BlueRoseNote/03-UnrealEngine/卡通渲染相关资料/VRM4U/VRM4U中资源带入逻辑与Assimp的使用.md

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2023-06-29 11:55:02 +08:00
## 自定义Asset
https://zhuanlan.zhihu.com/p/77812246
- FAssetTypeActions_Base是对已经创建好的资源操作函数的封装。这个资源在内容浏览器中的颜色类型名字显示的缩略图。
- UFactory这个是创建自定义类型文件的入口。以及创建资源的二级菜单。
- UBlueprint: 创建继承类,来实现一个新的视图编辑窗口
- UXXXX : Public Object 这里面存储我们要编辑的数据
VRM中对应类为
- FAssetTypeActions_VrmAssetList、UVrmAssetListThumbnailRenderer
- UVRM4UImporterFactory
- UVrmAssetListObject
## Assimp
资源工厂类中UVRM4UImporterFactory::FactoryCreateBinary
```
{
const UVrmRuntimeSettings* Settings = GetDefault<UVrmRuntimeSettings>();
{
FSoftObjectPath r = Settings->AssetListObject; //(TEXT("/VRM4U/VrmObjectListBP.VrmObjectListBP"));
UObject *u = r.TryLoad();
if (u) {
if (Cast<UBlueprint>(u)) {
c = (UClass*)(Cast<UBlueprint>(u)->GeneratedClass);
}
}
}
if (c == nullptr) {
FSoftObjectPath r(TEXT("/VRM4U/VrmAssetListObjectBP.VrmAssetListObjectBP"));
UObject *u = r.TryLoad();
if (u) {
c = (UClass*)(Cast<UBlueprint>(u)->GeneratedClass);
}
}
if (c == nullptr) {
c = UVrmAssetListObject::StaticClass();
}
m = NewObject<UVrmAssetListObject>((UObject*)GetTransientPackage(), c.Get());
}
UVrmAssetListObject* mret = nullptr;
if (m) {
//auto a = NewObject<UVrmAssetListObject>(MatClass.Object, NAME_None, RF_Transactional);
//MatClass.Object;
//ULoaderBPFunctionLibrary::LoadVRMFile(nullptr, fullFileName);
GWarn->BeginSlowTask( NSLOCTEXT("UnrealEd", "ImportVRM", "Importing VRM"), true );
int ret = true;
auto &g = VRMConverter::Options::Get();
g.SetVrmOption(ImportUI->GenerateOptionData());
ULoaderBPFunctionLibrary::SetImportMode(true, Cast<UPackage>(InParent));
{
ret = ULoaderBPFunctionLibrary::LoadVRMFileLocal(m.Get(), mret, fullFileName);
}
}
```
蓝图函数库中bool ULoaderBPFunctionLibrary::LoadVRMFileFromMemory()。
```
Assimp::Importer mImporter;
const aiScene* mScenePtr = nullptr; // delete by Assimp::Importer::~Importer
mScenePtr = mImporter.ReadFileFromMemory(pFileDataData, dataSize,
aiProcess_Triangulate | aiProcess_MakeLeftHanded | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals | aiProcess_OptimizeMeshes,
e.c_str());
if (mScenePtr == nullptr) {
std::string file;
file = utf_16_to_shift_jis(*filepath);
mScenePtr = mImporter.ReadFile(file, aiProcess_Triangulate | aiProcess_MakeLeftHanded | aiProcess_CalcTangentSpace | aiProcess_GenSmoothNormals | aiProcess_OptimizeMeshes);
}
```