public static async Task Load(GameObject gameObjectLoader, string url, Action callback, Action <GameObject> onInitializeGltfObject) { ImporterFactory Factory = null; bool UseStream = true; string GLTFUri = url; bool Multithreaded = true; int MaximumLod = 300; int Timeout = 8; var importOptions = new ImportOptions { AsyncCoroutineHelper = gameObjectLoader.GetComponent <AsyncCoroutineHelper>() ?? gameObjectLoader.AddComponent <AsyncCoroutineHelper>() }; GLTFSceneImporter sceneImporter = null; var cancelToken = new CancellationTokenSource(); try { Factory = Factory ?? ScriptableObject.CreateInstance <DefaultImporterFactory>(); if (UseStream) { var fullPath = GLTFUri; string directoryPath = URIHelper.GetDirectoryName(fullPath); importOptions.DataLoader = new FileLoader(directoryPath); sceneImporter = Factory.CreateSceneImporter(Path.GetFileName(GLTFUri), importOptions); } else { string directoryPath = URIHelper.GetDirectoryName(GLTFUri); importOptions.DataLoader = new WebRequestLoader(directoryPath); sceneImporter = Factory.CreateSceneImporter(URIHelper.GetFileFromUri(new Uri(GLTFUri)), importOptions); } sceneImporter.SceneParent = gameObjectLoader.transform; sceneImporter.MaximumLod = MaximumLod; sceneImporter.Timeout = Timeout; sceneImporter.IsMultithreaded = Multithreaded; sceneImporter.OnInitializeGltfObject = onInitializeGltfObject; mTasks.Add(cancelToken); await sceneImporter.LoadSceneAsync(-1, true, null, cancelToken.Token); } finally { if (importOptions.DataLoader != null) { if (sceneImporter != null) { mCreatedScenes.Add(sceneImporter.CreatedObject); if (cancelToken.IsCancellationRequested) { sceneImporter.CreatedObject.DestroySelf(); } sceneImporter.Dispose(); sceneImporter = null; } importOptions.DataLoader = null; } callback.InvokeGracefully(); } }
private IEnumerator LoadGLB(byte[] bytes) { // Define the publiclyVisible=true, otherwise will get an error. // https://stackoverflow.com/questions/1646193/why-does-memorystream-getbuffer-always-throw Stream stream = new MemoryStream(bytes, 0, bytes.Length, false, true); GLTFRoot gLTFRoot; GLTFParser.ParseJson(stream, out gLTFRoot); Debug.Log("Successfully parsed INIT packet!"); GLTFSceneImporter loader = new GLTFSceneImporter(gLTFRoot, null, null, stream); loader.Collider = GLTFSceneImporter.ColliderType.Box; loader.IsMultithreaded = false; loader.LoadSceneAsync().Wait(); GameObject obj = loader.LastLoadedScene; obj.transform.parent = hyperverseRoot.transform; Debug.Log("Loaded scene from INIT packet!"); // TEST: ResetSceneGraph(); yield return(null); }
private void Load(Stream stream) { GLTFRoot gLTFRoot; GLTFParser.ParseJson(stream, out gLTFRoot); var loader = new GLTFSceneImporter(gLTFRoot, null, null, stream); loader.LoadSceneAsync(); }
async void LoadScene(int SceneIndex) { foreach (Transform child in transform) { GameObject.Destroy(child.gameObject); } _importer = new GLTFSceneImporter( _fileName, _importOptions ); _importer.SceneParent = gameObject.transform; await _importer.LoadSceneAsync(SceneIndex); }
private async Task <IList <UnityEngine.Object> > LoadGltfFromStream(WebRequestLoader loader, Stream stream, ColliderType colliderType) { var assets = new List <UnityEngine.Object>(30); // pre-parse glTF document so we can get a scene count // run this on a threadpool thread so that the Unity main thread is not blocked GLTF.Schema.GLTFRoot gltfRoot = null; try { await Task.Run(() => { GLTF.GLTFParser.ParseJson(stream, out gltfRoot); }); } catch (Exception e) { Debug.LogError(e); } if (gltfRoot == null) { throw new GLTFLoadException("Failed to parse glTF"); } stream.Position = 0; using (GLTFSceneImporter importer = MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, _asyncHelper, stream)) { importer.SceneParent = MREAPI.AppsAPI.AssetCache.CacheRootGO.transform; importer.Collider = colliderType.ToGLTFColliderType(); // load textures if (gltfRoot.Textures != null) { for (var i = 0; i < gltfRoot.Textures.Count; i++) { await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true); var texture = importer.GetTexture(i); texture.name = gltfRoot.Textures[i].Name ?? $"texture:{i}"; assets.Add(texture); } } // load meshes if (gltfRoot.Meshes != null) { var cancellationSource = new System.Threading.CancellationTokenSource(); for (var i = 0; i < gltfRoot.Meshes.Count; i++) { var mesh = await importer.LoadMeshAsync(i, cancellationSource.Token); mesh.name = gltfRoot.Meshes[i].Name ?? $"mesh:{i}"; assets.Add(mesh); } } // load materials if (gltfRoot.Materials != null) { for (var i = 0; i < gltfRoot.Materials.Count; i++) { var matdef = gltfRoot.Materials[i]; var material = await importer.LoadMaterialAsync(i); material.name = matdef.Name ?? $"material:{i}"; assets.Add(material); } } // load prefabs if (gltfRoot.Scenes != null) { for (var i = 0; i < gltfRoot.Scenes.Count; i++) { await importer.LoadSceneAsync(i).ConfigureAwait(true); GameObject rootObject = importer.LastLoadedScene; rootObject.name = gltfRoot.Scenes[i].Name ?? $"scene:{i}"; var animation = rootObject.GetComponent <UnityEngine.Animation>(); if (animation != null) { animation.playAutomatically = false; // initialize mapping so we know which gameobjects are targeted by which animation clips var mapping = rootObject.AddComponent <PrefabAnimationTargets>(); mapping.Initialize(gltfRoot, i); } MWGOTreeWalker.VisitTree(rootObject, (go) => { go.layer = MREAPI.AppsAPI.LayerApplicator.DefaultLayer; }); assets.Add(rootObject); } } } return(assets); }
private async Task <IList <Asset> > LoadAssetsFromGLTF(AssetSource source, Guid containerId, ColliderType colliderType) { IList <Asset> assets = new List <Asset>(); DeterministicGuids guidGenerator = new DeterministicGuids(UtilMethods.StringToGuid( $"{containerId}:{source.ParsedUri.AbsoluteUri}")); // download file UtilMethods.GetUrlParts(source.ParsedUri.AbsoluteUri, out string rootUrl, out string filename); var loader = new WebRequestLoader(rootUrl); await loader.LoadStream(filename); // pre-parse glTF document so we can get a scene count // TODO: run this in thread GLTF.GLTFParser.ParseJson(loader.LoadedStream, out GLTF.Schema.GLTFRoot gltfRoot); GLTFSceneImporter importer = MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, _asyncHelper, loader.LoadedStream); importer.SceneParent = MREAPI.AppsAPI.AssetCache.CacheRootGO().transform; importer.Collider = colliderType.ToGLTFColliderType(); // load prefabs if (gltfRoot.Scenes != null) { for (var i = 0; i < gltfRoot.Scenes.Count; i++) { await importer.LoadSceneAsync(i); GameObject rootObject = importer.LastLoadedScene; rootObject.name = gltfRoot.Scenes[i].Name ?? $"scene:{i}"; MWGOTreeWalker.VisitTree(rootObject, (go) => { go.layer = UnityConstants.ActorLayerIndex; }); var def = GenerateAssetPatch(rootObject, guidGenerator.Next()); def.Name = rootObject.name; def.Source = new AssetSource(source.ContainerType, source.Uri, $"scene:{i}"); MREAPI.AppsAPI.AssetCache.CacheAsset(rootObject, def.Id, containerId, source); assets.Add(def); } } // load textures if (gltfRoot.Textures != null) { for (var i = 0; i < gltfRoot.Textures.Count; i++) { await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true); var texture = importer.GetTexture(i); texture.name = gltfRoot.Textures[i].Name ?? $"texture:{i}"; var asset = GenerateAssetPatch(texture, guidGenerator.Next()); asset.Name = texture.name; asset.Source = new AssetSource(source.ContainerType, source.Uri, $"texture:{i}"); MREAPI.AppsAPI.AssetCache.CacheAsset(texture, asset.Id, containerId, source); assets.Add(asset); } } // load materials if (gltfRoot.Materials != null) { for (var i = 0; i < gltfRoot.Materials.Count; i++) { var matdef = gltfRoot.Materials[i]; var material = await importer.LoadMaterialAsync(i); material.name = matdef.Name ?? $"material:{i}"; var asset = GenerateAssetPatch(material, guidGenerator.Next()); asset.Name = material.name; asset.Source = new AssetSource(source.ContainerType, source.Uri, $"material:{i}"); MREAPI.AppsAPI.AssetCache.CacheAsset(material, asset.Id, containerId, source); assets.Add(asset); } } importer.Dispose(); return(assets); }
private async Task <IList <Asset> > LoadAssetsFromGLTF(AssetSource source, Guid containerId, ColliderType colliderType) { IList <Asset> assets = new List <Asset>(); DeterministicGuids guidGenerator = new DeterministicGuids(UtilMethods.StringToGuid( $"{containerId}:{source.ParsedUri.AbsoluteUri}")); // download file var rootUrl = URIHelper.GetDirectoryName(source.ParsedUri.AbsoluteUri); var loader = new WebRequestLoader(rootUrl); var stream = await loader.LoadStreamAsync(URIHelper.GetFileFromUri(source.ParsedUri)); // pre-parse glTF document so we can get a scene count // TODO: run this in thread GLTF.GLTFParser.ParseJson(stream, out GLTF.Schema.GLTFRoot gltfRoot); stream.Position = 0; GLTFSceneImporter importer = MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, _asyncHelper, stream); importer.SceneParent = MREAPI.AppsAPI.AssetCache.CacheRootGO().transform; importer.Collider = colliderType.ToGLTFColliderType(); // load textures if (gltfRoot.Textures != null) { for (var i = 0; i < gltfRoot.Textures.Count; i++) { await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true); var texture = importer.GetTexture(i); texture.name = gltfRoot.Textures[i].Name ?? $"texture:{i}"; var asset = GenerateAssetPatch(texture, guidGenerator.Next()); asset.Name = texture.name; asset.Source = new AssetSource(source.ContainerType, source.Uri, $"texture:{i}"); MREAPI.AppsAPI.AssetCache.CacheAsset(texture, asset.Id, containerId, source); assets.Add(asset); } } // load meshes if (gltfRoot.Meshes != null) { var cancellationSource = new System.Threading.CancellationTokenSource(); for (var i = 0; i < gltfRoot.Meshes.Count; i++) { var mesh = await importer.LoadMeshAsync(i, cancellationSource.Token); mesh.name = gltfRoot.Meshes[i].Name ?? $"mesh:{i}"; var asset = GenerateAssetPatch(mesh, guidGenerator.Next()); asset.Name = mesh.name; asset.Source = new AssetSource(source.ContainerType, source.Uri, $"mesh:{i}"); var colliderGeo = colliderType == ColliderType.Mesh ? (ColliderGeometry) new MeshColliderGeometry() { MeshId = asset.Id } : (ColliderGeometry) new BoxColliderGeometry() { Size = (mesh.bounds.size * 0.8f).CreateMWVector3() }; MREAPI.AppsAPI.AssetCache.CacheAsset(mesh, asset.Id, containerId, source, colliderGeo); assets.Add(asset); } } // load materials if (gltfRoot.Materials != null) { for (var i = 0; i < gltfRoot.Materials.Count; i++) { var matdef = gltfRoot.Materials[i]; var material = await importer.LoadMaterialAsync(i); material.name = matdef.Name ?? $"material:{i}"; var asset = GenerateAssetPatch(material, guidGenerator.Next()); asset.Name = material.name; asset.Source = new AssetSource(source.ContainerType, source.Uri, $"material:{i}"); MREAPI.AppsAPI.AssetCache.CacheAsset(material, asset.Id, containerId, source); assets.Add(asset); } } // load prefabs if (gltfRoot.Scenes != null) { for (var i = 0; i < gltfRoot.Scenes.Count; i++) { await importer.LoadSceneAsync(i).ConfigureAwait(true); GameObject rootObject = importer.LastLoadedScene; rootObject.name = gltfRoot.Scenes[i].Name ?? $"scene:{i}"; var animation = rootObject.GetComponent <UnityEngine.Animation>(); if (animation != null) { animation.playAutomatically = false; // initialize mapping so we know which gameobjects are targeted by which animation clips var mapping = rootObject.AddComponent <PrefabAnimationTargets>(); mapping.Initialize(gltfRoot, i); } MWGOTreeWalker.VisitTree(rootObject, (go) => { go.layer = MREAPI.AppsAPI.LayerApplicator.DefaultLayer; }); var def = GenerateAssetPatch(rootObject, guidGenerator.Next()); def.Name = rootObject.name; def.Source = new AssetSource(source.ContainerType, source.Uri, $"scene:{i}"); MREAPI.AppsAPI.AssetCache.CacheAsset(rootObject, def.Id, containerId, source); assets.Add(def); } } importer.Dispose(); return(assets); }
public async Task LoadGltfAsync(GameObject newObject, string fullPath, ModelImportOptions importOptions) { asyncCoroutineHelper = newObject.GetComponent <AsyncCoroutineHelper>() ?? gameObject.AddComponent <AsyncCoroutineHelper>(); //GLTFSceneImporter sceneImporter = null; ILoader loader = null; try { // Path.Combine treats paths that start with the separator character // as absolute paths, ignoring the first path passed in. This removes // that character to properly handle a filename written with it. fullPath = fullPath.TrimStart(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar }); string directoryPath = URIHelper.GetDirectoryName(fullPath); loader = new FileLoader(directoryPath); sceneImporter = new GLTFSceneImporter( Path.GetFileName(fullPath), loader, asyncCoroutineHelper ); sceneImporter.SceneParent = newObject.transform; sceneImporter.Collider = Collider; if (importOptions != null) { if (importOptions.buildColliders) { sceneImporter.Collider = GLTFSceneImporter.ColliderType.MeshConvex; //if (importOptions.colliderConvex) //{ // sceneImporter.Collider = GLTFSceneImporter.ColliderType.MeshConvex; //} //else //{ // sceneImporter.Collider = GLTFSceneImporter.ColliderType.Mesh; //} } else { sceneImporter.Collider = GLTFSceneImporter.ColliderType.None; } } sceneImporter.MaximumLod = MaximumLod; sceneImporter.Timeout = Timeout; sceneImporter.isMultithreaded = Multithreaded; sceneImporter.CustomShaderName = shaderOverride ? shaderOverride.name : null; await sceneImporter.LoadSceneAsync(); // Override the shaders on all materials if a shader is provided if (shaderOverride != null) { Renderer[] renderers = gameObject.GetComponentsInChildren <Renderer>(); foreach (Renderer renderer in renderers) { renderer.sharedMaterial.shader = shaderOverride; } } if (PlayAnimationOnLoad) { Animation[] animations = sceneImporter.LastLoadedScene.GetComponents <Animation>(); foreach (Animation anim in animations) { anim.Play(); } } } finally { if (loader != null) { sceneImporter?.Dispose(); sceneImporter = null; loader = null; } } }
private async Task <IList <Godot.Object> > LoadGltfFromStream(WebRequestLoader loader, Stream stream, ColliderType colliderType) { var assets = new List <Godot.Object>(30); // pre-parse glTF document so we can get a scene count // run this on a threadpool thread so that the Unity main thread is not blocked GLTF.Schema.GLTFRoot gltfRoot = null; try { await Task.Run(() => { GLTF.GLTFParser.ParseJson(stream, out gltfRoot); }); } catch (Exception e) { GD.PrintErr(e); } if (gltfRoot == null) { throw new GLTFLoadException("Failed to parse glTF"); } stream.Position = 0; using (GLTFSceneImporter importer = MREAPI.AppsAPI.GLTFImporterFactory.CreateImporter(gltfRoot, loader, null /* FIXME _asyncHelper*/, stream)) { importer.SceneParent = MREAPI.AppsAPI.AssetCache.CacheRootGO; importer.Collider = colliderType.ToGLTFColliderType(); if (gltfRoot.Textures != null) { for (var i = 0; i < gltfRoot.Textures.Count; i++) { await importer.LoadTextureAsync(gltfRoot.Textures[i], i, true); var texture = importer.GetTexture(i); texture.ResourceName = gltfRoot.Textures[i].Name ?? $"texture:{i}"; assets.Add(texture); } } // load meshes if (gltfRoot.Meshes != null) { var cancellationSource = new System.Threading.CancellationTokenSource(); for (var i = 0; i < gltfRoot.Meshes.Count; i++) { var mesh = await importer.LoadMeshAsync(i, cancellationSource.Token); mesh.ResourceName = gltfRoot.Meshes[i].Name ?? $"mesh:{i}"; assets.Add(mesh); } } // load materials if (gltfRoot.Materials != null) { for (var i = 0; i < gltfRoot.Materials.Count; i++) { var matdef = gltfRoot.Materials[i]; var material = await importer.LoadMaterialAsync(i); material.ResourceName = matdef.Name ?? $"material:{i}"; assets.Add(material); } } // load prefabs if (gltfRoot.Scenes != null) { for (var i = 0; i < gltfRoot.Scenes.Count; i++) { await importer.LoadSceneAsync(i).ConfigureAwait(true); Node rootObject = importer.LastLoadedScene; rootObject.Name = gltfRoot.Scenes[i].Name ?? $"scene:{i}"; var animation = rootObject.GetChild <Godot.AnimationPlayer>(); if (animation != null) { animation.AssignedAnimation = null; // initialize mapping so we know which gameobjects are targeted by which animation clips var mapping = new PrefabAnimationTargets(); rootObject.AddChild(mapping); mapping.Initialize(gltfRoot, i); } assets.Add(rootObject); } } } return(assets); }