/**
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* \brief Hax! DLLs cannot interpret preprocessor directives, so this class acts as a "bridge"
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*/
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using System;
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using UnityEngine;
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using System.Collections;
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using LuaFramework;
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namespace DigitalOpus.MB.Core{
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public class MBVersionConcrete:MBVersionInterface{
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public string version(){
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return "3.13.1";
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}
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public int GetMajorVersion(){
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#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
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return 3;
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#elif UNITY_4_0 || UNITY_4_0_1 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
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return 4;
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#else
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return 5;
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#endif
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}
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public int GetMinorVersion(){
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#if UNITY_3_0 || UNITY_3_0_0
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return 0;
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#elif UNITY_3_1
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return 1;
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#elif UNITY_3_2
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return 2;
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#elif UNITY_3_3
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return 3;
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#elif UNITY_3_4
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return 4;
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#elif UNITY_3_5
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return 5;
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#elif UNITY_4_0 || UNITY_4_0_1
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return 0;
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#elif UNITY_4_1
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return 1;
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#elif UNITY_4_2
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return 2;
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#elif UNITY_4_3
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return 3;
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#elif UNITY_4_4
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return 4;
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#elif UNITY_4_5
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return 5;
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#else
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return 0;
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#endif
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}
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public bool GetActive(GameObject go){
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#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
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return go.active;
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#else
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return go.activeInHierarchy;
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#endif
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}
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public void SetActive(GameObject go, bool isActive){
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#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
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go.active = isActive;
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#else
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go.SetActive(isActive);
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#endif
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}
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public void SetActiveRecursively(GameObject go, bool isActive){
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#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
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go.SetActiveRecursively(isActive);
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#else
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go.SetActive(isActive);
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#endif
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}
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public UnityEngine.Object[] FindSceneObjectsOfType(Type t){
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#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
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return GameObject.FindSceneObjectsOfType(t);
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#else
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return GameObject.FindObjectsOfType(t);
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#endif
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}
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public bool IsRunningAndMeshNotReadWriteable(Mesh m){
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if (Application.isPlaying){
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#if UNITY_3_0 || UNITY_3_0_0 || UNITY_3_1 || UNITY_3_2 || UNITY_3_3 || UNITY_3_4 || UNITY_3_5
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return false;
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#else
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return !m.isReadable;
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#endif
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} else {
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return false;
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}
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}
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Vector2 _HALF_UV = new Vector2(.5f, .5f);
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public Vector2[] GetMeshUV1s(Mesh m, MB2_LogLevel LOG_LEVEL)
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{
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Vector2[] uv;
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#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5)
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uv = m.uv1;
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#else
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if (LOG_LEVEL >= MB2_LogLevel.warn) MB2_Log.LogDebug("UV1 does not exist in Unity 5+");
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uv = m.uv;
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#endif
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if (uv.Length == 0){
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if (LOG_LEVEL >= MB2_LogLevel.debug) MB2_Log.LogDebug("Mesh " + m + " has no uv1s. Generating");
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if (LOG_LEVEL >= MB2_LogLevel.warn) LogManager.LogWarning("Mesh " + m + " didn't have uv1s. Generating uv1s.");
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uv = new Vector2[m.vertexCount];
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for (int i = 0; i < uv.Length; i++){uv[i] = _HALF_UV;}
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}
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return uv;
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}
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public Vector2[] GetMeshUV3orUV4(Mesh m, bool get3, MB2_LogLevel LOG_LEVEL) {
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Vector2[] uvs;
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#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5)
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if (LOG_LEVEL >= MB2_LogLevel.warn) MB2_Log.LogDebug("UV3 and UV4 do not exist in Unity 4");
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uvs = m.uv;
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#else
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if (get3) uvs = m.uv3;
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else uvs = m.uv4;
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#endif
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if (uvs.Length == 0) {
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if (LOG_LEVEL >= MB2_LogLevel.debug) MB2_Log.LogDebug("Mesh " + m + " has no uv" + (get3 ? "3" : "4") + ". Generating");
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uvs = new Vector2[m.vertexCount];
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for (int i = 0; i < uvs.Length; i++) { uvs[i] = _HALF_UV; }
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}
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return uvs;
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}
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public void MeshClear(Mesh m, bool t){
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#if UNITY_3_5
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m.Clear();
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#else
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m.Clear(t);
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#endif
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}
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public void MeshAssignUV3(Mesh m, Vector2[] uv3s){
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#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5)
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LogManager.LogWarning("UV3 was checked but UV3 does not exist in Unity 4");
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#else
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m.uv3 = uv3s;
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#endif
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}
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public void MeshAssignUV4(Mesh m, Vector2[] uv4s) {
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#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5)
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LogManager.LogWarning("UV4 was checked but UV4 does not exist in Unity 4");
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#else
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m.uv4 = uv4s;
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#endif
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}
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public Vector4 GetLightmapTilingOffset(Renderer r){
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#if (UNITY_4_6 || UNITY_4_7 || UNITY_4_5 || UNITY_4_3 || UNITY_4_2 || UNITY_4_1 || UNITY_4_0_1 || UNITY_4_0 || UNITY_3_5)
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return r.lightmapTilingOffset ;
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#else
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return r.lightmapScaleOffset; //r.lightmapScaleOffset ;
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#endif
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}
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public Transform[] GetBones(Renderer r){
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if (r is SkinnedMeshRenderer){
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Transform[] bone = ((SkinnedMeshRenderer)r).bones;
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#if UNITY_EDITOR
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if (bone.Length == 0){
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Mesh m = ((SkinnedMeshRenderer)r).sharedMesh;
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if (m.bindposes.Length != bone.Length) LogManager.LogError("SkinnedMesh (" + r.gameObject + ") in the list of objects to combine has no bones. Check that 'optimize game object' is not checked in the 'Rig' tab of the asset importer. Mesh Baker cannot combine optimized skinned meshes because the bones are not available.");
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}
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#endif
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return bone;
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} else if (r is MeshRenderer){
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Transform[] bone = new Transform[1];
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bone[0] = r.transform;
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return bone;
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} else {
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LogManager.LogError("Could not getBones. Object does not have a renderer");
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return null;
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}
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}
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}
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}
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