using System;
using System.Collections.Generic;
using System.Linq;
using UnityEditor.Build;
using UnityEditor.Build.Reporting;
using UnityEditor.XR.ARSubsystems;
using UnityEngine;
using UnityEngine.XR.ARKit;
using UnityEngine.XR.ARSubsystems;
#if UNITY_IOS
using System.IO;
using UnityEditor.iOS.Xcode;
#endif
namespace UnityEditor.XR.ARKit
{
///
/// Looks at all XRReferenceImageLibraries in the project and generates an AR Resource Group for each library,
/// then inserts them into a new Xcode asset catalog called "ARReferenceImages".
///
static class ARKitReferenceImageLibraryBuildProcessor
{
static IEnumerable> ResourceGroups()
{
// Create a resource group for each reference image library
foreach (var library in ARKitBuildHelper.AssetsOfType())
{
var resourceGroup = new ARResourceGroup(library.name + "_" + library.guid.ToUUIDString());
// Create a resource group for each library
foreach (var referenceImage in library)
{
try
{
resourceGroup.AddResource(new ARReferenceImage(referenceImage));
}
catch (ARReferenceImage.InvalidWidthException)
{
throw new BuildFailedException(string.Format("ARKit requires dimensions for all images. Reference image at index {0} named '{1}' in library '{2}' requires a non-zero width.",
library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library)));
}
catch (ARReferenceImage.MissingTextureException)
{
throw new BuildFailedException(string.Format("Reference image at index {0} named '{1}' in library '{2}' is missing a texture.",
library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library)));
}
catch (ARReferenceImage.BadTexturePathException)
{
throw new BuildFailedException(string.Format("Could not resolve texture path for reference image at index {0} named '{1}' in library '{2}'.",
library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library)));
}
catch (ARReferenceImage.LoadTextureException e)
{
throw new BuildFailedException(string.Format("Could not load texture at path {0} for reference image at index {1} named '{2}' in library '{3}'.",
e.path, library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library)));
}
catch (ARReferenceImage.TextureNotExportableException)
{
throw new BuildFailedException(string.Format(
"Reference image at index {0} named '{1}' in library '{2}' could not be exported. " +
"ARKit can directly use a texture's source asset if it is a JPG or PNG. " +
"For all other formats, the texture must be exported to PNG, which requires the texture to be readable and uncompressed. " +
"Change the Texture Import Settings or use a JPG or PNG.",
library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library)));
}
catch
{
Debug.LogErrorFormat("Failed to generate reference image at index {0} named '{1}' in library '{2}'.",
library.indexOf(referenceImage), referenceImage.name, AssetDatabase.GetAssetPath(library));
throw;
}
}
yield return (resourceGroup, library);
}
}
// Fail the build if any of the reference images are invalid
class Preprocessor : IPreprocessBuildWithReport, ARBuildProcessor.IPreprocessBuild
{
public int callbackOrder => 0;
static void BuildAssets()
{
var assets = AssetDatabase.FindAssets($"t:{nameof(XRReferenceImageLibrary)}");
var index = 0;
var minimumDeploymentTarget = new Version(11, 3);
foreach (var (resourceGroup, library) in ResourceGroups())
{
index++;
EditorUtility.DisplayProgressBar(
$"Compiling {nameof(XRReferenceImageLibrary)} ({index} of {assets.Length})",
$"{AssetDatabase.GetAssetPath(library)} ({library.count} image{(library.count == 1 ? "" : "s")})",
(float)index / assets.Length);
// Do not change this name. It must match the native call to referenceImagesInGroupNamed.
resourceGroup.name = "ARReferenceImages";
// Convert the resource group to a 'car' (compiled asset catalog) file
library.SetDataForKey(ARKitPackageInfo.identifier, resourceGroup.ToCar(minimumDeploymentTarget));
}
EditorUtility.ClearProgressBar();
}
void ARBuildProcessor.IPreprocessBuild.OnPreprocessBuild(PreprocessBuildEventArgs eventArgs)
{
if (eventArgs.activeLoadersForBuildTarget?.OfType().Any() == false)
return;
BuildAssets();
}
void IPreprocessBuildWithReport.OnPreprocessBuild(BuildReport report)
{
#if UNITY_XR_ARKIT_LOADER_ENABLED && UNITY_IOS
if (report.summary.platform != BuildTarget.iOS)
return;
BuildAssets();
#endif // UNITY_XR_ARKIT_LOADER_ENABLED
}
}
class Postprocessor : IPostprocessBuildWithReport
{
public int callbackOrder => 0;
public void OnPostprocessBuild(BuildReport report)
{
#if UNITY_XR_ARKIT_LOADER_ENABLED && UNITY_IOS
if (report.summary.platform != BuildTarget.iOS)
return;
var buildOutputPath = report.summary.outputPath;
// Read in the PBXProject
var project = new PBXProject();
var pbxProjectPath = PBXProject.GetPBXProjectPath(buildOutputPath);
project.ReadFromString(File.ReadAllText(pbxProjectPath));
// Create a new asset catalog
var assetCatalog = new XcodeAssetCatalog("ARReferenceImages");
// Generate resource groups and add each one to the asset catalog
foreach (var (resourceGroup, library) in ResourceGroups())
{
// Only add libraries where we don't already have the data
if (!library.dataStore.ContainsKey(ARKitPackageInfo.identifier))
{
assetCatalog.AddResourceGroup(resourceGroup);
}
}
// Don't create empty asset catalogs
if (assetCatalog.count == 0)
return;
// Create the asset catalog on disk
assetCatalog.WriteAndAddToPBXProject(project, buildOutputPath);
// Write out the updated Xcode project file
File.WriteAllText(pbxProjectPath, project.WriteToString());
#endif
}
}
}
}