implementation of drecon in unity 2022 lts forked from: https://github.com/joanllobera/marathon-envs
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using Unity.Burst;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.VFX;
using UnityEngine.VFX.Utility;
using UnityEditor;
using UnityEditor.AssetImporters;
using UnityEditor.Experimental;
using System;
using System.IO;
using System.Runtime.InteropServices;
namespace SplatVfx.Editor {
[ScriptedImporter(1, "splat"), BurstCompile]
public sealed class SplatImporter : ScriptedImporter
{
#region ScriptedImporter implementation
public override void OnImportAsset(AssetImportContext context)
{
var data = ImportAsSplatData(context.assetPath);
var prefab = CreatePrefab(data);
context.AddObjectToAsset("prefab", prefab);
context.AddObjectToAsset("data", data);
context.SetMainObject(prefab);
}
#endregion
#region Prefab construction
const string DefaultVfxPath = "Packages/jp.keijiro.splat-vfx/VFX/Splat.vfx";
GameObject CreatePrefab(SplatData data)
{
var go = new GameObject();
var vfx = go.AddComponent<VisualEffect>();
vfx.visualEffectAsset = EditorResources.Load<VisualEffectAsset>(DefaultVfxPath);
var binderBase = go.AddComponent<VFXPropertyBinder>();
var binder = binderBase.AddPropertyBinder<VFXSplatDataBinder>();
binder.SplatData = data;
return go;
}
#endregion
#region Reader implementation
SplatData ImportAsSplatData(string path)
{
var data = ScriptableObject.CreateInstance<SplatData>();
data.name = Path.GetFileNameWithoutExtension(path);
var arrays = LoadDataArrays(path);
data.PositionArray = arrays.position;
data.AxisArray = arrays.axis;
data.ColorArray = arrays.color;
data.ReleaseGpuResources();
return data;
}
#pragma warning disable CS0649
struct ReadData
{
public float px, py, pz;
public float sx, sy, sz;
public byte r, g, b, a;
public byte rw, rx, ry, rz;
}
#pragma warning restore CS0649
(Vector3[] position, Vector3[] axis, Color[] color)
LoadDataArrays(string path)
{
var bytes = (Span<byte>)File.ReadAllBytes(path);
var count = bytes.Length / 32;
var source = MemoryMarshal.Cast<byte, ReadData>(bytes);
var position = new Vector3[count];
var axis = new Vector3[count * 3];
var color = new Color[count];
for (var i = 0; i < count; i++)
ParseReadData(source[i],
out position[i],
out axis[i * 3],
out axis[i * 3 + 1],
out axis[i * 3 + 2],
out color[i]);
return (position, axis, color);
}
[BurstCompile]
void ParseReadData(in ReadData src,
out Vector3 position,
out Vector3 axis1,
out Vector3 axis2,
out Vector3 axis3,
out Color color)
{
var rv = (math.float4(src.rx, src.ry, src.rz, src.rw) - 128) / 128;
var q = math.quaternion(-rv.x, -rv.y, rv.z, rv.w);
position = math.float3(src.px, src.py, -src.pz);
axis1 = math.mul(q, math.float3(src.sx, 0, 0));
axis2 = math.mul(q, math.float3(0, src.sy, 0));
axis3 = math.mul(q, math.float3(0, 0, src.sz));
color = (Vector4)math.float4(src.r, src.g, src.b, src.a) / 255;
}
#endregion
}
} // namespace SplatVfx.Editor