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use super::{pptr::PPtr, shader::Shader, texture2d::Texture2D, vectors::ColorRGBA};
use crate::object::{Value, parser::FromValue};
use glam::Vec2;
use serde::Serialize;
use std::collections::BTreeMap;
#[derive(Debug, Serialize)]
pub struct Material {
pub name: String,
pub shader: PPtr<Shader>,
pub properties: UnityPropertySheet,
pub lightmap_flags: u32,
pub double_sided_gi: bool,
pub custom_render_queue: i32,
pub enable_instancing_variants: bool,
}
#[derive(Debug, Serialize)]
pub struct UnityPropertySheet {
pub colors: BTreeMap<String, ColorRGBA>,
pub floats: BTreeMap<String, f32>,
pub textures: BTreeMap<String, UnityTexEnv>,
}
#[derive(Debug, Serialize)]
pub struct UnityTexEnv {
pub offset: Vec2,
pub scale: Vec2,
pub texture: PPtr<Texture2D>,
}
impl UnityPropertySheet {
pub fn textures(&self) -> impl Iterator<Item = (&String, &UnityTexEnv)> {
self.textures.iter().filter(|(_, v)| !v.texture.is_null())
}
}
impl FromValue for Material {
fn from_value(v: Value) -> anyhow::Result<Self> {
let mut fields = v.as_class("Material")?;
Ok(Self {
custom_render_queue: fields.field("m_CustomRenderQueue")?,
double_sided_gi: fields.field("m_DoubleSidedGI")?,
properties: fields.field("m_SavedProperties")?,
enable_instancing_variants: fields.field("m_EnableInstancingVariants")?,
lightmap_flags: fields.field("m_LightmapFlags")?,
name: fields.field("m_Name")?,
shader: fields.field("m_Shader")?,
})
}
}
impl FromValue for UnityPropertySheet {
fn from_value(v: Value) -> anyhow::Result<Self> {
let mut fields = v.as_class("UnityPropertySheet")?;
Ok(Self {
colors: fields.field("m_Colors")?,
floats: fields.field("m_Floats")?,
textures: fields.field("m_TexEnvs")?,
})
}
}
impl FromValue for UnityTexEnv {
fn from_value(v: Value) -> anyhow::Result<Self> {
let mut fields = v.as_class("UnityTexEnv")?;
Ok(Self {
offset: fields.field("m_Offset")?,
scale: fields.field("m_Scale")?,
texture: fields.field("m_Texture")?,
})
}
}
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