b486678290
Library -Artifacts
181 lines
7.1 KiB
C#
181 lines
7.1 KiB
C#
using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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using System.Reflection;
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using System;
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using Object = UnityEngine.Object;
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namespace UnityEditor.Rendering.Universal.Converters
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{
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internal static class MaterialReferenceBuilder
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{
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public static readonly Dictionary<Type, List<MethodInfo>> MaterialReferenceLookup;
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static MaterialReferenceBuilder()
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{
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MaterialReferenceLookup = GetMaterialReferenceLookup();
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}
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private static Dictionary<Type, List<MethodInfo>> GetMaterialReferenceLookup()
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{
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var result = new Dictionary<Type, List<MethodInfo>>();
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var allObjectsWithMaterialProperties = TypeCache.GetTypesDerivedFrom<Object>()
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.Where(type => type.GetProperties().Any(HasMaterialProperty));
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foreach (var property in allObjectsWithMaterialProperties)
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{
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if (!result.ContainsKey(property))
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{
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result.Add(property, new List<MethodInfo>());
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}
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var materialProps = GetMaterialPropertiesWithoutLeaking(property);
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foreach (var prop in materialProps)
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{
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result[property].Add(prop.GetGetMethod());
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}
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}
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return result;
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}
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private static bool HasMaterialProperty(PropertyInfo prop)
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{
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return prop.PropertyType == typeof(Material) || prop.PropertyType == typeof(Material[]);
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}
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private static List<Material> GetMaterials(Object obj)
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{
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var result = new List<Material>();
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var allMaterialProperties = obj.GetType().GetMaterialPropertiesWithoutLeaking();
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foreach (var property in allMaterialProperties)
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{
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var value = property.GetGetMethod().GetMaterialFromMethod(obj, (methodName, objectName) =>
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$"The method {methodName} was not found on {objectName}. This property will not be indexed.");
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if (value is Material materialResult)
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{
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result.Add(materialResult);
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}
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else if (value is Material[] materialList)
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{
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result.AddRange(materialList);
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}
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}
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return result;
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}
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/// <summary>
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/// Gets all of the types in the Material Reference lookup that are components. Used to determine whether to run the
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/// method directly or on the component
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/// </summary>
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/// <returns>List of types that are components</returns>
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public static List<Type> GetComponentTypes()
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{
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return MaterialReferenceLookup.Keys.Where(key => typeof(Component).IsAssignableFrom(key)).ToList();
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}
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/// <summary>
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/// Gets all material properties from an object or a component of an object
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/// </summary>
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/// <param name="obj">The GameObject or Scriptable Object</param>
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/// <returns>List of Materials</returns>
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public static List<Material> GetMaterialsFromObject(Object obj)
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{
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var result = new List<Material>();
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if (obj is GameObject go)
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{
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foreach (var key in GetComponentTypes())
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{
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var components = go.GetComponentsInChildren(key);
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foreach (var component in components)
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{
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result.AddRange(GetMaterials(component));
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}
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}
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}
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else
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{
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result.AddRange(GetMaterials(obj));
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}
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return result.Distinct().ToList();
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}
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/// <summary>
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/// Text Mesh pro will sometimes be missing the GetFontSharedMaterials method, even though the property is supposed
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/// to have that method. This gracefully handles that case.
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/// </summary>
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/// <param name="method">The Method being invoked</param>
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/// <param name="obj">The Unity Object the method is invoked upon</param>
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/// <param name="generateErrorString">The function that takes the method name and object name and produces an error string</param>
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/// <returns>The resulting object from invoking the method on the Object</returns>
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/// <exception cref="Exception">Any exception that is not the missing method exception</exception>
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public static object GetMaterialFromMethod(this MethodInfo method,
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Object obj,
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Func<string, string, string> generateErrorString)
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{
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object result = null;
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try
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{
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result = method.Invoke(obj, null);
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}
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catch (Exception e)
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{
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// swallow the missing method exception, there's nothing we can do about it at this point
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// and we've already checked for other possible null exceptions here
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if ((e.InnerException is NullReferenceException))
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{
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Debug.LogWarning(generateErrorString(method.Name, obj.name));
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}
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else
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{
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throw e;
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}
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}
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return result;
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}
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/// <summary>
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/// Gets the SharedMaterial(s) properties when there are shared materials so that we don't leak material instances into the scene
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/// </summary>
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/// <param name="property">The property Type that we are getting the SharedMaterial(s) properties from</param>
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/// <returns>List of shared material properties and other material properties that won't leak material instances</returns>
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public static IEnumerable<PropertyInfo> GetMaterialPropertiesWithoutLeaking(this Type property)
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{
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var materialProps = property.GetProperties().Where(HasMaterialProperty).ToList();
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// if there is a sharedMaterial property or sharedMaterials property, remove the property that will leak materials
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var sharedMaterialProps =
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materialProps.Where(prop => prop.Name.ToLowerInvariant().Contains("shared")).ToList();
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var propsToRemove = sharedMaterialProps
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.Select(prop => prop.Name.ToLowerInvariant().Replace("shared", string.Empty))
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.ToList();
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materialProps.RemoveAll(prop => propsToRemove.Contains(prop.Name.ToLowerInvariant()));
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// also remove any property which has no setter
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materialProps.RemoveAll(prop => prop.SetMethod == null);
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return materialProps;
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}
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/// <summary>
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/// Get whether or not a Material is considered readonly (Built In Resource)
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/// </summary>
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/// <param name="material">The Material to test</param>
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/// <returns>Boolean of whether or not that Material is considered readonly</returns>
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public static bool GetIsReadonlyMaterial(Material material)
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{
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var assetPath = AssetDatabase.GetAssetPath(material);
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return string.IsNullOrEmpty(assetPath) || assetPath.Equals(@"Resources/unity_builtin_extra", StringComparison.OrdinalIgnoreCase);
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}
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}
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}
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