/// <summary> /// See LoadMeshDataFromDiskAsync. /// </summary> private static IEnumerator LoadMeshDataFromDisk(string avatarId, AsyncRequest <MeshData> request) { var meshBytesRequest = LoadAvatarFileAsync(avatarId, AvatarFile.MESH_PLY); yield return(request.AwaitSubrequest(meshBytesRequest, finalProgress: 0.5f)); if (request.IsError) { yield break; } var parsePlyTimer = new MeasureTime("Parse ply"); var parsePlyRequest = PlyToMeshDataAsync(meshBytesRequest.Result); yield return(request.AwaitSubrequest(parsePlyRequest, finalProgress: 1)); if (request.IsError) { yield break; } parsePlyTimer.Stop(); request.Result = parsePlyRequest.Result; request.IsDone = true; }
/// <summary> /// LoadAvatarHeadFromDiskAsync implementation. /// </summary> private static IEnumerator LoadAvatarHeadFromDisk( string avatarId, bool withBlendshapes, int detailsLevel, AsyncRequest <TexturedMesh> request ) { // loading two files simultaneously var meshDataRequest = LoadDetailedMeshDataFromDiskAsync(avatarId, detailsLevel); var textureBytesRequest = LoadAvatarFileAsync(avatarId, AvatarFile.TEXTURE); yield return(request.AwaitSubrequests(0.6f, meshDataRequest, textureBytesRequest)); if (request.IsError) { yield break; } MeshData meshData = meshDataRequest.Result; var parseTextureTimer = new MeasureTime("Parse texture data"); // at this point we have all data we need to generate a textured mesh var texturedMesh = new TexturedMesh { mesh = CreateMeshFromMeshData(meshData, "HeadMesh"), texture = new Texture2D(0, 0) }; // This actually blocks the main thread for a few frames, which is bad for VR. // To optimize: load jpg/png texture in C++ code in a separate thread and only SetPixels here in Unity. Should be faster. texturedMesh.texture.LoadImage(textureBytesRequest.Result); parseTextureTimer.Stop(); if (withBlendshapes) { // adding blendshapes... using (new MeasureTime("Add blendshapes")) { var addBlendshapesRequest = AddBlendshapesAsync(avatarId, texturedMesh.mesh, meshData.indexMap); yield return(request.AwaitSubrequest(addBlendshapesRequest, 1.0f)); if (addBlendshapesRequest.IsError) { Debug.LogError("Could not add blendshapes!"); } } } request.Result = texturedMesh; request.IsDone = true; }
/// <summary> /// Loads a mesh with the given level of details. /// It takes faces and UV-coordinates from the template model, points coordinates from the avatar's model and merges them into a single model. /// </summary> private static IEnumerator LoadDetailedMeshDataFromDisk(string avatarId, int detailsLevel, AsyncRequest <MeshData> request) { if (detailsLevel < 0) { Debug.LogWarningFormat("Invalid details level parameter: {0}. Will be used value 0 (highest resolution).", detailsLevel); detailsLevel = 0; } if (detailsLevel > 4) { Debug.LogWarningFormat("Invalid details level parameter: {0}. Will be used value 3 (lowest resolution).", detailsLevel); detailsLevel = 4; } if (detailsLevel == 0) { yield return(LoadMeshDataFromDisk(avatarId, request)); } else { var meshBytesRequest = LoadAvatarFileAsync(avatarId, AvatarFile.MESH_PLY); yield return(request.AwaitSubrequest(meshBytesRequest, finalProgress: 0.3f)); if (request.IsError) { yield break; } string headTemplateFileName = string.Format("template_heads/head_lod_{0}", detailsLevel); var headTemplateRequest = Resources.LoadAsync(headTemplateFileName); yield return(headTemplateRequest); TextAsset templateHeadAsset = headTemplateRequest.asset as TextAsset; if (templateHeadAsset == null) { Debug.LogError("Unable to load template head!"); yield break; } var meshRequest = PlyToMeshDataAsync(templateHeadAsset.bytes); var pointsRequest = PlyToPointsAsync(meshBytesRequest.Result); yield return(request.AwaitSubrequests(0.95f, meshRequest, pointsRequest)); request.Result = ReplacePointCoords(meshRequest.Result, pointsRequest.Result); request.IsDone = true; } }
/// <summary> /// Read blendshapes from the avatar directory and add them to 3D head mesh. /// </summary> private static IEnumerator AddBlendshapes(string avatarId, Mesh mesh, int[] indexMap, AsyncRequest <Mesh> request) { var blendshapesDirs = AvatarSdkMgr.Storage().GetAvatarBlendshapesDirs(avatarId); var loadBlendshapesRequest = new AsyncRequestThreaded <Dictionary <string, Vector3[]> > ((r) => { var timer = new MeasureTime("Read all blendshapes"); var blendshapes = new Dictionary <string, Vector3[]> (); List <string> blendshapeFiles = new List <string>(); foreach (string dir in blendshapesDirs) { blendshapeFiles.AddRange(Directory.GetFiles(dir)); } var blendshapeReader = new BlendshapeReader(indexMap); for (int i = 0; i < blendshapeFiles.Count; ++i) { var blendshapePath = blendshapeFiles [i]; var filename = Path.GetFileName(blendshapePath); // crude parsing of filenames if (!filename.EndsWith(".bin")) { continue; } var tokens = filename.Split(new [] { ".bin" }, StringSplitOptions.None); if (tokens.Length != 2) { continue; } var blendshapeName = tokens [0]; blendshapes [blendshapeName] = blendshapeReader.ReadVerticesDeltas(blendshapePath); r.Progress = (float)i / blendshapeFiles.Count; } timer.Stop(); return(blendshapes); }, AvatarSdkMgr.Str(Strings.ParsingBlendshapes)); yield return(request.AwaitSubrequest(loadBlendshapesRequest, finalProgress: 0.9f)); if (request.IsError) { yield break; } var addBlendshapesTimer = DateTime.Now; float targetFps = 30.0f; int numBlendshapes = 0, loadedSinceLastPause = 0; var blendshapesDict = loadBlendshapesRequest.Result; foreach (var blendshape in blendshapesDict) { mesh.AddBlendShapeFrame(blendshape.Key, 100.0f, blendshape.Value, null, null); ++numBlendshapes; ++loadedSinceLastPause; if ((DateTime.Now - addBlendshapesTimer).TotalMilliseconds > 1000.0f / targetFps && loadedSinceLastPause >= 5) { // Debug.LogFormat ("Pause after {0} blendshapes to avoid blocking the main thread", numBlendshapes); yield return(null); addBlendshapesTimer = DateTime.Now; loadedSinceLastPause = 0; } } request.Result = mesh; request.IsDone = true; }