Esempio n. 1
0
        public static IEnumerator LoadScene(GLTFSceneImporter sceneImporter, bool Multithreaded, Action <GameObject> onLoad)
        {
            yield return(sceneImporter.LoadScene(-1, Multithreaded));

            if (onLoad != null)
            {
                onLoad(sceneImporter.CreatedObject);
            }
        }
Esempio n. 2
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        IEnumerator Start()
        {
            ILoader loader        = new WebRequestLoader(URIHelper.GetDirectoryName(Url));
            var     sceneImporter = new GLTFSceneImporter(
                URIHelper.GetFileFromUri(new Uri(Url)),
                loader
                );

            sceneImporter.SceneParent = gameObject.transform;
            yield return(sceneImporter.LoadScene(-1, Multithreaded));

            IntegrationTest.Pass();
        }
Esempio n. 3
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        IEnumerator LoadScene(int SceneIndex)
        {
            foreach (Transform child in transform)
            {
                GameObject.Destroy(child.gameObject);
            }

            _importer = new GLTFSceneImporter(
                _fileName,
                _loader
                );

            _importer.SceneParent = gameObject.transform;
            yield return(_importer.LoadScene(SceneIndex));
        }
Esempio n. 4
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    public async void OpenNewModelAsync(Action <GameObject> completionCallback)
    {
        // Get rid of the previous model regardless of whether the user chooses
        // a new one or not with a review to avoiding cluttering the screen.
        this.DisposeExistingGLTFModel();

        // Note - this method will throw inside of the editor, only does something
        // on the UWP platform.
        var filePath = await FileDialogHelper.PickGLTFFileAsync();

        if (!string.IsNullOrEmpty(filePath))
        {
            this.ShowCursor(false);

            ProgressIndicator.Instance.Open(
                IndicatorStyleEnum.AnimatedOrbs,
                ProgressStyleEnum.None,
                ProgressMessageStyleEnum.Visible,
                "Loading...");

            var loader = new FileLoader(Path.GetDirectoryName(filePath));

            GLTFSceneImporter importer = new GLTFSceneImporter(Path.GetFileName(filePath), loader);

            importer.Collider = GLTFSceneImporter.ColliderType.Box;

            try
            {
                await base.RunCoroutineAsync(
                    importer.LoadScene(
                        -1,
                        gameObject => this.LoadedCompletionHandler(gameObject, completionCallback)
                        )
                    );
            }
            catch (Exception ex)
            {
                this.LoadedCompletionHandler(null, completionCallback);
            }
        }
        else
        {
            completionCallback?.Invoke(null);
        }
    }
Esempio n. 5
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        public IEnumerator Download(Promise <bool> loadComplete)
        {
            string            directoryPath = URIHelper.GetDirectoryName(Url);
            string            relativePath  = Url.Replace(directoryPath, "");
            var               wrl           = new B3DMLoader(new WebRequestLoader(directoryPath));
            GLTFSceneImporter sceneImporter = new GLTFSceneImporter(
                relativePath,
                wrl
                );

            sceneImporter.SceneParent      = gameObject.transform;
            sceneImporter.CustomShaderName = ShaderOverride ? ShaderOverride.name : null;
            sceneImporter.MaximumLod       = MaximumLod;
            if (addColliders)
            {
                sceneImporter.Collider = GLTFSceneImporter.ColliderType.Mesh;
            }
            yield return(sceneImporter.LoadScene(-1, Multithreaded, sceneObject =>
            {
                if (sceneObject != null)
                {
                    loadComplete.Resolve(true);
                }
                else
                {
                    loadComplete.Resolve(false);
                }
                Destroy(this);
            }));

            // Override the shaders on all materials if a shader is provided
            if (ShaderOverride != null)
            {
                Renderer[] renderers = gameObject.GetComponentsInChildren <Renderer>();
                foreach (Renderer renderer in renderers)
                {
                    renderer.sharedMaterial.shader = ShaderOverride;
                }
            }
        }
Esempio n. 6
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    async Task <ImportedModelInfo> ImportGLTFModelFromFileAsync(string filePath)
    {
        this.ShowBusy("Loading model...");

        ImportedModelInfo modelDetails = null;

        try
        {
            modelDetails = new ImportedModelInfo(
                new RecordingFileLoader(Path.GetDirectoryName(filePath)));

            GLTFSceneImporter importer = new GLTFSceneImporter(
                Path.GetFileName(filePath), modelDetails.FileLoader);

            importer.Collider = GLTFSceneImporter.ColliderType.Box;

            await base.RunCoroutineAsync(
                importer.LoadScene(
                    -1,
                    gameObject => modelDetails.GameObject = gameObject)
                );
        }
        catch
        {
            // TODO: figure out sensible exceptions here.
        }
        this.HideBusy();

        if (modelDetails?.GameObject != null)
        {
            this.AudioManager?.PlayClipOnceOnly(AudioClipType.FirstModelOpened);
        }
        else
        {
            this.AudioManager?.PlayClip(AudioClipType.LoadError);
        }
        return(modelDetails);
    }
        public IEnumerator Load()
        {
            GLTFSceneImporter sceneImporter = null;
            ILoader           loader        = new loadFromXML(preLoadScene.blobName, MeshNum);

            sceneImporter = new GLTFSceneImporter(preLoadScene.blobName, loader);

            sceneImporter.SceneParent      = gameObject.transform;
            sceneImporter.Collider         = Collider;
            sceneImporter.MaximumLod       = MaximumLod;
            sceneImporter.CustomShaderName = shaderOverride ? shaderOverride.name : null;
            yield return(sceneImporter.LoadScene(-1, Multithreaded));

            // Override the shaders on all materials if a shader is provided
            if (shaderOverride != null)
            {
                Renderer[] renderers = gameObject.GetComponentsInChildren <Renderer>();
                foreach (Renderer renderer in renderers)
                {
                    renderer.sharedMaterial.shader = shaderOverride;
                }
            }
        }
Esempio n. 8
0
        public IEnumerator Download(Promise <bool> loadComplete)
        {
            string url  = UrlUtils.ReplaceDataProtocol(Url);
            string dir  = UrlUtils.GetBaseUri(url);
            string file = UrlUtils.GetLastPathSegment(url);

            ILoader loader = AbstractWebRequestLoader.CreateDefaultRequestLoader(dir); //.glb, .gltf

            if (file.EndsWith(".b3dm", StringComparison.OrdinalIgnoreCase))
            {
                loader = new B3DMLoader(loader);
            }
            var sceneImporter = new GLTFSceneImporter(file, loader);

            sceneImporter.SceneParent      = gameObject.transform;
            sceneImporter.CustomShaderName = ShaderOverride ? ShaderOverride.name : null;
            sceneImporter.MaximumLod       = MaximumLod;
            sceneImporter.Collider         =
                AddColliders ? GLTFSceneImporter.ColliderType.Mesh : GLTFSceneImporter.ColliderType.None;

            loadComplete = loadComplete ?? new Promise <bool>();
            yield return(sceneImporter.LoadScene(-1, Multithreaded,
                                                 sceneObject => loadComplete.Resolve(sceneObject != null)));
        }
        /// <summary>
        /// The Unity Update() method.
        /// </summary>
        public void Update()
        {
            _UpdateApplicationLifecycle();

            if (startedDownloading && this.ARCaptLoader.WWWLoader != null && this.ARCaptLoader.WWWLoader.isDone)
            {
                startedDownloading = !this.ARCaptLoader.WWWLoader.isDone;
                if (this.ARCaptLoader.WWWLoader.progress < 1)
                {
                    this.ARCaptLoader.StatusMsg = "Downloading 3D model.. " + (int)(this.ARCaptLoader.WWWLoader.progress * 100) + "%";
                }
            }

            if (this.TextMessages.text != this.ARCaptLoader.StatusMsg)
            {
                this.TextMessages.text = this.ARCaptLoader.StatusMsg;
            }

            // Hide snackbar when currently tracking at least one plane.
            Session.GetTrackables <DetectedPlane>(m_AllPlanes);
            bool showSearchingUI = true;

            for (int i = 0; i < m_AllPlanes.Count; i++)
            {
                if (m_AllPlanes[i].TrackingState == TrackingState.Tracking)
                {
                    showSearchingUI = false;
                    break;
                }
            }

            SearchingForPlaneUI.SetActive(showSearchingUI);

            if (GroupModel3D != null)
            {
                if (Input.touchCount == 1)
                {
                    if (Input.GetTouch(0).phase == TouchPhase.Began)
                    {
                        oldTouchPosition = Input.GetTouch(0).position.x;
                    }
                    else if (Input.GetTouch(0).phase == TouchPhase.Moved)
                    {
                        if (Math.Abs(oldTouchPosition - Input.GetTouch(0).position.x) < 50)
                        {
                            return;
                        }
                        if (oldTouchPosition > Input.GetTouch(0).position.x)
                        {
                            GroupModel3D.transform.Rotate(0, 5f, 0, Space.Self);
                        }
                        else
                        {
                            GroupModel3D.transform.Rotate(0, -5f, 0, Space.Self);
                        }

                        oldTouchPosition = Input.GetTouch(0).position.x;
                    }
                }
                if (Input.touchCount == 2)
                {
                    this.RotateModel();
                }
            }
            else
            {
                // If the player has not touched the screen, we are done with this update.
                Touch touch;
                if (Input.touchCount < 1 || (touch = Input.GetTouch(0)).phase != TouchPhase.Began)
                {
                    return;
                }

                // If the mode is still loading, we are done with this update again.
                if (this.isModelLoading)
                {
                    return;
                }

                // Raycast against the location the player touched to search for planes.
                TrackableHit      hit;
                TrackableHitFlags raycastFilter = TrackableHitFlags.PlaneWithinPolygon |
                                                  TrackableHitFlags.FeaturePointWithSurfaceNormal;

                if (Frame.Raycast(touch.position.x, touch.position.y, raycastFilter, out hit))
                {
                    // Use hit pose and camera pose to check if hittest is from the
                    // back of the plane, if it is, no need to create the anchor.
                    if ((hit.Trackable is DetectedPlane) &&
                        Vector3.Dot(FirstPersonCamera.transform.position - hit.Pose.position,
                                    hit.Pose.rotation * Vector3.up) < 0)
                    {
                        Debug.Log("Hit at back of the current DetectedPlane");
                    }
                    else
                    {
                        this.Hit = hit;
                        if (string.IsNullOrEmpty(this.ARCaptLoader.ModelPath))
                        {
                            return;
                        }

                        this.isModelLoading         = true;
                        this.ARCaptLoader.StatusMsg = "Loading 3D model. Please wait...";
                        var loader        = new FileLoader(Path.GetDirectoryName(this.ARCaptLoader.ModelPath));
                        var sceneImporter = new GLTFSceneImporter(this.ARCaptLoader.ModelPath, loader);
                        StartCoroutine(sceneImporter.LoadScene(0, true, OnImportedModel));
                    }
                }
            }
        }