コード例 #1
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 #2
0
        public static ImporterContext Load(string path)
        {
            var context = new ImporterContext();

            context.Load(path);
            context.ShowMeshes();
            context.EnableUpdateWhenOffscreen();
            return(context);
        }
コード例 #3
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 #4
0
        IEnumerator Start()
        {
            Debug.LogFormat("get {0}", m_url);
            var www = new WWW(m_url);

            yield return(www);

            var bytes = www.bytes;

            if (!string.IsNullOrEmpty(www.error))
            {
                Debug.LogWarningFormat("fail to download: {0}", www.error);
                yield break;
            }
            Debug.LogFormat("downloaded {0} bytes", bytes.Length);

            var task = CoroutineUtil.RunOnThread(() => Zip.ZipArchiveStorage.Parse(bytes));

            yield return(task);

            if (task.Error != null)
            {
                throw task.Error;
            }
            var zipArchive = task.Result;

            Debug.LogFormat("done {0}", zipArchive);

            var gltf = zipArchive.Entries.FirstOrDefault(x => x.FileName.ToLower().EndsWith(".gltf"));

            if (gltf == null)
            {
                Debug.LogWarning("no gltf in archive");
                yield break;
            }

#if false
            var json = zipArchive.ExtractToString(gltf, Encoding.UTF8);
#else
            var jsonBytes = zipArchive.Extract(gltf);
            var json      = Encoding.UTF8.GetString(jsonBytes);
#endif
            Debug.LogFormat("gltf json: {0}", json);

            var context = new ImporterContext();
            context.ParseJson(json, zipArchive);
            context.Load();
            context.ShowMeshes();
        }
コード例 #5
0
        public static void LoadVrmAsync(string path, Byte[] bytes, Action <GameObject> onLoaded, Action <Exception> onError = null, bool show = true)
        {
            var context = new ImporterContext();

            context.Parse(path, bytes);
            context.LoadAsync(_ =>
            {
                if (show)
                {
                    context.ShowMeshes();
                }
                onLoaded(context.Root);
            },
                              onError);
        }
コード例 #6
0
        /// <summary>
        /// glb をパースして、UnityObject化、さらにAsset化する
        /// </summary>
        /// <param name="scriptedImporter"></param>
        /// <param name="context"></param>
        /// <param name="reverseAxis"></param>
        public static void Import(ScriptedImporter scriptedImporter, AssetImportContext context, Axises reverseAxis)
        {
#if VRM_DEVELOP
            Debug.Log("OnImportAsset to " + scriptedImporter.assetPath);
#endif

            //
            // Parse(parse glb, parser gltf json)
            //
            var parser = new GltfParser();
            parser.ParsePath(scriptedImporter.assetPath);

            //
            // Import(create unity objects)
            //
            var externalObjectMap = scriptedImporter.GetExternalObjectMap().Select(kv => (kv.Value.name, kv.Value)).ToArray();

            var externalTextures = EnumerateTexturesFromUri(externalObjectMap, parser, UnityPath.FromUnityPath(scriptedImporter.assetPath).Parent).ToArray();

            using (var loaded = new ImporterContext(parser, null, externalObjectMap.Concat(externalTextures)))
            {
                // settings TextureImporters
                foreach (var textureInfo in GltfTextureEnumerator.Enumerate(parser.GLTF))
                {
                    TextureImporterConfigurator.Configure(textureInfo, loaded.TextureFactory.ExternalMap);
                }

                loaded.InvertAxis = reverseAxis;
                loaded.Load();
                loaded.ShowMeshes();

                loaded.TransferOwnership(o =>
                {
#if VRM_DEVELOP
                    Debug.Log($"[{o.GetType().Name}] {o.name} will not destroy");
#endif

                    context.AddObjectToAsset(o.name, o);
                    if (o is GameObject)
                    {
                        // Root GameObject is main object
                        context.SetMainObject(loaded.Root);
                    }

                    return(true);
                });
            }
        }
コード例 #7
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 #8
0
        public static void ImportMenu()
        {
            var path = EditorUtility.OpenFilePanel("open gltf", "", "gltf,glb");

            if (string.IsNullOrEmpty(path))
            {
                return;
            }

            if (Application.isPlaying)
            {
                //
                // load into scene
                //
                var parser = new GltfParser();
                parser.ParsePath(path);
                var context = new ImporterContext(parser);
                context.Load();
                context.ShowMeshes();
                Selection.activeGameObject = context.Root;
            }
            else
            {
                //
                // save as asset
                //
                if (path.StartsWithUnityAssetPath())
                {
                    Debug.LogWarningFormat("disallow import from folder under the Assets");
                    return;
                }

                var assetPath = EditorUtility.SaveFilePanel("save prefab", "Assets", Path.GetFileNameWithoutExtension(path), "prefab");
                if (string.IsNullOrEmpty(path))
                {
                    return;
                }

                // import as asset
                gltfAssetPostprocessor.ImportAsset(path, Path.GetExtension(path).ToLower(), UnityPath.FromFullpath(assetPath));
            }
        }
コード例 #9
0
        public override void OnImportAsset(AssetImportContext ctx)
        {
            Debug.Log("OnImportAsset to " + ctx.assetPath);

            try
            {
                // Parse
                var parser = new GltfParser();
                parser.ParsePath(ctx.assetPath);

                // Build Unity Model
                var externalObjectMap = GetExternalObjectMap()
                                        .Select(kv => (kv.Key.name, kv.Value))
                ;
                var context = new ImporterContext(parser, externalObjectMap);
                context.InvertAxis = m_reverseAxis;
                context.Load();
                context.ShowMeshes();

                // Texture
                foreach (var info in context.TextureFactory.Textures)
                {
                    if (!info.IsUsed)
                    {
                        continue;
                    }
                    if (!info.IsExternal)
                    {
                        var texture = info.Texture;
                        ctx.AddObjectToAsset(texture.name, texture);
                    }
                }

                // Material
                foreach (var info in context.MaterialFactory.Materials)
                {
                    if (!info.UseExternal)
                    {
                        var material = info.Asset;
                        ctx.AddObjectToAsset(material.name, material);
                    }
                }

                // Mesh
                foreach (var mesh in context.Meshes.Select(x => x.Mesh))
                {
                    ctx.AddObjectToAsset(mesh.name, mesh);
                }

                // Animation
                foreach (var clip in context.AnimationClips)
                {
                    ctx.AddObjectToAsset(clip.name, clip);
                }

                // Root
                ctx.AddObjectToAsset(context.Root.name, context.Root);
                ctx.SetMainObject(context.Root);
            }
            catch (System.Exception ex)
            {
                Debug.LogError(ex);
            }
        }
コード例 #10
0
        async void LoadModelAsync(string path)
        {
            if (!File.Exists(path))
            {
                return;
            }

            Debug.LogFormat("{0}", path);
            var ext = Path.GetExtension(path).ToLower();

            switch (ext)
            {
            case ".vrm":
            {
                var file = File.ReadAllBytes(path);

                var parser = new GltfParser();
                parser.ParseGlb(file);

                using (var context = new VRMImporterContext(parser))
                {
                    await m_texts.UpdateMetaAsync(context);

                    await context.LoadAsync();

                    context.EnableUpdateWhenOffscreen();
                    context.ShowMeshes();
                    context.DisposeOnGameObjectDestroyed();
                    SetModel(context.Root);
                }
                break;
            }

            case ".glb":
            {
                var file   = File.ReadAllBytes(path);
                var parser = new GltfParser();
                parser.ParseGlb(file);

                var context = new UniGLTF.ImporterContext(parser);
                context.Load();
                context.EnableUpdateWhenOffscreen();
                context.ShowMeshes();
                context.DisposeOnGameObjectDestroyed();
                SetModel(context.Root);
                break;
            }

            case ".gltf":
            case ".zip":
            {
                var parser = new GltfParser();
                parser.ParsePath(path);

                var context = new UniGLTF.ImporterContext(parser);
                context.Load();
                context.EnableUpdateWhenOffscreen();
                context.ShowMeshes();
                context.DisposeOnGameObjectDestroyed();
                SetModel(context.Root);
                break;
            }

            default:
                Debug.LogWarningFormat("unknown file type: {0}", path);
                break;
            }
        }
コード例 #11
0
 public static void Load(ImporterContext context)
 {
     context.Load();
     context.ShowMeshes();
     context.EnableUpdateWhenOffscreen();
 }
コード例 #12
0
        void LoadModel(string path)
        {
            if (!File.Exists(path))
            {
                return;
            }

            Debug.LogFormat("{0}", path);
            var ext = Path.GetExtension(path).ToLower();

            switch (ext)
            {
            case ".vrm":
            {
                var parser = new UniGLTF.GltfParser();
                parser.ParsePath(path);

                using (var loader = new RuntimeUnityBuilder(parser))
                {
                    loader.Load();
                    loader.ShowMeshes();
                    loader.EnableUpdateWhenOffscreen();
                    var destroyer = loader.DisposeOnGameObjectDestroyed();
                    SetModel(destroyer.gameObject);
                }
                break;
            }

            case ".glb":
            {
                var file   = File.ReadAllBytes(path);
                var parser = new GltfParser();
                parser.ParseGlb(file);

                using (var loader = new UniGLTF.ImporterContext(parser))
                {
                    loader.Load();
                    loader.ShowMeshes();
                    loader.EnableUpdateWhenOffscreen();
                    loader.ShowMeshes();
                    var destroyer = loader.DisposeOnGameObjectDestroyed();
                    SetModel(destroyer.gameObject);
                }
                break;
            }

            case ".gltf":
            case ".zip":
            {
                var parser = new GltfParser();
                parser.ParsePath(path);

                using (var loader = new UniGLTF.ImporterContext(parser))
                {
                    loader.Load();
                    loader.ShowMeshes();
                    loader.EnableUpdateWhenOffscreen();
                    loader.ShowMeshes();
                    var destroyer = loader.DisposeOnGameObjectDestroyed();
                    SetModel(destroyer.gameObject);
                }
                break;
            }

            default:
                Debug.LogWarningFormat("unknown file type: {0}", path);
                break;
            }
        }
コード例 #13
0
ファイル: EditorImporterContext.cs プロジェクト: coiai/UniVRM
        public void SaveAsAsset(UnityPath prefabPath, bool meshAsSubAsset = false)
        {
            m_context.ShowMeshes();

            //var prefabPath = PrefabPath;
            if (prefabPath.IsFileExists)
            {
                // clear SubAssets
                foreach (var x in prefabPath.GetSubAssets().Where(x => !(x is GameObject) && !(x is Component)))
                {
                    GameObject.DestroyImmediate(x, true);
                }
            }

            //
            // save sub assets
            //
            var paths = new List <UnityPath>()
            {
                prefabPath
            };

            foreach (var o in ObjectsForSubAsset())
            {
                if (!string.IsNullOrEmpty(AssetDatabase.GetAssetPath(o)))
                {
                    // already exists
                    continue;
                }

                var assetPath = GetAssetPath(prefabPath, o, meshAsSubAsset);
                if (!assetPath.IsNull)
                {
                    if (assetPath.IsFileExists)
                    {
                        if (AvoidOverwriteAndLoad(assetPath, o))
                        {
                            // 上書きせずに既存のアセットからロードして置き換えた
                            continue;
                        }
                    }

                    // アセットとして書き込む
                    assetPath.Parent.EnsureFolder();
                    assetPath.CreateAsset(o);
                    paths.Add(assetPath);
                }
                else
                {
                    // save as subasset
                    prefabPath.AddObjectToAsset(o);
                }
            }

            // Create or update Main Asset
            if (prefabPath.IsFileExists)
            {
                Debug.LogFormat("replace prefab: {0}", prefabPath);
                var prefab = prefabPath.LoadAsset <GameObject>();
#if UNITY_2018_3_OR_NEWER
                PrefabUtility.SaveAsPrefabAssetAndConnect(m_context.Root, prefabPath.Value, InteractionMode.AutomatedAction);
#else
                PrefabUtility.ReplacePrefab(Root, prefab, ReplacePrefabOptions.ReplaceNameBased);
#endif
            }
            else
            {
                Debug.LogFormat("create prefab: {0}", prefabPath);
#if UNITY_2018_3_OR_NEWER
                PrefabUtility.SaveAsPrefabAssetAndConnect(m_context.Root, prefabPath.Value, InteractionMode.AutomatedAction);
#else
                PrefabUtility.CreatePrefab(prefabPath.Value, Root);
#endif
            }
            foreach (var x in paths)
            {
                x.ImportAsset();
            }
        }
コード例 #14
0
ファイル: ViewerUI.cs プロジェクト: pdkyll/UniVRM
        void LoadModel(string path)
        {
            if (!File.Exists(path))
            {
                return;
            }

            Debug.LogFormat("{0}", path);
            var ext = Path.GetExtension(path).ToLower();

            switch (ext)
            {
            case ".vrm":
            {
                // var context = new ImporterContext();
                var file = File.ReadAllBytes(path);
                // context.ParseGlb(file);
                // context.Load();
                // context.ShowMeshes();
                // context.EnableUpdateWhenOffscreen();
                // context.ShowMeshes();

                var model = UniVRM10.VrmLoader.CreateVrmModel(file, new FileInfo(path));

                // UniVRM-0.XXのコンポーネントを構築する
                var assets = UniVRM10.RuntimeUnityBuilder.ToUnityAsset(model, showMesh: false);

                // showRenderer = false のときに後で表示する例
                foreach (var renderer in assets.Renderers)
                {
                    renderer.enabled = true;
                }

                UniVRM10.ComponentBuilder.Build10(model, assets);

                SetModel(assets.Root);
                break;
            }

            case ".glb":
            {
                var file   = File.ReadAllBytes(path);
                var parser = new GltfParser();
                parser.ParseGlb(file);

                var context = new UniGLTF.ImporterContext(parser);
                context.Load();
                context.ShowMeshes();
                context.EnableUpdateWhenOffscreen();
                context.ShowMeshes();
                SetModel(context.Root);
                break;
            }

            case ".gltf":
            case ".zip":
            {
                var parser = new GltfParser();
                parser.ParsePath(path);

                var context = new UniGLTF.ImporterContext(parser);
                context.Load();
                context.ShowMeshes();
                context.EnableUpdateWhenOffscreen();
                context.ShowMeshes();
                SetModel(context.Root);
                break;
            }

            default:
                Debug.LogWarningFormat("unknown file type: {0}", path);
                break;
            }
        }