コード例 #1
0
ファイル: gltfImporter.cs プロジェクト: akihikodaki/UniGLTF
        public static ImporterContext Parse(string path, Byte[] bytes)
        {
            var ext     = Path.GetExtension(path).ToLower();
            var context = new ImporterContext(UnityPath.FromFullpath(path));

            switch (ext)
            {
            case ".gltf":
                context.ParseJson(Encoding.UTF8.GetString(bytes), new FileSystemStorage(Path.GetDirectoryName(path)));
                break;

            case ".zip":
            {
                var zipArchive = Zip.ZipArchiveStorage.Parse(bytes);
                var gltf       = zipArchive.Entries.FirstOrDefault(x => x.FileName.ToLower().EndsWith(".gltf"));
                if (gltf == null)
                {
                    throw new Exception("no gltf in archive");
                }
                var jsonBytes = zipArchive.Extract(gltf);
                var json      = Encoding.UTF8.GetString(jsonBytes);
                context.ParseJson(json, zipArchive);
            }
            break;

            case ".glb":
                context.ParseGlb(bytes);
                break;

            default:
                throw new NotImplementedException();
            }
            return(context);
        }
コード例 #2
0
    public async void Setup(SyncObject obj)
    {
        // TODO: dynamic model change handling
        if (!obj.HasField("model") || !(obj.GetField("model") is BlobHandle))
        {
            // TODO:
            obj.WriteErrorLog("Model", $"This object has no model field or not a blob handle. Ignoring.");
            return;
        }

        BlobHandle handle = (BlobHandle)obj.GetField("model");

        Blob blob = await obj.Node.ReadBlob(handle);

        obj.WriteDebugLog("Model", $"Blob {handle} loaded");

        // Because UniGLTF.ImporterContext is the parent class of VRMImporterContext,
        //  ( https://github.com/vrm-c/UniVRM/blob/3b68eb7f99bfe78ea9c83ea75511282ef1782f1a/Assets/VRM/UniVRM/Scripts/Format/VRMImporterContext.cs#L11 )
        // loading procedure is probably almost same (See PlyayerAvatar.cs for VRM loading).
        //  https://github.com/vrm-c/UniVRM/blob/3b68eb7f99bfe78ea9c83ea75511282ef1782f1a/Assets/VRM/UniGLTF/Editor/Tests/UniGLTFTests.cs#L46
        ctx = new UniGLTF.ImporterContext();
        // ParseGlb parses GLB file.
        //  https://github.com/vrm-c/UniVRM/blob/3b68eb7f99bfe78ea9c83ea75511282ef1782f1a/Assets/VRM/UniGLTF/Scripts/IO/ImporterContext.cs#L239
        // Currently, only GLB (glTF binary format) is supported because it is self-contained
        ctx.ParseGlb(blob.Data);
        ctx.Root = gameObject;
        await ctx.LoadAsyncTask();

        // UniGLTF also has ShowMeshes https://github.com/ousttrue/UniGLTF/wiki/Rutime-API#import
        ctx.ShowMeshes();

        obj.WriteDebugLog("Model", "Model load completed");

        LoadComplete?.Invoke(this);
    }
コード例 #3
0
        public static void Import(UnityPath gltfPath)
        {
            if (!gltfPath.IsUnderAssetsFolder)
            {
                throw new Exception();
            }

            ImporterContext context = new ImporterContext(gltfPath);
            var             ext     = gltfPath.Extension.ToLower();

            try
            {
                var prefabPath = gltfPath.Parent.Child(gltfPath.FileNameWithoutExtension + ".prefab");
                if (ext == ".gltf")
                {
                    context.ParseJson(File.ReadAllText(gltfPath.FullPath, System.Text.Encoding.UTF8),
                                      new FileSystemStorage(gltfPath.Parent.FullPath));
                    gltfImporter.Load(context);
                    context.SaveAsAsset(prefabPath);
                    context.Destroy(false);
                }
                else if (ext == ".glb")
                {
                    context.ParseGlb(File.ReadAllBytes(gltfPath.FullPath));
                    context.SaveTexturesAsPng(prefabPath);
                    EditorApplication.delayCall += () =>
                    {
                        // delay and can import png texture
                        gltfImporter.Load(context);
                        context.SaveAsAsset(prefabPath);
                        context.Destroy(false);
                    };
                }
                else
                {
                    return;
                }
            }
            catch (UniGLTFNotSupportedException ex)
            {
                Debug.LogWarningFormat("{0}: {1}",
                                       gltfPath,
                                       ex.Message
                                       );
            }
            catch (Exception ex)
            {
                Debug.LogErrorFormat("import error: {0}", gltfPath);
                Debug.LogErrorFormat("{0}", ex);
                if (context != null)
                {
                    context.Destroy(true);
                }
            }
        }
コード例 #4
0
        GameObject Load(string path)
        {
            var bytes = File.ReadAllBytes(path);

            Debug.LogFormat("[OnClick] {0}", path);
            var context = new ImporterContext();

            var ext = Path.GetExtension(path).ToLower();

            switch (ext)
            {
            case ".gltf":
                context.ParseJson(Encoding.UTF8.GetString(bytes), new FileSystemStorage(Path.GetDirectoryName(path)));
                break;

            case ".zip":
            {
                var zipArchive = Zip.ZipArchiveStorage.Parse(bytes);
                var gltf       = zipArchive.Entries.FirstOrDefault(x => x.FileName.ToLower().EndsWith(".gltf"));
                if (gltf == null)
                {
                    throw new Exception("no gltf in archive");
                }
                var jsonBytes = zipArchive.Extract(gltf);
                var json      = Encoding.UTF8.GetString(jsonBytes);
                context.ParseJson(json, zipArchive);
            }
            break;

            case ".glb":
                context.ParseGlb(bytes);
                break;

            default:
                throw new NotImplementedException();
            }

            context.Load();
            context.Root.name = Path.GetFileNameWithoutExtension(path);
            context.ShowMeshes();

            return(context.Root);
        }
コード例 #5
0
        public static void ImportMenu()
        {
            var path = UnityEditor.EditorUtility.OpenFilePanel("open gltf", "", "gltf,glb");

            if (!string.IsNullOrEmpty(path))
            {
                Debug.Log(path);
                var context = new ImporterContext
                {
                    Path = path,
                };
                var bytes = File.ReadAllBytes(path);
                var ext   = Path.GetExtension(path).ToLower();
                switch (ext)
                {
                case ".gltf":
                {
                    context.ParseJson <glTF>(Encoding.UTF8.GetString(bytes), new FileSystemStorage(Path.GetDirectoryName(path)));
                    gltfImporter.Import <glTF>(context);
                    context.Root.name = Path.GetFileNameWithoutExtension(path);
                    context.ShowMeshes();
                    Selection.activeGameObject = context.Root;
                }
                break;

                case ".glb":
                {
                    context.ParseGlb <glTF>(bytes);
                    gltfImporter.Import <glTF>(context);
                    context.Root.name = Path.GetFileNameWithoutExtension(path);
                    context.ShowMeshes();
                    Selection.activeGameObject = context.Root;
                }
                break;

                default:
                    Debug.LogWarningFormat("unknown ext: {0}", path);
                    break;
                }
            }
        }
コード例 #6
0
        static void OnPostprocessAllAssets(string[] importedAssets,
                                           string[] deletedAssets,
                                           string[] movedAssets,
                                           string[] movedFromAssetPaths)
        {
            foreach (string path in importedAssets)
            {
                ImporterContext context = new ImporterContext
                {
                    Path = path,
                };
                var ext = Path.GetExtension(path).ToLower();
                try
                {
                    if (ext == ".gltf")
                    {
                        context.ParseJson <glTF>(File.ReadAllText(context.Path, System.Text.Encoding.UTF8),
                                                 new FileSystemStorage(Path.GetDirectoryName(path)));
                        gltfImporter.Import <glTF>(context);
                        context.SaveAsAsset();
                        context.Destroy(false);
                    }
                    else if (ext == ".glb")
                    {
                        context.ParseGlb <glTF>(File.ReadAllBytes(context.Path));

                        //
                        // https://answers.unity.com/questions/647615/how-to-update-import-settings-for-newly-created-as.html
                        //
                        for (int i = 0; i < context.GLTF.textures.Count; ++i)
                        {
                            var x     = context.GLTF.textures[i];
                            var image = context.GLTF.images[x.source];
                            if (string.IsNullOrEmpty(image.uri))
                            {
                                // glb buffer
                                var folder = context.GetAssetFolder(".Textures").AssetPathToFullPath();
                                if (!Directory.Exists(folder))
                                {
                                    UnityEditor.AssetDatabase.CreateFolder(context.GLTF.baseDir, Path.GetFileNameWithoutExtension(context.Path) + ".Textures");
                                    //Directory.CreateDirectory(folder);
                                }

                                // name & bytes
                                var textureName = !string.IsNullOrEmpty(image.name) ? image.name : string.Format("{0:00}#GLB", i);
                                var byteSegment = context.GLTF.GetViewBytes(image.bufferView);

                                // path
                                var png = Path.Combine(folder, textureName + ".png");
                                File.WriteAllBytes(png, byteSegment.ToArray());

                                var assetPath = png.ToUnityRelativePath();
                                //Debug.LogFormat("import asset {0}", assetPath);
                                UnityEditor.AssetDatabase.ImportAsset(assetPath);
                                image.uri = assetPath.Substring(context.GLTF.baseDir.Length + 1);
                            }
                        }
                        UnityEditor.AssetDatabase.Refresh();

                        EditorApplication.delayCall += () =>
                        {
                            // delay and can import png texture
                            gltfImporter.Import <glTF>(context);
                            context.SaveAsAsset();
                            context.Destroy(false);
                        };
                    }
                    else
                    {
                        continue;
                    }
                }
                catch (UniGLTFNotSupportedException ex)
                {
                    Debug.LogWarningFormat("{0}: {1}",
                                           path,
                                           ex.Message
                                           );
                }
                catch (Exception ex)
                {
                    Debug.LogErrorFormat("import error: {0}", path);
                    Debug.LogErrorFormat("{0}", ex);
                    if (context != null)
                    {
                        context.Destroy(true);
                    }
                }
            }
        }