Esempio n. 1
0
        private IEnumerator Export(Func <Type.Scene, Module.ExporterSuccessCallback, IEnumerator> exporter, GameObject root, string filename, Module.ExporterSuccessCallback return_callback, Module.ProgressCallback progress_callback = null)
        {
            bool success = false;

            bool waiting;

            do
            {
                lock (this)
                {
                    if (exporting)
                    {
                        waiting = true;
                    }
                    else
                    {
                        exporting = true;

                        waiting = false;
                    }
                }

                if (waiting)
                {
                    yield return(null);
                }
            }while(waiting);

            if (exporter != null)
            {
                int   refresh_rate       = Screen.currentResolution.refreshRate;
                float max_frame_duration = 1000.0f * 0.75f * (1.0f / (float)(refresh_rate >= 20 ? refresh_rate : 60));                  // In milliseconds. Use only 75% of the available time to avoid missing vsync events

                // Create timer to break the code that must be executed in unity thread into chunks that will fit into the required target framerate
                System.Diagnostics.Stopwatch timer = new System.Diagnostics.Stopwatch();

                DateTime start = DateTime.Now;

                Type.Scene scene = null;

                // Get data from Unity
                IEnumerator it = Type.Scene.FromUnity(root, s => scene = s, progress_callback);

                timer.Start();

                // Split code executed in unity thread into chunks that allow to maintain targeted framerate,
                // without loosing unnecessary time by yielding every time possible (because 1 yield <=> 1 frame)
                while (it.MoveNext())
                {
                    if (timer.ElapsedMilliseconds >= max_frame_duration)
                    {
                        yield return(null);

                        timer.Reset();
                        timer.Start();
                    }
                }

                if (scene != null)
                {
                    // Export data to final format
                    it = exporter(scene, s => success = s);

                    while (it.MoveNext())
                    {
                        yield return(it.Current);
                    }

                    DateTime end = DateTime.Now;

                    if (success)
                    {
                        Debug.LogFormat("Export successful: {0}.", end.Subtract(start));
                    }
                    else
                    {
                        Debug.LogErrorFormat("Export to '{0}' failed.", filename);
                    }
                }
                else
                {
                    Debug.LogErrorFormat("Export to '{0}' failed.", filename);
                }
            }
            else
            {
                Debug.LogError("Invalid null exporter.");
            }

            // Ready to accept new exports
            lock (this)
            {
                exporting = false;
            }

            if (return_callback != null)
            {
                return_callback(success);
            }
        }
Esempio n. 2
0
        private IEnumerator Import(Func <Module.ImporterReturnCallback, IEnumerator> importer, string filename, ReturnCallback return_callback, Module.ProgressCallback progress_callback = null)
        {
            bool waiting;

            do
            {
                lock (this)
                {
                    if (importing)
                    {
                        waiting = true;
                    }
                    else
                    {
                        importing = true;

                        waiting = false;
                    }
                }

                if (waiting)
                {
                    yield return(null);
                }
            }while(waiting);

            if (importer != null)
            {
                int   refresh_rate       = Screen.currentResolution.refreshRate;
                float max_frame_duration = 1000.0f * 0.75f * (1.0f / (float)(refresh_rate >= 20 ? refresh_rate : 60));                  // In milliseconds. Use only 75% of the available time to avoid missing vsync events

                // Create timer to break the code that must be executed in unity thread into chunks that will fit into the required target framerate
                System.Diagnostics.Stopwatch timer = new System.Diagnostics.Stopwatch();

                DateTime start = DateTime.Now;

                Type.Scene scene = null;

                // Import data
                IEnumerator it = importer(s => scene = s);

                while (it.MoveNext())
                {
                    yield return(it.Current);
                }

                if (scene != null)
                {
                    // Convert data to Unity format
                    it = scene.ToUnity(progress_callback);

                    timer.Start();

                    // Split code executed in unity thread into chunks that allow to maintain targeted framerate,
                    // without loosing unnecessary time by yielding every time possible (because 1 yield <=> 1 frame)
                    while (it.MoveNext())
                    {
                        if (timer.ElapsedMilliseconds >= max_frame_duration)
                        {
                            yield return(null);

                            timer.Reset();
                            timer.Start();
                        }
                    }

                    DateTime end = DateTime.Now;

                    // Add diagnostic info
                    if (scene.UnityRoot != null)
                    {
                        int vertices_loaded = 0;
                        int faces_loaded    = 0;

                        foreach (Type.Mesh mesh in scene.meshes)
                        {
                            vertices_loaded += mesh.VerticesCount;
                            faces_loaded    += mesh.FacesCount;
                        }

                        scene.UnityRoot.AddComponent <Info>().Init(filename, end.Subtract(start), vertices_loaded, faces_loaded, scene.IdMapping.Id2Go);
                    }

                    if (return_callback != null)
                    {
                        return_callback(scene.UnityRoot);
                    }
                }
                else
                {
                    Debug.LogErrorFormat("Import of '{0}' failed.", filename);
                }
            }
            else
            {
                Debug.LogError("Invalid null importer.");
            }

            // Ready to accept new imports
            lock (this)
            {
                importing = false;
            }
        }