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