Esempio n. 1
0
        static void ProcessPaths(HierInfo[] infos,
                                 Scene scene,
                                 GameObject unityRoot,
                                 SdfPath usdRoot,
                                 PrimMap map,
                                 SceneImportOptions options)
        {
            Profiler.BeginSample("Process all paths");
            foreach (var info in infos)
            {
                var prim = info.prim;
                var path = info.prim.GetPath();

                if (info.skelBindings != null)
                {
                    // Collect all discovered skelBindings back into the PrimMap.
                    map.SkelBindings.Add(info.prim.GetPath(), info.skelBindings);
                }

                GameObject go;
                if (path == usdRoot)
                {
                    go = unityRoot;
                }
                else
                {
                    GameObject parentGo = null;
                    CreateAncestors(path, map, unityRoot, usdRoot, options, out parentGo);

                    if (!parentGo)
                    {
                        Debug.LogWarning("Parent path not found for child: " + path.ToString());
                        continue;
                    }

                    var parent = parentGo ? parentGo.transform : null;
                    if (!map.TryGetValue(path, out go))
                    {
                        go = FindOrCreateGameObject(parent,
                                                    path,
                                                    unityRoot.transform,
                                                    map,
                                                    options);
                    }
                }

                if (options.importSceneInstances)
                {
                    Profiler.BeginSample("Add Scene Instance Root");
                    if (prim.IsInstance())
                    {
                        map.AddInstanceRoot(prim.GetPath(), go, prim.GetMaster().GetPath());
                    }
                    Profiler.EndSample();
                }

                if (!options.importHierarchy)
                {
                    continue;
                }

                ApplySelfVisibility(go, prim);

                try {
                    Profiler.BeginSample("Add Model Root");
                    AddModelRoot(go, info);
                    Profiler.EndSample();

                    Profiler.BeginSample("Add Variant Set");
                    AddVariantSet(go, prim);
                    Profiler.EndSample();

                    Profiler.BeginSample("Add Payload");
                    AddPayload(go, info, options);
                    Profiler.EndSample();
                } catch (Exception ex) {
                    Debug.LogException(new Exception("Error processing " + prim.GetPath(), ex));
                }
            }
            Profiler.EndSample();
        }
Esempio n. 2
0
        /// <summary>
        /// Map all UsdPrims and build Unity GameObjects, reconstructing the parent relationship.
        /// </summary>
        /// <remarks>
        /// When forceRebuild is true, game objects will be destroyed and recreated. If buildHierarchy
        /// is false, the primMap will be populated, but missing game objects will not be created.
        /// </remarks>
        static public PrimMap BuildGameObjects(Scene scene,
                                               GameObject unityRoot,
                                               SdfPath usdRoot,
                                               IEnumerable <SdfPath> paths,
                                               PrimMap map,
                                               SceneImportOptions options)
        {
            map[usdRoot] = unityRoot;

            // Like all GameObjects imported from USD, ensure the root has a UsdPrimSource.
            if (unityRoot.GetComponent <UsdPrimSource>() == null)
            {
                var ua = unityRoot.AddComponent <UsdPrimSource>();
                ua.m_usdPrimPath = usdRoot.ToString();
            }

            Profiler.BeginSample("Build Object Lists");
            var hierInfo = BuildObjectLists(scene, unityRoot, usdRoot, map, options);

            Profiler.EndSample();

            // TODO: Should recurse to discover deeply nested instancing.
            // TODO: Generates garbage for every prim, but we expect few masters.
            if (options.importPointInstances || options.importSceneInstances)
            {
                Profiler.BeginSample("Build Masters");
                foreach (var masterRootPrim in scene.Stage.GetMasters())
                {
                    var goMaster = FindOrCreateGameObject(unityRoot.transform,
                                                          masterRootPrim.GetPath(),
                                                          unityRoot.transform,
                                                          map,
                                                          options);

                    goMaster.hideFlags = HideFlags.HideInHierarchy;
                    goMaster.SetActive(false);
                    map.AddMasterRoot(masterRootPrim.GetPath(), goMaster);
                    try {
                        var info = new HierInfo();
                        info.prim = masterRootPrim;
                        ReadModelInfo(ref info);
                        AddModelRoot(goMaster, info);
                        AddVariantSet(goMaster, masterRootPrim);
                    } catch (Exception ex) {
                        Debug.LogException(new Exception("Error processing " + masterRootPrim.GetPath(), ex));
                    }

                    foreach (var usdPrim in masterRootPrim.GetDescendants())
                    {
                        var       parentPath = usdPrim.GetPath().GetParentPath();
                        Transform parentXf   = null;
                        if (parentPath == masterRootPrim.GetPath())
                        {
                            parentXf = goMaster.transform;
                        }
                        else
                        {
                            parentXf = map[parentPath].transform;
                        }

                        var goPrim = FindOrCreateGameObject(parentXf,
                                                            usdPrim.GetPath(),
                                                            unityRoot.transform,
                                                            map,
                                                            options);
                        ApplySelfVisibility(goPrim, usdPrim);

                        if (usdPrim.IsInstance())
                        {
                            map.AddInstanceRoot(usdPrim.GetPath(), goPrim, usdPrim.GetMaster().GetPath());
                        }

                        try {
                            var info = new HierInfo();
                            info.prim = usdPrim;
                            ReadModelInfo(ref info);
                            AddModelRoot(goPrim, info);
                            AddVariantSet(goPrim, usdPrim);
                        } catch (Exception ex) {
                            Debug.LogException(new Exception("Error processing " + usdPrim.GetPath(), ex));
                            continue;
                        }
                    }
                }
                Profiler.EndSample();
            }

            if (options.importSkinning)
            {
                Profiler.BeginSample("Expand Skeletons");
                foreach (var info in hierInfo)
                {
                    if (info.skelJoints == null || info.skelJoints.Length == 0)
                    {
                        continue;
                    }

                    try {
                        ExpandSkeleton(info, unityRoot, usdRoot, info.prim, map, options);
                    } catch (Exception ex) {
                        Debug.LogException(new Exception("Error expanding skeleton at " + info.prim.GetPath(), ex));
                    }
                }
                Profiler.EndSample();
            }

            return(map);
        }