Beispiel #1
0
        GameObject LoadGltf(List <string> warnings)
        {
            // This is intended to be identical to using GltfModelBuilder, except synchronous.
            GameObject go;
            bool       fromPoly      = (m_Location.GetLocationType() == Location.Type.PolyAssetId);
            string     localPath     = m_Location.AbsolutePath;
            string     assetLocation = Path.GetDirectoryName(localPath);
            // Synchronous, so don't use slow image loading
            var loader = new TiltBrushUriLoader(localPath, assetLocation, loadImages: false);

            try
            {
                ImportGltf.GltfImportResult result = ImportGltf.Import(
                    localPath, loader,
                    new ImportMaterialCollector(assetLocation, uniqueSeed: localPath),
                    fromPoly ? kPolyGltfImportOptions : kGltfImportOptions);
                go = result.root;
                m_ImportMaterialCollector = (ImportMaterialCollector)result.materialCollector;
            }
            catch (Exception ex)
            {
                m_LoadError   = new LoadError("Invalid data", ex.Message);
                go            = null;
                m_AllowExport = false;
                Debug.LogException(ex);
            }

            m_AllowExport = (go != null);
            return(go);
        }
Beispiel #2
0
            protected override GameObject DoUnityThreadWork(IDisposable state__,
                                                            out IEnumerable <Null> meshEnumerable,
                                                            out ImportMaterialCollector
                                                            importMaterialCollector)
            {
                meshEnumerable          = null;
                importMaterialCollector = null;
                GameObject rootObject = null;

                using (IDisposable state_ = state__)
                {
                    var state = state_ as ImportGltf.ImportState;
                    if (state != null)
                    {
                        string assetLocation = Path.GetDirectoryName(m_localPath);
                        // EndImport doesn't try to use the loadImages functionality of UriLoader anyway.
                        // It knows it's on the main thread, so chooses to use Unity's fast loading.
                        var loader = new TiltBrushUriLoader(m_localPath, assetLocation, loadImages: false);
                        ImportGltf.GltfImportResult result =
                            ImportGltf.EndImport(
                                state, loader,
                                new ImportMaterialCollector(assetLocation, uniqueSeed: m_localPath),
                                out meshEnumerable);

                        if (result != null)
                        {
                            rootObject = result.root;
                            importMaterialCollector = (ImportMaterialCollector)result.materialCollector;
                        }
                    }
                }
                IsValid = (rootObject != null);
                return(rootObject);
            }
Beispiel #3
0
 public FbxReader(string path)
 {
     m_standardMaterial    = ModelCatalog.m_Instance.m_ObjLoaderStandardMaterial;
     m_transparentMaterial = ModelCatalog.m_Instance.m_ObjLoaderTransparentMaterial;
     m_path      = path;
     m_dir       = Path.GetDirectoryName(path);
     m_collector = new ImportMaterialCollector(m_dir, m_path);
 }
Beispiel #4
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        ///  Load model using FBX SDK.
        GameObject LoadFbx(List <string> warningsOut)
        {
#if !FBX_SUPPORTED
            m_LoadError = new LoadError("fbx not supported");
            return(null);
#else
            try {
                var reader = new FbxReader(m_Location.AbsolutePath);
                var(gameObject, warnings, collector) = reader.Import();
                warningsOut.AddRange(warnings);
                m_ImportMaterialCollector = collector;
                m_AllowExport             = (m_ImportMaterialCollector != null);
                return(gameObject);
            } catch (Exception ex) {
                m_LoadError   = new LoadError("Invalid data", ex.Message);
                m_AllowExport = false;
                Debug.LogException(ex);
                return(null);
            }
#endif
        }
Beispiel #5
0
 // Performs whatever portion of the import process that is left.
 //
 // Pass:
 //   state - the value returned from DoBackgroundThreadWork. Ownership is transferred;
 //     callee is responsible for Disposing it.
 // Returns:
 //   GameObject - the root of the object hierarchy.
 //   ImportMaterialCollector - the materials that were created, and info about them
 //   IEnumerable<Null> - a coroutine that will be pumped to completion
 protected abstract GameObject DoUnityThreadWork(
     IDisposable state,
     out IEnumerable <Null> meshCreator,
     out ImportMaterialCollector importMaterialCollector);
Beispiel #6
0
            /// Returns:
            ///   bool - false if incomplete, true upon successful completion.
            ///   GameObject - caller should check output GameObject to determine success.
            ///   ImportMaterialCollector - non-null upon successful completion.
            /// Raises an exception on unsuccessful completion.
            public bool TryEndAsyncLoad(out GameObject root,
                                        out ImportMaterialCollector importMaterialCollector)
            {
                // Three things happen in this function.
                // 1: It waits to try and get the result of reading the model on a background thread
                // 2: It checks the rate limiter to make sure we don't have too many of these going on at once.
                // 3: It enumerates through, creating meshes for the model. These are time-limited so that
                //    it will stop if it has taken too long in a single frame.
                root = null;
                importMaterialCollector = null;
                if (m_meshEnumerator == null)
                {
                    IDisposable state;
                    if (!m_stateReader.TryGetResult(out state))
                    {
                        return(false);
                    }

                    IEnumerable <Null> enumerable;
                    m_root = DoUnityThreadWork(state, out enumerable, out m_ImportMaterialCollector);
                    // TODO: Possible bugs if DoUnityThreadWork ever did fail:
                    // We assume the invariant that (root == null) == (IsValid == false)
                    // We assume the invariant that m_ImportMaterialCollector != null
                    // We don't dispose the GameObject or the enumerable
                    // If the user calls TryEndAsyncLoad again we might try to call DoUnityThreadWork again
                    if (m_root == null)
                    {
                        return(false);
                    }
                    m_meshEnumerator = enumerable.GetEnumerator();
                    m_root.SetActive(false);
                }
                // Yield until the limiter unblocks.
                // Multiple calls to TryGetResult above are harmless.
                if (sm_Limiter.IsBlocked())
                {
                    return(false);
                }

                // Finish constructing the actual game object.
                Stopwatch stopwatch = new Stopwatch();

                stopwatch.Start();
                long numTicks = (long)((Stopwatch.Frequency * kMeshMsPerFrame) / 1000);

                while (true)
                {
                    if (!m_meshEnumerator.MoveNext())
                    {
                        m_root.SetActive(true);
                        root = m_root;
                        importMaterialCollector = m_ImportMaterialCollector;
                        stopwatch.Stop();
                        return(true);
                    }
                    if (stopwatch.ElapsedTicks > numTicks)
                    {
                        stopwatch.Stop();
                        return(false);
                    }
                }
            }