Beispiel #1
0
 private int GetSequenceNbFrames()
 {
     if (_dataSource != null)
     {
         return(Bridge4DS.GetSequenceNbFrames(_dataSource.FDVUUID));
     }
     else
     {
         return(_nbFrames);
     }
 }
Beispiel #2
0
        //-----------------------------//
        //- Class methods implement.  -//
        //-----------------------------//



        public void Initialize()
        {
            //Initialize already called successfully
            if (_isInitialized == true)
            {
                return;
            }

            if (_dataSource == null)
            {
                int key = 0;
                //if (_sourceType == SOURCE_TYPE.Network)
                //{
                //    key = Bridge4DS.CreateConnection(_connexionHost, _connexionPort);
                //}

                //Creates data source from the given path
                _dataSource = DataSource4DS.CreateDataSource(key, _sequenceName, _dataInStreamingAssets, _mainDataPath, (int)_activeRangeMin, (int)_activeRangeMax, _outRangeMode);
                if (_dataSource == null)
                {
                    OnModelNotFound?.Invoke();
                    return;
                }
            }

            _lastModelId = -1;

            _meshComponent     = GetComponent <MeshFilter>();
            _rendererComponent = GetComponent <Renderer>();
            _meshCollider      = GetComponent <MeshCollider>();

            _nbFrames = Bridge4DS.GetSequenceNbFrames(_dataSource.FDVUUID);

            Bridge4DS.SetSpeed(_dataSource.FDVUUID, _speedRatio);

            if (_sourceType == SOURCE_TYPE.Network)
            {
                Bridge4DS.SetHTTPDownloadSize(_dataSource.FDVUUID, _HTTPDownloadSize);
                Bridge4DS.SetHTTPKeepInCache(_dataSource.FDVUUID, _HTTPKeepInCache);
            }

            Bridge4DS.SetChunkBufferMaxSize(_dataSource.FDVUUID, _chunkBufferMaxSize);
            Bridge4DS.SetMeshBufferMaxSize(_dataSource.FDVUUID, _meshBufferMaxSize);


            //Allocates geometry buffers
            AllocateGeometryBuffers(ref _newVertices, ref _newUVs, ref _newNormals, ref _newTriangles, _dataSource.MaxVertices, _dataSource.MaxTriangles);

            //Allocates texture pixel buffer
            int pixelBufferSize = _dataSource.TextureSize * _dataSource.TextureSize / 2; //default is 4 bpp

            if (_dataSource.TextureFormat == TextureFormat.PVRTC_RGB2)                   //pvrtc2 is 2bpp
            {
                pixelBufferSize /= 2;
            }
            if (_dataSource.TextureFormat == TextureFormat.ASTC_RGBA_8x8)
            {
                int blockSize = 8;
                int xblocks   = (_dataSource.TextureSize + blockSize - 1) / blockSize;
                pixelBufferSize = xblocks * xblocks * 16;
            }
            _newTextureData = new byte[pixelBufferSize];

            //Gets pinned memory handle
            _newVerticesHandle    = GCHandle.Alloc(_newVertices, GCHandleType.Pinned);
            _newUVsHandle         = GCHandle.Alloc(_newUVs, GCHandleType.Pinned);
            _newTrianglesHandle   = GCHandle.Alloc(_newTriangles, GCHandleType.Pinned);
            _newTextureDataHandle = GCHandle.Alloc(_newTextureData, GCHandleType.Pinned);
            _newNormalsHandle     = GCHandle.Alloc(_newNormals, GCHandleType.Pinned);

            //Allocates objects buffers for double buffering
            _meshes   = new Mesh[_nbGeometryBuffers];
            _textures = new Texture2D[_nbTextureBuffers];

            for (int i = 0; i < _nbGeometryBuffers; i++)
            {
                //Mesh
                Mesh mesh = new Mesh();
                if (_dataSource.MaxVertices > MAX_SHORT)
                {
                    mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
                }
                mesh.MarkDynamic(); //Optimize mesh for frequent updates. Call this before assigning vertices.
                mesh.vertices  = _newVertices;
                mesh.uv        = _newUVs;
                mesh.triangles = _newTriangles;
                mesh.normals   = _newNormals;

                Bounds newBounds = mesh.bounds;
                newBounds.extents = new Vector3(4, 4, 4);
                mesh.bounds       = newBounds;
                _meshes[i]        = mesh;
            }

            for (int i = 0; i < _nbTextureBuffers; i++)
            {
                //Texture
#if UNITY_2019_1_OR_NEWER
                if (_dataSource.TextureFormat == TextureFormat.ASTC_RGBA_8x8)   //since unity 2019 ASTC RGBA is no more supported
                {
                    _dataSource.TextureFormat = TextureFormat.ASTC_8x8;
                }
#endif
                Texture2D texture = new Texture2D(_dataSource.TextureSize, _dataSource.TextureSize, _dataSource.TextureFormat, false)
                {
                    wrapMode   = TextureWrapMode.Clamp,
                    filterMode = FilterMode.Bilinear
                };
                texture.Apply(); //upload to GPU
                _textures[i] = texture;
            }

            _currentGeometryBuffer = _currentTextureBuffer = 0;

            _nbFrames      = Bridge4DS.GetSequenceNbFrames(_dataSource.FDVUUID);
            _isInitialized = true;
        }