prefabObject = SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene);
if (prefabObject)
prefabObjects.Add(prefabObject);
}
//Setting up variation holder gameobject
if (prefabData.addAssetToScene)
{
GameObject plantsParent = new GameObject(prefabData.assetName);
plantsParent.isStatic = true;
foreach (GameObject variation in prefabObjects)
{
variation.transform.parent = plantsParent.transform;
}
}
}
catch (Exception ex)
{
Debug.Log("Exception::MegascansMeshUtils::3D Plant Prefab:: " + ex.ToString());
MegascansUtilities.HideProgressBar();
}
}
/// <summary>
/// Creates prefabs for the 3D Scatter assets.
/// </summary>
/// <param name="hasBillboard"></param>
/// <returns></returns>
public static void CreatePrefabsScatter(PrefabData prefabData)
{
try
{
string prefabPath = MegascansUtilities.ValidateFolderCreate(prefabData.assetPath, "Prefabs");
int numberOfVariations = MegascansUtilities.GetMeshChildrenCount(prefabData.importedGeometryPaths3D);
List<GameObject> prefabObjects = new List<GameObject>();
for (int i = 0; i < numberOfVariations; i++)
{
string prefabName = prefabData.modelNamingConvention + "_Var" + (i + 1).ToString();
//Setting up prefab gameobject
GameObject prefabGameObject = new GameObject();
prefabGameObject.name = prefabName;
prefabGameObject.isStatic = true;
if (prefabData.setupLODs)
{
prefabGameObject.AddComponent<LODGroup>();
prefabGameObject.GetComponent<LODGroup>().fadeMode = (LODFadeMode)prefabData.lodFadeMode; //Casting lod fade mode to enum.
prefabGameObject.GetComponent<LODGroup>().animateCrossFading = true;
}
List<LOD> lodsForPrefab = new List<LOD>();
int numberOfFiles = prefabData.importedGeometryPaths3D.Count;
List<float> lodHeights = MegascansUtilities.getLODHeightList(numberOfFiles);
//Instantiate all the meshes in the scene, add them to the material/collider to them.
for (int x = 0; (x < numberOfFiles && x < 8); x++)
{
UnityEngine.Object loadedGeometry = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(prefabData.importedGeometryPaths3D[x]);
//Highpoly mesh check.
if (loadedGeometry.name.ToLower().Contains("highpoly") && !prefabData.highpoly)
{
continue;
}
GameObject geometryObject = Instantiate(loadedGeometry) as GameObject;
Renderer[] r;
if (prefabData.isAlembic) //if the instantiated mesh is an alembic asset.
{
//Get all variations in a LOD
List<Transform> varsInLOD = new List<Transform>();
foreach (Transform var in geometryObject.transform)
{
varsInLOD.Add(var);
}
//Delete all the other variations in the LOD object
for (int y = 0; y < varsInLOD.Count; y++)
{
//If variation does not match one currently being processed.
if (y != i)
{
DestroyImmediate(varsInLOD[y].gameObject);
}
}
//Parent the child gameobject (geometry) to the prefab game object.
geometryObject.transform.parent = prefabGameObject.transform;
geometryObject.transform.localPosition = Vector3.zero;
geometryObject.name = geometryObject.name.Replace("(Clone)", "");
r = geometryObject.GetComponentsInChildren<Renderer>();
}
else//if the instantiated mesh is a scatter type asset.
{
//Get all variations in a LOD
List<Transform> varsInLOD = new List<Transform>();
foreach (Transform var in geometryObject.transform)
{
varsInLOD.Add(var);
}
//Delete all the other variations in the LOD object
for(int y = 0; y < varsInLOD.Count; y++)
{
//If variation does not match one currently being processed.
if(y!=i)
{
DestroyImmediate(varsInLOD[y].gameObject);
}
}
//Parent the child gameobject (geometry) to the prefab game object.
geometryObject.transform.parent = prefabGameObject.transform;
geometryObject.transform.localPosition = Vector3.zero;
geometryObject.name = geometryObject.name.Replace("(Clone)", "");
r = geometryObject.GetComponentsInChildren<Renderer>();
}
foreach (Renderer ren in r)
{
ren.material = prefabData.finalMat;
//Apply collision
if (prefabData.setupCollision)
ren.gameObject.AddComponent<MeshCollider>().sharedMesh = ren.gameObject.GetComponent<MeshFilter>().sharedMesh;
}
if (prefabData.setupLODs)
{
lodsForPrefab.Add(new LOD(lodHeights[0], r));
lodHeights.RemoveAt(0);
}
else
break;
}
//Set LODs in the LOD group
if (prefabData.setupLODs)
{
prefabGameObject.GetComponent<LODGroup>().SetLODs(lodsForPrefab.ToArray());
prefabGameObject.GetComponent<LODGroup>().RecalculateBounds();
}
//Prefab saving
string prefLocation = prefabPath + "/" + prefabName + ".prefab";
prefLocation = prefLocation.Replace("(Clone)", "");
GameObject prefabObject = SavePrefab(prefabGameObject, prefLocation, prefabData.addAssetToScene);
if (prefabObject)
prefabObjects.Add(prefabObject);
}
//Setting up variation holder gameobject
if (prefabData.addAssetToScene)
{
GameObject scatterParent = new GameObject(prefabData.assetName);
scatterParent.isStatic = true;
foreach (GameObject variation in prefabObjects)
{
variation.transform.parent = scatterParent.transform;
}
}
}
catch (Exception ex)
{
Debug.Log("Exception::MegascansMeshUtils::3D Asset Prefab:: " + ex.ToString());
MegascansUtilities.HideProgressBar();
}
}
static GameObject SavePrefab(GameObject prefabGo, string savePath, bool addAssetToScene = false)
{
try
{
//Set all children objects of the prefab to static
Transform[] allChildren = prefabGo.GetComponentsInChildren<Transform>();
foreach (Transform child in allChildren)
{
child.gameObject.isStatic = true;
}
GameObject newPrefabObject = prefabGo;
MegascansUtilities.UpdateProgressBar(1.0f, "Importing Megascans Asset", "Creating Prefab...");
#if UNITY_5 || UNITY_2017 || UNITY_2018
UnityEngine.Object existingPrefab = AssetDatabase.LoadAssetAtPath(savePath, typeof(UnityEngine.Object));
if (!existingPrefab)
PrefabUtility.CreatePrefab(savePath, prefabGo);
else
PrefabUtility.ReplacePrefab(prefabGo, existingPrefab, ReplacePrefabOptions.ReplaceNameBased);
#else
PrefabUtility.SaveAsPrefabAsset(prefabGo, savePath);
#endif
DestroyImmediate(prefabGo);
if (addAssetToScene)
{
UnityEngine.Object prefabObject = AssetDatabase.LoadAssetAtPath<UnityEngine.Object>(savePath);
newPrefabObject = (GameObject)PrefabUtility.InstantiatePrefab(prefabObject);
newPrefabObject.isStatic = true;
}
return newPrefabObject;
}
catch (Exception ex)
{
Debug.Log("Exception::MegascansMeshUtils::Saving Prefab:: " + ex.ToString());
MegascansUtilities.HideProgressBar();
return null;
}
}
public static bool ContainsLowestLOD(JArray lodList, string minLOD, string activeLOD)
{
bool importLODs = EditorPrefs.GetBool("QuixelDefaultImportLODs", true);
if (importLODs)
{
for (int i = 0; i < lodList.Count; i++)
{
JObject meshData = (JObject)lodList[i];
if ((string)meshData["lod"] == minLOD)
return true;
}
return false;
} else
{
return (activeLOD.ToLower() == minLOD.ToLower());
}
}
}
public struct PrefabData
{
public string assetPath;
public string assetName;
public string modelNamingConvention;
public int lodFadeMode;
public bool highpoly;
public bool addAssetToScene;
public bool setupCollision;
public bool hasBillboardLOD;
public bool isAlembic;
public bool isScatterAsset;
public bool setupLODs;
public Material finalMat;
public Material billboardMat;
public List<string> importedGeometryPaths3D;
public List<List<string>> importedGeometryPaths3DPlant;
public PrefabData(string assetPath, string assetName, string modelNamingConvention, int lodFadeMode, bool highpoly, bool addAssetToScene, bool setupCollision, bool hasBillboardLOD, bool isAlembic, bool isScatterAsset, bool setupLODs, Material finalMat, Material billboardMat, List<string> importedGeometryPaths3D, List<List<string>> importedGeometryPaths3DPlant)
{
this.assetPath = assetPath;
this.assetName = assetName;
this.modelNamingConvention = modelNamingConvention;
this.lodFadeMode = lodFadeMode;
this.highpoly = highpoly;
this.addAssetToScene = addAssetToScene;
this.setupCollision = setupCollision;
this.hasBillboardLOD = hasBillboardLOD;
this.isAlembic = isAlembic;
this.isScatterAsset = isScatterAsset;
this.setupLODs = setupLODs;
this.finalMat = finalMat;
this.billboardMat = billboardMat;
this.importedGeometryPaths3D = importedGeometryPaths3D;
this.importedGeometryPaths3DPlant = importedGeometryPaths3DPlant;
}
}
}
#endif