private static GameObject LoadInternal(this GLTFObject gltfObject, string filepath, ImportSettings importSettings, out GLTFAnimation.ImportResult[] animations) { // directory root is sometimes used for loading buffers from containing file, or local images string directoryRoot = Directory.GetParent(filepath).ToString() + "/"; // Import tasks synchronously GLTFBuffer.ImportTask bufferTask = new GLTFBuffer.ImportTask(gltfObject.buffers, filepath); bufferTask.RunSynchronously(); GLTFBufferView.ImportTask bufferViewTask = new GLTFBufferView.ImportTask(gltfObject.bufferViews, bufferTask); bufferViewTask.RunSynchronously(); GLTFAccessor.ImportTask accessorTask = new GLTFAccessor.ImportTask(gltfObject.accessors, bufferViewTask); accessorTask.RunSynchronously(); GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images, directoryRoot, bufferViewTask); imageTask.RunSynchronously(); GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures, imageTask); textureTask.RunSynchronously(); GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials, textureTask, importSettings); materialTask.RunSynchronously(); GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes, accessorTask, materialTask, importSettings); meshTask.RunSynchronously(); GLTFSkin.ImportTask skinTask = new GLTFSkin.ImportTask(gltfObject.skins, accessorTask); skinTask.RunSynchronously(); GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes, meshTask, skinTask); nodeTask.RunSynchronously(); animations = gltfObject.animations.Import(accessorTask.Result, nodeTask.Result); return(nodeTask.Result.GetRoot()); }
private static GameObject LoadInternal(this GLTFObject gltfObject, string filepath, byte[] bytefile, long binChunkStart, ImportSettings importSettings, out GLTFAnimation.ImportResult[] animations) { // directory root is sometimes used for loading buffers from containing file, or local images string directoryRoot = filepath != null?Directory.GetParent(filepath).ToString() + "/" : null; importSettings.shaderOverrides.CacheDefaultShaders(); // Import tasks synchronously GLTFBuffer.ImportTask bufferTask = new GLTFBuffer.ImportTask(gltfObject.buffers, filepath, bytefile, binChunkStart); bufferTask.RunSynchronously(); GLTFBufferView.ImportTask bufferViewTask = new GLTFBufferView.ImportTask(gltfObject.bufferViews, bufferTask); bufferViewTask.RunSynchronously(); GLTFAccessor.ImportTask accessorTask = new GLTFAccessor.ImportTask(gltfObject.accessors, bufferViewTask); accessorTask.RunSynchronously(); GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images, directoryRoot, bufferViewTask); imageTask.RunSynchronously(); GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures, imageTask); textureTask.RunSynchronously(); GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials, textureTask, importSettings); materialTask.RunSynchronously(); GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes, accessorTask, materialTask, importSettings); meshTask.RunSynchronously(); GLTFSkin.ImportTask skinTask = new GLTFSkin.ImportTask(gltfObject.skins, accessorTask); skinTask.RunSynchronously(); GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes, meshTask, skinTask, gltfObject.cameras); nodeTask.RunSynchronously(); animations = gltfObject.animations.Import(accessorTask.Result, nodeTask.Result, importSettings); foreach (var item in bufferTask.Result) { item.Dispose(); } return(nodeTask.Result.GetRoot()); }
public ImportTask(List <GLTFNode> nodes, GLTFMesh.ImportTask meshTask, GLTFSkin.ImportTask skinTask) : base(meshTask, skinTask) { this.nodes = nodes; this.meshTask = meshTask; this.skinTask = skinTask; task = new Task(() => { }); }
private static IEnumerator LoadAsync(string json, string filepath, ImportSettings importSettings, Action <GameObject> onFinished) { // Threaded deserialization Task <GLTFObject> deserializeTask = new Task <GLTFObject>(() => JsonConvert.DeserializeObject <GLTFObject>(json)); deserializeTask.Start(); while (!deserializeTask.IsCompleted) { yield return(null); } GLTFObject gltfObject = deserializeTask.Result; // directory root is sometimes used for loading buffers from containing file, or local images string directoryRoot = Directory.GetParent(filepath).ToString() + "/"; importSettings.shaders.CacheDefaultShaders(); // Setup import tasks List <ImportTask> importTasks = new List <ImportTask>(); GLTFBuffer.ImportTask bufferTask = new GLTFBuffer.ImportTask(gltfObject.buffers, filepath); importTasks.Add(bufferTask); GLTFBufferView.ImportTask bufferViewTask = new GLTFBufferView.ImportTask(gltfObject.bufferViews, bufferTask); importTasks.Add(bufferViewTask); GLTFAccessor.ImportTask accessorTask = new GLTFAccessor.ImportTask(gltfObject.accessors, bufferViewTask); importTasks.Add(accessorTask); GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images, directoryRoot, bufferViewTask); importTasks.Add(imageTask); GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures, imageTask); importTasks.Add(textureTask); GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials, textureTask, importSettings); importTasks.Add(materialTask); GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes, accessorTask, materialTask, importSettings); importTasks.Add(meshTask); GLTFSkin.ImportTask skinTask = new GLTFSkin.ImportTask(gltfObject.skins, accessorTask); importTasks.Add(skinTask); GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes, meshTask, skinTask); importTasks.Add(nodeTask); // Ignite for (int i = 0; i < importTasks.Count; i++) { TaskSupervisor(importTasks[i]).RunCoroutine(); } // Fire onFinished when all tasks have completed if (onFinished != null) { // Wait for all tasks to finish while (!importTasks.All(x => x.IsCompleted)) { yield return(null); } GameObject root = nodeTask.Result.GetRoot(); onFinished(root); } }
// hkyoo public ImportTask(GLTFNode node, GLTFMesh.ImportTask meshTask, GLTFSkin.ImportTask skinTask, List <GLTFCamera> cameras) : base(meshTask, skinTask) { this.nodes = new List <GLTFNode>(); this.nodes.Add(node); this.meshTask = meshTask; this.skinTask = skinTask; this.cameras = cameras; task = new Task(() => { }); }
private static IEnumerator LoadInternal(this GLTFObject gltfObject, string filepath, byte[] bytefile, long binChunkStart, ImportSettings importSettings, Action <GameObject, AnimationClip[]> onFinished) { CheckExtensions(gltfObject); // directory root is sometimes used for loading buffers from containing file, or local images string directoryRoot = filepath != null?Directory.GetParent(filepath).ToString() + "/" : null; importSettings.shaderOverrides.CacheDefaultShaders(); // Import tasks synchronously GLTFBuffer.ImportTask bufferTask = new GLTFBuffer.ImportTask(gltfObject.buffers, filepath, bytefile, binChunkStart); yield return(StaticCoroutine.Start(bufferTask.RunSynchronously())); GLTFBufferView.ImportTask bufferViewTask = new GLTFBufferView.ImportTask(gltfObject.bufferViews, bufferTask); yield return(StaticCoroutine.Start(bufferViewTask.RunSynchronously())); GLTFAccessor.ImportTask accessorTask = new GLTFAccessor.ImportTask(gltfObject.accessors, bufferViewTask); yield return(StaticCoroutine.Start(accessorTask.RunSynchronously())); GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images, directoryRoot, bufferViewTask); yield return(StaticCoroutine.Start(imageTask.RunSynchronously())); GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures, imageTask); yield return(StaticCoroutine.Start(textureTask.RunSynchronously())); GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials, textureTask, importSettings); yield return(StaticCoroutine.Start(materialTask.RunSynchronously())); GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes, accessorTask, bufferViewTask, materialTask, importSettings); yield return(StaticCoroutine.Start(meshTask.RunSynchronously())); GLTFSkin.ImportTask skinTask = new GLTFSkin.ImportTask(gltfObject.skins, accessorTask); yield return(StaticCoroutine.Start(skinTask.RunSynchronously())); GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes, meshTask, skinTask, gltfObject.cameras); yield return(StaticCoroutine.Start(nodeTask.RunSynchronously())); GLTFAnimation.ImportResult[] animationResult = gltfObject.animations.Import(accessorTask.Result, nodeTask.Result, importSettings); AnimationClip[] animations = null; if (animationResult != null) { animations = animationResult.Select(x => x.clip).ToArray(); } else { animations = new AnimationClip[0]; } foreach (var item in bufferTask.Result) { item.Dispose(); } onFinished?.Invoke(nodeTask.Result.GetRoot(), animations); }
private static IEnumerator LoadAsync(string json, string filepath, byte[] bytefile, long binChunkStart, ImportSettings importSettings, Action <GameObject, AnimationClip[]> onFinished, Action <float> onProgress = null) { // Threaded deserialization Task <GLTFObject> deserializeTask = new Task <GLTFObject>(() => JsonConvert.DeserializeObject <GLTFObject>(json)); deserializeTask.Start(); while (!deserializeTask.IsCompleted) { yield return(null); } GLTFObject gltfObject = deserializeTask.Result; CheckExtensions(gltfObject); // directory root is sometimes used for loading buffers from containing file, or local images string directoryRoot = filepath != null?Directory.GetParent(filepath).ToString() + "/" : null; importSettings.shaderOverrides.CacheDefaultShaders(); // Setup import tasks List <ImportTask> importTasks = new List <ImportTask>(); GLTFBuffer.ImportTask bufferTask = new GLTFBuffer.ImportTask(gltfObject.buffers, filepath, bytefile, binChunkStart); importTasks.Add(bufferTask); GLTFBufferView.ImportTask bufferViewTask = new GLTFBufferView.ImportTask(gltfObject.bufferViews, bufferTask); importTasks.Add(bufferViewTask); GLTFAccessor.ImportTask accessorTask = new GLTFAccessor.ImportTask(gltfObject.accessors, bufferViewTask); importTasks.Add(accessorTask); GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images, directoryRoot, bufferViewTask); importTasks.Add(imageTask); GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures, imageTask); importTasks.Add(textureTask); GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials, textureTask, importSettings); importTasks.Add(materialTask); GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes, accessorTask, bufferViewTask, materialTask, importSettings); importTasks.Add(meshTask); GLTFSkin.ImportTask skinTask = new GLTFSkin.ImportTask(gltfObject.skins, accessorTask); importTasks.Add(skinTask); GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes, meshTask, skinTask, gltfObject.cameras); importTasks.Add(nodeTask); // Ignite for (int i = 0; i < importTasks.Count; i++) { TaskSupervisor(importTasks[i], onProgress).RunCoroutine(); } // Wait for all tasks to finish while (!importTasks.All(x => x.IsCompleted)) { yield return(null); } // Fire onFinished when all tasks have completed GameObject root = nodeTask.Result.GetRoot(); GLTFAnimation.ImportResult[] animationResult = gltfObject.animations.Import(accessorTask.Result, nodeTask.Result, importSettings); AnimationClip[] animations = new AnimationClip[0]; if (animationResult != null) { animations = animationResult.Select(x => x.clip).ToArray(); } if (onFinished != null) { onFinished(nodeTask.Result.GetRoot(), animations); } // Close file streams foreach (var item in bufferTask.Result) { item.Dispose(); } }
private static GameObject LoadInternal(this GLTFObject gltfObject, string filepath, byte[] bytefile, long binChunkStart, ImportSettings importSettings, out AnimationClip[] animations) { CheckExtensions(gltfObject); // directory root is sometimes used for loading buffers from containing file, or local images string directoryRoot = filepath != null?Directory.GetParent(filepath).ToString() + "/" : null; importSettings.shaderOverrides.CacheDefaultShaders(); // Import tasks synchronously GLTFBuffer.ImportTask bufferTask = new GLTFBuffer.ImportTask(gltfObject.buffers, filepath, bytefile, binChunkStart); bufferTask.RunSynchronously(); GLTFBufferView.ImportTask bufferViewTask = new GLTFBufferView.ImportTask(gltfObject.bufferViews, bufferTask); bufferViewTask.RunSynchronously(); GLTFAccessor.ImportTask accessorTask = new GLTFAccessor.ImportTask(gltfObject.accessors, bufferViewTask); accessorTask.RunSynchronously(); GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images, directoryRoot, bufferViewTask); imageTask.RunSynchronously(); GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures, imageTask); textureTask.RunSynchronously(); GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials, textureTask, importSettings); materialTask.RunSynchronously(); GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes, accessorTask, bufferViewTask, materialTask, importSettings); meshTask.RunSynchronously(); GLTFSkin.ImportTask skinTask = new GLTFSkin.ImportTask(gltfObject.skins, accessorTask); skinTask.RunSynchronously(); GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes, meshTask, skinTask, gltfObject.cameras); nodeTask.RunSynchronously(); GLTFAnimation.ImportResult[] animationResult = gltfObject.animations.Import(accessorTask.Result, nodeTask.Result, importSettings); if (animationResult != null) { animations = animationResult.Select(x => x.clip).ToArray(); } else { animations = new AnimationClip[0]; } foreach (var item in bufferTask.Result) { item.Dispose(); } GameObject gameObject = nodeTask.Result.GetRoot(); if (importSettings.extrasProcessor != null) { if (gltfObject.extras == null) { gltfObject.extras = new JObject(); } if (gltfObject.materials != null) { JArray materialExtras = new JArray(); bool hasMaterialExtraData = false; foreach (GLTFMaterial material in gltfObject.materials) { if (material.extras != null) { materialExtras.Add(material.extras); hasMaterialExtraData = true; } else { materialExtras.Add(new JObject()); } } if (hasMaterialExtraData) { gltfObject.extras.Add("material", materialExtras); } } if (gltfObject.animations != null) { JArray animationExtras = new JArray(); bool hasAnimationExtraData = false; foreach (GLTFAnimation animation in gltfObject.animations) { if (animation.extras != null) { hasAnimationExtraData = true; animationExtras.Add(animation.extras); } else { animationExtras.Add(new JObject()); } } if (hasAnimationExtraData) { gltfObject.extras.Add("animation", animationExtras); } } importSettings.extrasProcessor.ProcessExtras(gameObject, animations, gltfObject.extras); } return(gameObject); }
// hkyoo public static GameObject LoadInternal(this GLTFObject gltfObject, string filepath, int index, byte[] bytefile, long binChunkStart, ImportSettings importSettings, out AnimationClip[] animations) { // directory root is sometimes used for loading buffers from containing file, or local images string directoryRoot = filepath != null?Directory.GetParent(filepath).ToString() + "/" : null; importSettings.shaderOverrides.CacheDefaultShaders(); //// for debug //Debug.Log(gltfObject.nodes.ToString() + " " + gltfObject.nodes.Count); // 151 //Debug.Log(gltfObject.meshes.ToString() + " " + gltfObject.meshes.Count); // 151 ////Debug.Log(gltfObject.animations.ToString() + " " + gltfObject.animations.Count); // null //Debug.Log(gltfObject.buffers.ToString() + " " + gltfObject.buffers.Count); // 1 //Debug.Log(gltfObject.bufferViews.ToString() + " " + gltfObject.bufferViews.Count); // 755 //Debug.Log(gltfObject.accessors.ToString() + " " + gltfObject.accessors.Count); // 604 ////Debug.Log(gltfObject.skins.ToString() + " " + gltfObject.skins.Count); // null //Debug.Log(gltfObject.textures.ToString() + " " + gltfObject.textures.Count); // 151 //Debug.Log(gltfObject.images.ToString() + " " + gltfObject.images.Count); // 151 //Debug.Log(gltfObject.materials.ToString() + " " + gltfObject.materials.Count); // 151 ////Debug.Log(gltfObject.cameras.ToString() + " " + gltfObject.cameras.Count); // null /// Stopwatch sw = new Stopwatch(); // image/material/mesh sw.Start(); // Import tasks synchronously GLTFBuffer.ImportTask bufferTask = new GLTFBuffer.ImportTask(gltfObject.buffers, filepath, bytefile, binChunkStart); bufferTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("bufferTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); // TODO? GLTFBufferView.ImportTask bufferViewTask = new GLTFBufferView.ImportTask(gltfObject.bufferViews, bufferTask); bufferViewTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("bufferViewTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); GLTFAccessor.ImportTask accessorTask = new GLTFAccessor.ImportTask(gltfObject.accessors, bufferViewTask); accessorTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("accessorTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images[index], directoryRoot, bufferViewTask); //GLTFImage.ImportTask imageTask = new GLTFImage.ImportTask(gltfObject.images, directoryRoot, bufferViewTask); imageTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("imageTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures[index], imageTask); //GLTFTexture.ImportTask textureTask = new GLTFTexture.ImportTask(gltfObject.textures, imageTask); textureTask.RunSynchronously(); UnityEngine.Debug.Log("textureTask.Result[0] " + textureTask.Result.Length + " " + textureTask.Result[0]); sw.Stop(); UnityEngine.Debug.Log("textureTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); // TODO : shader setting GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials[index], textureTask, importSettings); //GLTFMaterial.ImportTask materialTask = new GLTFMaterial.ImportTask(gltfObject.materials, textureTask, importSettings); materialTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("materialTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); // TODO : GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes[index], accessorTask, bufferViewTask, materialTask, importSettings); //GLTFMesh.ImportTask meshTask = new GLTFMesh.ImportTask(gltfObject.meshes, accessorTask, bufferViewTask, materialTask, importSettings); meshTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("meshTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); GLTFSkin.ImportTask skinTask = new GLTFSkin.ImportTask(gltfObject.skins, accessorTask); skinTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("skinTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); sw.Start(); GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes[index], meshTask, skinTask, gltfObject.cameras); //GLTFNode.ImportTask nodeTask = new GLTFNode.ImportTask(gltfObject.nodes, meshTask, skinTask, gltfObject.cameras); nodeTask.RunSynchronously(); sw.Stop(); UnityEngine.Debug.Log("nodeTask : " + sw.ElapsedMilliseconds.ToString() + "ms"); sw.Reset(); GLTFAnimation.ImportResult[] animationResult = gltfObject.animations.Import(accessorTask.Result, nodeTask.Result, importSettings); if (animationResult != null) { animations = animationResult.Select(x => x.clip).ToArray(); } else { animations = new AnimationClip[0]; } foreach (var item in bufferTask.Result) { item.Dispose(); } return(nodeTask.Result.GetRoot()); }