private async Task <IList <Asset> > LoadAssetsFromGLTF(AssetSource source, Guid containerId, ColliderType colliderType)
        {
            WebRequestLoader   loader        = null;
            Stream             stream        = null;
            IList <Asset>      assets        = new List <Asset>();
            DeterministicGuids guidGenerator = new DeterministicGuids(UtilMethods.StringToGuid(
                                                                          $"{containerId}:{source.ParsedUri.AbsoluteUri}"));

            // Wait asynchronously until the load throttler lets us through.
            using (var scope = await AssetLoadThrottling.AcquireLoadScope())
            {
                // download file
                var rootUrl = URIHelper.GetDirectoryName(source.ParsedUri.AbsoluteUri);
                loader = new WebRequestLoader(rootUrl);
                stream = await loader.LoadStreamAsync(URIHelper.GetFileFromUri(source.ParsedUri));
            }

            // pre-parse glTF document so we can get a scene count
            // run this on a threadpool thread so that the Unity main thread is not blocked
            GLTF.Schema.GLTFRoot gltfRoot = null;
            try
            {
                await Task.Run(() =>
                {
                    GLTF.GLTFParser.ParseJson(stream, out gltfRoot);
                });
            }
            catch (Exception e)
            {
                Debug.LogError(e);
            }
            if (gltfRoot == null)
            {
                throw new GLTFLoadException("Failed to parse glTF");
            }
            stream.Position = 0;

            using (GLTFSceneImporter importer =
                       MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, _asyncHelper, stream))
            {
                importer.SceneParent = _app.AssetCache.CacheRootGO().transform;
                importer.Collider    = colliderType.ToGLTFColliderType();

                // load textures
                if (gltfRoot.Textures != null)
                {
                    for (var i = 0; i < gltfRoot.Textures.Count; i++)
                    {
                        await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true);

                        var texture = importer.GetTexture(i);
                        texture.name = gltfRoot.Textures[i].Name ?? $"texture:{i}";

                        var asset = GenerateAssetPatch(texture, guidGenerator.Next());
                        asset.Name   = texture.name;
                        asset.Source = new AssetSource(source.ContainerType, source.Uri, $"texture:{i}");
                        _app.AssetCache.CacheAsset(texture, asset.Id, containerId, source);
                        assets.Add(asset);
                    }
                }

                // load meshes
                if (gltfRoot.Meshes != null)
                {
                    var cancellationSource = new System.Threading.CancellationTokenSource();
                    for (var i = 0; i < gltfRoot.Meshes.Count; i++)
                    {
                        var mesh = await importer.LoadMeshAsync(i, cancellationSource.Token);

                        mesh.name = gltfRoot.Meshes[i].Name ?? $"mesh:{i}";

                        var asset = GenerateAssetPatch(mesh, guidGenerator.Next());
                        asset.Name   = mesh.name;
                        asset.Source = new AssetSource(source.ContainerType, source.Uri, $"mesh:{i}");
                        var colliderGeo = colliderType == ColliderType.Mesh ?
                                          (ColliderGeometry) new MeshColliderGeometry()
                        {
                            MeshId = asset.Id
                        } :
                        (ColliderGeometry) new BoxColliderGeometry()
                        {
                            Size = (mesh.bounds.size * 0.8f).CreateMWVector3()
                        };
                        _app.AssetCache.CacheAsset(mesh, asset.Id, containerId, source, colliderGeo);
                        assets.Add(asset);
                    }
                }

                // load materials
                if (gltfRoot.Materials != null)
                {
                    for (var i = 0; i < gltfRoot.Materials.Count; i++)
                    {
                        var matdef   = gltfRoot.Materials[i];
                        var material = await importer.LoadMaterialAsync(i);

                        material.name = matdef.Name ?? $"material:{i}";

                        var asset = GenerateAssetPatch(material, guidGenerator.Next());
                        asset.Name   = material.name;
                        asset.Source = new AssetSource(source.ContainerType, source.Uri, $"material:{i}");
                        _app.AssetCache.CacheAsset(material, asset.Id, containerId, source);
                        assets.Add(asset);
                    }
                }

                // load prefabs
                if (gltfRoot.Scenes != null)
                {
                    for (var i = 0; i < gltfRoot.Scenes.Count; i++)
                    {
                        await importer.LoadSceneAsync(i).ConfigureAwait(true);

                        GameObject rootObject = importer.LastLoadedScene;
                        rootObject.name = gltfRoot.Scenes[i].Name ?? $"scene:{i}";

                        var animation = rootObject.GetComponent <UnityEngine.Animation>();
                        if (animation != null)
                        {
                            animation.playAutomatically = false;

                            // initialize mapping so we know which gameobjects are targeted by which animation clips
                            var mapping = rootObject.AddComponent <PrefabAnimationTargets>();
                            mapping.Initialize(gltfRoot, i);
                        }

                        MWGOTreeWalker.VisitTree(rootObject, (go) =>
                        {
                            go.layer = MREAPI.AppsAPI.LayerApplicator.DefaultLayer;
                        });

                        var def = GenerateAssetPatch(rootObject, guidGenerator.Next());
                        def.Name   = rootObject.name;
                        def.Source = new AssetSource(source.ContainerType, source.Uri, $"scene:{i}");
                        _app.AssetCache.CacheAsset(rootObject, def.Id, containerId, source);
                        assets.Add(def);
                    }
                }
            }

            return(assets);
        }
Beispiel #2
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        private async Task <IList <UnityEngine.Object> > LoadGltfFromStream(WebRequestLoader loader, Stream stream, ColliderType colliderType)
        {
            var assets = new List <UnityEngine.Object>(30);

            // pre-parse glTF document so we can get a scene count
            // run this on a threadpool thread so that the Unity main thread is not blocked
            GLTF.Schema.GLTFRoot gltfRoot = null;
            try
            {
                await Task.Run(() =>
                {
                    GLTF.GLTFParser.ParseJson(stream, out gltfRoot);
                });
            }
            catch (Exception e)
            {
                Debug.LogError(e);
            }
            if (gltfRoot == null)
            {
                throw new GLTFLoadException("Failed to parse glTF");
            }
            stream.Position = 0;

            using (GLTFSceneImporter importer =
                       MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, _asyncHelper, stream))
            {
                importer.SceneParent = MREAPI.AppsAPI.AssetCache.CacheRootGO.transform;
                importer.Collider    = colliderType.ToGLTFColliderType();

                // load textures
                if (gltfRoot.Textures != null)
                {
                    for (var i = 0; i < gltfRoot.Textures.Count; i++)
                    {
                        await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true);

                        var texture = importer.GetTexture(i);
                        texture.name = gltfRoot.Textures[i].Name ?? $"texture:{i}";
                        assets.Add(texture);
                    }
                }

                // load meshes
                if (gltfRoot.Meshes != null)
                {
                    var cancellationSource = new System.Threading.CancellationTokenSource();
                    for (var i = 0; i < gltfRoot.Meshes.Count; i++)
                    {
                        var mesh = await importer.LoadMeshAsync(i, cancellationSource.Token);

                        mesh.name = gltfRoot.Meshes[i].Name ?? $"mesh:{i}";
                        assets.Add(mesh);
                    }
                }

                // load materials
                if (gltfRoot.Materials != null)
                {
                    for (var i = 0; i < gltfRoot.Materials.Count; i++)
                    {
                        var matdef   = gltfRoot.Materials[i];
                        var material = await importer.LoadMaterialAsync(i);

                        material.name = matdef.Name ?? $"material:{i}";
                        assets.Add(material);
                    }
                }

                // load prefabs
                if (gltfRoot.Scenes != null)
                {
                    for (var i = 0; i < gltfRoot.Scenes.Count; i++)
                    {
                        await importer.LoadSceneAsync(i).ConfigureAwait(true);

                        GameObject rootObject = importer.LastLoadedScene;
                        rootObject.name = gltfRoot.Scenes[i].Name ?? $"scene:{i}";

                        var animation = rootObject.GetComponent <UnityEngine.Animation>();
                        if (animation != null)
                        {
                            animation.playAutomatically = false;

                            // initialize mapping so we know which gameobjects are targeted by which animation clips
                            var mapping = rootObject.AddComponent <PrefabAnimationTargets>();
                            mapping.Initialize(gltfRoot, i);
                        }

                        MWGOTreeWalker.VisitTree(rootObject, (go) =>
                        {
                            go.layer = MREAPI.AppsAPI.LayerApplicator.DefaultLayer;
                        });

                        assets.Add(rootObject);
                    }
                }
            }

            return(assets);
        }
Beispiel #3
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        private async Task <IList <Godot.Object> > LoadGltfFromStream(WebRequestLoader loader, Stream stream, ColliderType colliderType)
        {
            var assets = new List <Godot.Object>(30);

            // pre-parse glTF document so we can get a scene count
            // run this on a threadpool thread so that the Unity main thread is not blocked
            GLTF.Schema.GLTFRoot gltfRoot = null;
            try
            {
                await Task.Run(() =>
                {
                    GLTF.GLTFParser.ParseJson(stream, out gltfRoot);
                });
            }
            catch (Exception e)
            {
                GD.PrintErr(e);
            }
            if (gltfRoot == null)
            {
                throw new GLTFLoadException("Failed to parse glTF");
            }
            stream.Position = 0;

            using (GLTFSceneImporter importer =
                       MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, null /* FIXME _asyncHelper*/, stream))
            {
                importer.SceneParent = MREAPI.AppsAPI.AssetCache.CacheRootGO;
                importer.Collider    = colliderType.ToGLTFColliderType();

                if (gltfRoot.Textures != null)
                {
                    for (var i = 0; i < gltfRoot.Textures.Count; i++)
                    {
                        await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true);

                        var texture = importer.GetTexture(i);
                        texture.ResourceName = gltfRoot.Textures[i].Name ?? $"texture:{i}";
                        assets.Add(texture);
                    }
                }

                // load meshes
                if (gltfRoot.Meshes != null)
                {
                    var cancellationSource = new System.Threading.CancellationTokenSource();
                    for (var i = 0; i < gltfRoot.Meshes.Count; i++)
                    {
                        var mesh = await importer.LoadMeshAsync(i, cancellationSource.Token);

                        mesh.ResourceName = gltfRoot.Meshes[i].Name ?? $"mesh:{i}";
                        assets.Add(mesh);
                    }
                }

                // load materials
                if (gltfRoot.Materials != null)
                {
                    for (var i = 0; i < gltfRoot.Materials.Count; i++)
                    {
                        var matdef   = gltfRoot.Materials[i];
                        var material = await importer.LoadMaterialAsync(i);

                        material.ResourceName = matdef.Name ?? $"material:{i}";
                        assets.Add(material);
                    }
                }

                // load prefabs
                if (gltfRoot.Scenes != null)
                {
                    for (var i = 0; i < gltfRoot.Scenes.Count; i++)
                    {
                        await importer.LoadSceneAsync(i).ConfigureAwait(true);

                        Node rootObject = importer.LastLoadedScene;
                        rootObject.Name = gltfRoot.Scenes[i].Name ?? $"scene:{i}";

                        var animation = rootObject.GetChild <Godot.AnimationPlayer>();
                        if (animation != null)
                        {
                            animation.AssignedAnimation = null;

                            // initialize mapping so we know which gameobjects are targeted by which animation clips
                            var mapping = new PrefabAnimationTargets();
                            rootObject.AddChild(mapping);
                            mapping.Initialize(gltfRoot, i);
                        }

                        assets.Add(rootObject);
                    }
                }
            }

            return(assets);
        }