Exemple #1
0
        public static Image FromGltf(this GltfImage x, GltfSerialization.GltfStorage storage)
        {
            var view   = storage.Gltf.bufferViews[x.bufferView];
            var buffer = storage.Gltf.buffers[view.buffer];
            var memory = storage.GetBufferBytes(buffer);

            // テクスチャの用途を調べる
            var usage = default(ImageUsage);

            foreach (var material in storage.Gltf.materials)
            {
                var colorImage = GetColorImage(storage, material);
                if (colorImage == x)
                {
                    usage |= ImageUsage.Color;
                }

                var normalImage = GetNormalImage(storage, material);
                if (normalImage == x)
                {
                    usage |= ImageUsage.Normal;
                }
            }

            return(new Image(x.name,
                             x.mimeType,
                             usage,
                             memory.Slice(view.byteOffset, view.byteLength)));
        }
Exemple #2
0
        private static void ConstructTexture(this GltfObject gltfObject, GltfTexture gltfTexture)
        {
            var parentDirectory = Directory.GetParent(gltfObject.Uri).FullName;

            if (gltfTexture.source >= 0)
            {
                GltfImage gltfImage = gltfObject.images[gltfTexture.source];

                var imagePath = $"{parentDirectory}\\{gltfImage.uri}";

                // TODO Check if texture is in unity project, and use the asset reference instead.

                gltfImage.Texture = new Texture2D(0, 0);

#if UNITY_WSA
                var imageData = UnityEngine.Windows.File.ReadAllBytes(imagePath);
#else
                var imageData = File.ReadAllBytes(imagePath);
#endif

                gltfImage.Texture.LoadImage(imageData, false);
            }
        }
        private static async Task ConstructTextureAsync(this GltfObject gltfObject, GltfTexture gltfTexture)
        {
            if (gltfTexture.source >= 0)
            {
                GltfImage gltfImage = gltfObject.images[gltfTexture.source];

                // TODO Check if texture is in unity project, and use the asset reference instead.
                await BackgroundThread;

                byte[] imageData;

                if (!string.IsNullOrEmpty(gltfObject.Uri) && !string.IsNullOrEmpty(gltfImage.uri))
                {
                    var parentDirectory = Directory.GetParent(gltfObject.Uri).FullName;
                    using (FileStream stream = File.Open($"{parentDirectory}\\{gltfImage.uri}", FileMode.Open))
                    {
                        imageData = new byte[stream.Length];
                        await stream.ReadAsync(imageData, 0, (int)stream.Length);
                    }
                }
                else
                {
                    var imageBufferView = gltfObject.bufferViews[gltfImage.bufferView];
                    imageData = new byte[imageBufferView.byteLength];
                    Array.Copy(imageBufferView.Buffer.BufferData, imageBufferView.byteOffset, imageData, 0, imageData.Length);
                }

                await Update;

                gltfImage.Texture = new Texture2D(2, 2);
                // TODO Load texture async
                gltfImage.Texture.LoadImage(imageData);

                await BackgroundThread;
            }
        }
Exemple #4
0
        private static async Task ConstructTextureAsync(this GltfObject gltfObject, GltfTexture gltfTexture)
        {
            if (Application.isPlaying)
            {
                await BackgroundThread;
            }

            if (gltfTexture.source >= 0)
            {
                GltfImage gltfImage = gltfObject.images[gltfTexture.source];

                byte[]    imageData = null;
                Texture2D texture   = null;


                if (!string.IsNullOrEmpty(gltfObject.Uri) && !string.IsNullOrEmpty(gltfImage.uri))
                {
                    // TODO update to download and use http paths.
                    var parentDirectory = Directory.GetParent(gltfObject.Uri).FullName;
                    var path            = $"{parentDirectory}\\{gltfImage.uri}";

#if UNITY_EDITOR
                    if (Application.isPlaying)
                    {
                        await Update;
                    }
                    var projectPath = path.Replace("\\", "/");
                    projectPath = projectPath.Replace(Application.dataPath, "Assets");
                    texture     = UnityEditor.AssetDatabase.LoadAssetAtPath <Texture2D>(projectPath);

                    if (Application.isPlaying)
                    {
                        await BackgroundThread;
                    }
#endif

                    if (texture == null)
                    {
                        Debug.LogWarning($"Attempting to load asset at {path}");

                        using (FileStream stream = File.Open(path, FileMode.Open))
                        {
                            imageData = new byte[stream.Length];

                            if (Application.isPlaying)
                            {
                                await stream.ReadAsync(imageData, 0, (int)stream.Length);
                            }
                            else
                            {
                                stream.Read(imageData, 0, (int)stream.Length);
                            }
                        }
                    }
                }
                else
                {
                    var imageBufferView = gltfObject.bufferViews[gltfImage.bufferView];
                    imageData = new byte[imageBufferView.byteLength];
                    Array.Copy(imageBufferView.Buffer.BufferData, imageBufferView.byteOffset, imageData, 0, imageData.Length);
                }

                if (texture == null)
                {
                    if (Application.isPlaying)
                    {
                        await Update;
                    }
                    // TODO Load texture async
                    texture           = new Texture2D(2, 2);
                    gltfImage.Texture = texture;
                    gltfImage.Texture.LoadImage(imageData);
                }
                else
                {
                    gltfImage.Texture = texture;
                }

                gltfTexture.Texture = texture;

                if (Application.isPlaying)
                {
                    await BackgroundThread;
                }
            }
        }
        private static async Task ConstructTextureAsync(this GltfObject gltfObject, GltfTexture gltfTexture)
        {
            if (gltfObject.UseBackgroundThread)
            {
                await BackgroundThread;
            }

            if (gltfTexture.source >= 0)
            {
                GltfImage gltfImage = gltfObject.images[gltfTexture.source];

                byte[]    imageData = null;
                Texture2D texture   = null;

                if (!string.IsNullOrEmpty(gltfObject.Uri) && !string.IsNullOrEmpty(gltfImage.uri))
                {
                    var parentDirectory = Directory.GetParent(gltfObject.Uri).FullName;
                    var path            = Path.Combine(parentDirectory, gltfImage.uri);

#if UNITY_EDITOR
                    if (gltfObject.UseBackgroundThread)
                    {
                        await Update;
                    }
                    var projectPath = Path.GetFullPath(path).Replace(Path.GetFullPath(Application.dataPath), "Assets");
                    texture = UnityEditor.AssetDatabase.LoadAssetAtPath <Texture2D>(projectPath);

                    if (gltfObject.UseBackgroundThread)
                    {
                        await BackgroundThread;
                    }
#endif

                    if (texture == null)
                    {
#if WINDOWS_UWP
                        if (gltfObject.UseBackgroundThread)
                        {
                            try
                            {
                                var storageFile = await StorageFile.GetFileFromPathAsync(path);

                                if (storageFile != null)
                                {
                                    var buffer = await FileIO.ReadBufferAsync(storageFile);

                                    using (DataReader dataReader = DataReader.FromBuffer(buffer))
                                    {
                                        imageData = new byte[buffer.Length];
                                        dataReader.ReadBytes(imageData);
                                    }
                                }
                            }
                            catch (Exception e)
                            {
                                Debug.LogError(e.Message);
                            }
                        }
                        else
                        {
                            imageData = UnityEngine.Windows.File.ReadAllBytes(path);
                        }
#else
                        using (FileStream stream = File.Open(path, FileMode.Open))
                        {
                            imageData = new byte[stream.Length];

                            if (gltfObject.UseBackgroundThread)
                            {
                                await stream.ReadAsync(imageData, 0, (int)stream.Length);
                            }
                            else
                            {
                                stream.Read(imageData, 0, (int)stream.Length);
                            }
                        }
#endif
                    }
                }
                else
                {
                    var imageBufferView = gltfObject.bufferViews[gltfImage.bufferView];
                    imageData = new byte[imageBufferView.byteLength];
                    Array.Copy(imageBufferView.Buffer.BufferData, imageBufferView.byteOffset, imageData, 0, imageData.Length);
                }

                if (texture == null)
                {
                    if (gltfObject.UseBackgroundThread)
                    {
                        await Update;
                    }
                    // TODO Load texture async
                    texture           = new Texture2D(2, 2);
                    gltfImage.Texture = texture;
                    gltfImage.Texture.LoadImage(imageData);
                }
                else
                {
                    gltfImage.Texture = texture;
                }

                gltfTexture.Texture = texture;

                if (gltfObject.UseBackgroundThread)
                {
                    await BackgroundThread;
                }
            }
        }