Example #1
0
    GameObject Load(byte[] bytes)
    {
        Debug.LogFormat("[OnClick] {0}", path);
        var context = new ImporterContext();

        context.ParseGlb(bytes);

        gltfImporter.Load(context);
        context.Root.name = Path.GetFileNameWithoutExtension(path);
        context.ShowMeshes();

        return(context.Root);
    }
Example #2
0
        /// <summary>
        /// Import GLB.
        /// </summary>
        /// <returns></returns>
        public static void ImportGlb()
        {
            string path = EditorUtility.OpenFilePanel(title: "Open File Dialog", directory: "", extension: "glb");

            if (string.IsNullOrEmpty(path))
            {
                return;
            }

            if (Application.isPlaying)
            {
                //
                // load into scene
                //
                var context = new ImporterContext();

                context.Load(path);

                context.ShowMeshes();

                Selection.activeGameObject = context.Root;
            }
            else
            {
                //
                // save as asset
                //
                if (path.StartsWithUnityAssetPath())
                {
                    Debug.LogWarningFormat("disallow import from folder under the Assets");
                    return;
                }

                string assetPath = EditorUtility.SaveFilePanel(title: "Save prefab", directory: "Assets", defaultName: Path.GetFileNameWithoutExtension(path), extension: "prefab");

                if (string.IsNullOrEmpty(path))
                {
                    return;
                }

                // import as asset
                GlbAssetPostprocessor.ImportAsset(src: path, prefabPath: UnityPath.FromFullpath(assetPath));
            }
        }
Example #3
0
    GameObject Load(string path)
    {
        var bytes = File.ReadAllBytes(path);

        Debug.LogFormat("[OnClick] {0}", path);
        var context = new ImporterContext();

        var ext = Path.GetExtension(path).ToLower();

        switch (ext)
        {
        case ".gltf":
            context.ParseJson(Encoding.UTF8.GetString(bytes), new FileSystemStorage(Path.GetDirectoryName(path)));
            break;

        case ".zip":
        {
            var zipArchive = UniGLTF.Zip.ZipArchiveStorage.Parse(bytes);
            var gltf       = zipArchive.Entries.FirstOrDefault(x => x.FileName.ToLower().EndsWith(".gltf"));
            if (gltf == null)
            {
                throw new Exception("no gltf in archive");
            }
            var jsonBytes = zipArchive.Extract(gltf);
            var json      = Encoding.UTF8.GetString(jsonBytes);
            context.ParseJson(json, zipArchive);
        }
        break;

        case ".glb":
            context.ParseGlb(bytes);
            break;

        default:
            throw new NotImplementedException();
        }

        gltfImporter.Load(context);
        context.Root.name = Path.GetFileNameWithoutExtension(path);
        context.ShowMeshes();

        return(context.Root);
    }
Example #4
0
    void GLB(string path)
    {
        var bytes   = File.ReadAllBytes(path);
        var context = new ImporterContext();

        context.ParseGlb(bytes);
        context.LoadAsync(() =>
        {
            context.ShowMeshes();

            var markerM      = Instantiate(MarkerM).transform;
            markerM.name     = "GLB_Root";
            markerM.position = new Vector3(0, -1, 0);
            markerM.gameObject.AddComponent <SaveSceneTarget>().Path = path;
            context.Root.transform.parent = markerM;

            LoadCount++;
        });

        DandD.SetActive(false);
    }
    IEnumerator GetObjects()
    {
        yield return(new WaitForSeconds(3));

        Debug.Log("Objects request");

        //If not empty, update the ARObject list and remove the old objects
        RemoveOldObjects();

        //For each objects
        foreach (ObjectInfo inf in objectsInfos_Near)
        {
            //We check first if the object already is spawned
            if (!objectsInfos_Near_Old.Contains(inf))
            {
                Debug.Log("NOT SPAWNDED");
                string filepath = filepath_objects + inf.name;
                //We check first if the objects already exists on the phone
                if (File.Exists(filepath))
                {
                    Mapbox.Unity.Utilities.Console.Instance.Log("File exists", "yellow");
                }
                else
                {
                    //Get the data from the server
                    UnityWebRequest request = UnityWebRequest.Get(URL_getObjects + "/" + inf.name);
                    //Set a twelve seconds timeout in case an error isn't returned
                    request.timeout = 12;
                    Mapbox.Unity.Utilities.Console.Instance.Log("URL : " + URL_getObjects + "/" + inf.name, "cyan");
                    yield return(request.SendWebRequest());

                    if (request.isNetworkError || request.isHttpError)
                    {
                        Mapbox.Unity.Utilities.Console.Instance.Log(request.error, "yellow");
                    }
                    else
                    {
                        Mapbox.Unity.Utilities.Console.Instance.Log("data size :" + request.downloadHandler.data.Length, "yellow");
                        //Write object as local file
                        try
                        {
                            File.WriteAllBytes(filepath, request.downloadHandler.data);
                            Mapbox.Unity.Utilities.Console.Instance.Log("File writed", "yellow");
                        }
                        catch (Exception e)
                        {
                            Mapbox.Unity.Utilities.Console.Instance.Log(e.Message, "red");
                        }
                    }
                }
                //Load the glb file as a gameobject
                ImporterContext context = gltfImporter.Load(filepath);
                context.ShowMeshes();

                //ADD ROTATE
                cnt++;
                if (cnt == 4 || cnt == 8 || cnt == 3 || cnt == 7)
                {
                    context.Root.AddComponent <RotateObject>();
                }
                //Add it to the AR objects array
                ARObjects.Add(context.Root);
            }
        }
        //Requests are finshed and objects loaded
        areRequestsFinished = true;
        Mapbox.Unity.Utilities.Console.Instance.Log("Finished reqs", "cyan");
    }