示例#1
0
    void HandleRequest(PolyStatusOr <PolyListAssetsResult> result)
    {
        if (!result.Ok)
        {
            // Handle error.
            Debug.LogError("Failed to get assets. Reason: " + result.Status);
            currCount++;
            return;
        }
        // Success. result.Value is a PolyListAssetsResult and
        // result.Value.assets is a list of PolyAssets.
        if (result.Value.assets.Count == 0)
        {
            Debug.Log("No asset found");
            currCount++;
            return;
        }

        foreach (PolyAsset asset in result.Value.assets)
        {
            // Set the import options.
            PolyImportOptions options = PolyImportOptions.Default();
            // We want to rescale the imported mesh to a specific size.
            options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
            // The specific size we want assets rescaled to:
            options.desiredSize = 0.05f;
            // We want the imported assets to be recentered such that their centroid coincides with the origin:
            options.recenter = true;

            PolyApi.Import(asset, options, ImportAssetCallback);
        }
    }
示例#2
0
        // Callback invoked when the featured assets results are returned.
        private static void GetAssetCallback(PolyStatusOr <PolyToolkit.PolyAsset> result, Action <GameObject> onImport)
        {
            if (!result.Ok)
            {
                Debug.LogError("Failed to get assets. Reason: " + result.Status);
                //statusText.text = "ERROR: " + result.Status;
                return;
            }
            Debug.Log("Successfully got asset!");

            // Set the import options.
            PolyImportOptions options = PolyImportOptions.Default();

            // We want to rescale the imported mesh to a specific size.
            options.rescalingMode = PolyImportOptions.RescalingMode.CONVERT;
            // The specific size we want assets rescaled to (fit in a 5x5x5 box):
            options.desiredSize = 5.0f;
            // We want the imported assets to be recentered such that their centroid coincides with the origin:
            options.recenter = true;

            //statusText.text = "Importing...";
            PolyApi.Import(result.Value, options, (asset, importResult) =>
            {
                if (result.Ok)
                {
                    onImport(importResult.Value.gameObject);
                }
            });
        }
示例#3
0
 void Start()
 {
     PolyToolkit.PolyApi.GetAsset("assets/6LSB0OZK8I7", // ← id
                                  result => {
         PolyApi.Import(result.Value, PolyImportOptions.Default());
     });
 }
示例#4
0
 static PolyGridAsset()
 {
     s_Options = PolyImportOptions.Default();
     s_Options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
     s_Options.desiredSize   = 1.0f;
     s_Options.recenter      = true;
 }
    // Callback invoked when the featured assets results are returned.
    private void GetAssetCallback(PolyStatusOr <PolyListAssetsResult> result)
    {
        if (!result.Ok)
        {
            Debug.LogError("Failed to get assets. Reason: " + result.Status);

            statusText.text = "ERROR: " + result.Status;

            return;
        }
        Debug.Log("Successfully got asset!");

        foreach (PolyAsset asset in result.Value.assets)
        {
            // Set the import options.
            PolyImportOptions options = PolyImportOptions.Default();
            // We want to rescale the imported mesh to a specific size.
            options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
            // The specific size we want assets rescaled to (fit in a 5x5x5 box):
            options.desiredSize = 0.4f;
            // We want the imported assets to be recentered such that their centroid coincides with the origin:
            options.recenter = true;

            statusText.text = "Importing...";
            PolyApi.Import(asset, options, ImportAssetCallback);
        }
    }
示例#6
0
    private void ImportResults(PolyStatusOr <PolyListAssetsResult> result)
    {
        // Set options for import so the assets aren't crazy sizes
        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = 5.0f;
        options.recenter      = true;

        // List our assets
        List <PolyAsset> assetsInUse = new List <PolyAsset>();

        // Loop through the list and display the first 3
        for (int i = 0; i < Mathf.Min(5, result.Value.assets.Count); i++)
        {
            // Import our assets into the scene with the ImportAsset function
            PolyApi.Import(result.Value.assets[i], options, ImportAsset);
            PolyAsset asset = result.Value.assets[i];
            assetsInUse.Add(asset);

            //attributionsText.text = PolyApi.GenerateAttributions(includeStatic: false, runtimeAssets: assetsInUse);
        }

        string attribution = PolyApi.GenerateAttributions(includeStatic: false, runtimeAssets: assetsInUse);

        InterfaceManager.GetInstance().AddMessageToBox(attribution);
    }
    // Callback invoked when the featured assets results are returned.
    private void ListAssetsCallback(PolyStatusOr <PolyListAssetsResult> result)
    {
        if (!result.Ok)
        {
            Debug.LogError("Failed to get featured assets. :( Reason: " + result.Status);
            statusText.text = "ERROR: " + result.Status;
            return;
        }
        Debug.Log("Successfully got featured assets!");
        statusText.text = "Importing...";

        // Set the import options.
        PolyImportOptions options = PolyImportOptions.Default();

        // We want to rescale the imported meshes to a specific size.
        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        // The specific size we want assets rescaled to (fit in a 1x1x1 box):
        options.desiredSize = 1.0f;
        // We want the imported assets to be recentered such that their centroid coincides with the origin:
        options.recenter = true;

        // Now let's get the first 5 featured assets and put them on the scene.
        List <PolyAsset> assetsInUse = new List <PolyAsset>();

        for (int i = 0; i < Mathf.Min(5, result.Value.assets.Count); i++)
        {
            // Import this asset.
            PolyApi.Import(result.Value.assets[i], options, ImportAssetCallback);
            assetsInUse.Add(result.Value.assets[i]);
        }

        // Show attributions for the assets we display.
        attributionsText.text = PolyApi.GenerateAttributions(includeStatic: true, runtimeAssets: assetsInUse);
    }
    //When user choose an assest, this method is called.
    public void ChooseAssest()
    {
        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = .5f;
        options.recenter      = true;
        PolyApi.Import(objectAsset, options, generatingAsset);
    }
 public void TestImport(string id)
 {
     PolyApi.GetAsset(id, result => {
         if (result.Ok)
         {
             PolyApi.Import(result.Value, PolyImportOptions.Default());
         }
     });
 }
示例#10
0
    /// <summary>
    /// Import asset from clicked thumbnail button
    /// </summary>
    /// <param name="asset">The asset to be imported</param>
    public static void ImportAsset(PolyAsset asset)
    {
        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.CONVERT;
        options.desiredSize   = 0.2f;
        options.recenter      = true;

        PolyApi.Import(asset, options, ImportAssetCallback);
        Instance.scrollPanel.SetActive(false);
        Instance.loadingPanel.SetActive(true);
    }
示例#11
0
    /// <summary>
    /// Callback for Poly asset GET call.
    /// </summary>
    /// <param name="result">Result of the GET call</param>
    private void GetAssetCallback(PolyStatusOr <PolyAsset> result)
    {
        if (!result.Ok)
        {
            return;
        }

        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = 1.0f;
        options.recenter      = true;

        PolyApi.Import(result.Value, options, ImportAssetCallback);
    }
示例#12
0
    private void GetAssetCallback(PolyStatusOr <PolyAsset> result)
    {
        if (!result.Ok)
        {
            Debug.LogError("Failed to get assets. Reason: " + result.Status);
            //statusText.text = "ERROR: " + result.Status;
            return;
        }
        Debug.Log("Successfully got asset!");
        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = 0.5f;
        PolyApi.Import(result.Value, options, ImportAssetCallback);
    }
示例#13
0
    private static void GetAssetCallback(PolyStatusOr <PolyAsset> getAssetResult, GetPolyResultCallback callback)
    {
        if (!getAssetResult.Ok)
        {
            Debug.LogError("<color=red> Failed to get assets. Reason: " + getAssetResult.Status + "</color>");
            return;
        }

        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = 5.0f;
        options.recenter      = true;

        PolyApi.Import(getAssetResult.Value, options, (asset, importResult) => ImportAssetCallback(asset, importResult, callback));
    }
        ////////////////////////////////////////
        //
        // Import Asset

        public void ImportAsset(PolyAsset asset, Action <GameObject> callback)
        {
            // Set the import options.
            PolyImportOptions options = PolyImportOptions.Default();

            // We want to rescale the imported mesh to a specific size.
            options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
            // The specific size we want assets rescaled to.
            options.desiredSize = .1f;
            // We want the imported assets to be recentered such that their centroid coincides with the origin.
            options.recenter = true;

            PolyApi.Import(asset, options, (importedAsset, result) =>
            {
                OnAssetImported(importedAsset, result, callback);
            });
        }
示例#15
0
    /// <summary>
    /// Specified callback on GET Asset.
    /// </summary>
    /// <param name="result">Result of the GET method</param>
    public void GetAssetCallback(PolyStatusOr <PolyAsset> result)
    {
        if (!result.Ok)
        {
            StatusField.text = "ERROR: " + result.Status;
            isRunning        = false;
            return;
        }

        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = 5.0f;
        options.recenter      = true;

        StatusField.text = "Importing...";
        PolyApi.Import(result.Value, options, ImportAssetCallback);
    }
        public static void TestImportSelection()
        {
            var gltfAssets = Selection.objects
                             .Select(o => AssetDatabase.GetAssetPath(o))
                             .Where(p => !string.IsNullOrEmpty(p))
                             .Where(p => p.Contains(".gltf"))
                             .ToArray();

            if (gltfAssets.Length == 0)
            {
                Debug.LogFormat("No selected .gltf assets");
                return;
            }
            foreach (var asset in gltfAssets)
            {
                DoImport(asset, PolyImportOptions.Default(), true);
            }
        }
示例#17
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    public void AddFromPoly(PolyAsset asset)
    {
        PolyApi.Import(
            asset,
            PolyImportOptions.Default(),
            (_, res) =>
        {
            Debug.Log("Best asset: " + _.displayName + " by: " + _.authorName);

            if (!res.Ok)
            {
                Debug.LogError("Failed to import asset. :( Reason: " + res.Status);
                return;
            }

            res.Value.gameObject.AddComponent <Rotate>();
        });
    }
示例#18
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    private void MenuItemClicked(PolyAsset asset)
    {
        if (selectedAsset == asset)
        {
            return;
        }

        ui.AddMessageToBox(asset.displayName + " selected");
        selectedAsset = asset;

        // Set options for import so the assets aren't crazy sizes
        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = 1.0f;
        options.recenter      = true;

        PolyApi.Import(asset, options, ParseToGameObject);
    }
    // Callback invoked when the featured assets results are returned.
    private void GetAssetCallback2(PolyStatusOr <PolyAsset> result)
    {
        if (!result.Ok)
        {
            Debug.LogError("Failed to get assets. Reason: " + result.Status);
            return;
        }
        Debug.Log("Successfully got asset!");

        // Set the import options.
        PolyImportOptions options = PolyImportOptions.Default();

        // We want to rescale the imported mesh to a specific size.
        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        // The specific size we want assets rescaled to (fit in a 5x5x5 box):
        //options.desiredSize = 1.0f;
        // We want the imported assets to be recentered such that their centroid coincides with the origin:
        options.recenter = true;

        PolyApi.Import(result.Value, options, ImportAssetCallback);
    }
示例#20
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    void ImportAsset(int idx)
    {
        Debug.Log("button clicked)");
        List <PolyAsset> assetsInUse = new List <PolyAsset>();

        // Set the import options.
        PolyImportOptions options = PolyImportOptions.Default();

        // We want to rescale the imported meshes to a specific size.
        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        // The specific size we want assets rescaled to (fit in a 1x1x1 box):
        options.desiredSize = 1.0f;
        // We want the imported assets to be recentered such that their centroid coincides with the origin:
        options.recenter = true;

        Debug.Log("import asset " + idx);
        PolyApi.Import(assetsInPalette[idx], options, ImportAssetCallback);
        assetsInUse.Add(assetsInPalette[idx]);

        // Show attributions for the assets we display.
        //attributionsText.text = PolyApi.GenerateAttributions(includeStatic: true, runtimeAssets: assetsInUse);
    }
示例#21
0
    private void GetDonuts(PolyStatusOr <PolyListAssetsResult> result)
    {
        // Set options for import so the assets aren't crazy sizes
        PolyImportOptions options = PolyImportOptions.Default();

        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        options.desiredSize   = 2.0f;
        options.recenter      = true;
        // List our assets
        List <PolyAsset> assetsInUse = new List <PolyAsset>();

        // Loop through the list and display the first 3
        for (int i = 0; i < Mathf.Min(3, result.Value.assets.Count); i++)
        {
            // Import our assets into the scene with the ImportDonuts function
            PolyApi.Import(result.Value.assets[i], options, ImportDonuts);
            assetsInUse.Add(result.Value.assets[i]);

            // Attributions Text
            // attributionsText.text = PolyApi.GenerateAttributions(includeStatic: false, runtimeAssets: assetsInUse);
        }
    }
示例#22
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        private void AlreadyGotAssetList()
        {
            if (_statusText == null)
            {
                return;
            }

            _statusText.text = "Importing...";

            // Set the import options.
            PolyImportOptions options = PolyImportOptions.Default();

            // We want to rescale the imported meshes to a specific size.
            options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
            // The specific size we want assets rescaled to (fit in a 1x1x1 box):
            options.desiredSize = 5.0f;
            // We want the imported assets to be recentered such that their centroid coincides with the origin:
            options.recenter = true;

            int i = Random.Range(0, results.Value.assets.Count - 1);

            PolyApi.Import(results.Value.assets[i], options, ImportAssetCallback);
        }
示例#23
0
    private void GetAssetCallback(PolyStatusOr <PolyAsset> result)
    {
        if (!result.Ok)
        {
            Debug.LogError("Failed to get assets. Reason: " + result.Status);
            return;
        }
        Debug.Log("Successfully got asset!");

        // Set the import options.
        PolyImportOptions options = PolyImportOptions.Default();

        // We want to rescale the imported mesh to a specific size.
        options.rescalingMode = PolyImportOptions.RescalingMode.FIT;
        // The specific size we want assets rescaled to (fit in a 5x5x5 box):
        options.desiredSize = 0.5f;
        // We want the imported assets to be recentered such that their centroid coincides with the origin:
        options.recenter = true;

        Debug.Log("passa aqui?");

        PolyApi.FetchThumbnail(result.Value, GetThumbCallback);

        if (polyDescription)
        {
            Title.text = result.Value.displayName;
            Debug.Log("ate aqui dibas");
            Debug.Log(result.Value);
            if (result.Value.description != null && result.Value.description.Length > 0)
            {
                Debug.Log("deu ruim?");
                description.text = result.Value.description;
            }
            else
            {
                description.text = "Este objeto ainda não possui descrição disponível";
            }
        }
        else
        {
            Debug.Log("e aqui?");
            var obj = firebaseObjects.SingleOrDefault(firebaseObject => {
                Debug.Log(firebaseObject.id);
                Debug.Log(result.Value.name);
                var objId = firebaseObject.id;
                return($"assets/{objId}" == result.Value.name && searchTerm.text == firebaseObject.hashtags[0]);
            });
            Debug.Log("obj:");
            Debug.Log(obj);
            if (obj != null)
            {
                Debug.Log("aqui tbm??");
                Title.text           = obj.name;
                options.desiredSize *= obj.scale;
                description.text     = obj.description;
            }
        }

        //statusText.text = "Importing...";
        PolyApi.Import(result.Value, options, ImportAssetCallback);
    }
 void OnClickImportAsset(PolyAsset asset)
 {
     PolyApi.Import(asset, PolyImportOptions.Default(), ImportAssetCallback);
 }
 public static void TestImportGltf2FromFbx()
 {
     DoImport(Path.Combine(RepoRoot, kShark), PolyImportOptions.Default());
 }
 public static void TestImportGltf2Transparent()
 {
     DoImport(Path.Combine(RepoRoot, kGoblets), PolyImportOptions.Default());
 }
 public static void TestImportGltf2()
 {
     DoImport(Path.Combine(RepoRoot, kComputer), PolyImportOptions.Default());
 }
 public static void TestImportGltf1()
 {
     DoImport(Path.Combine(RepoRoot, kAllBrush14), PolyImportOptions.Default());
 }
        public static void TestSaveAsSeparateWithMeshesInAsset()
        {
            IUriLoader binLoader = new BufferedStreamLoader(Path.GetDirectoryName(Path.Combine(RepoRoot, kAllBrush10)));

            ImportGltf.GltfImportResult result = null;
            using (TextReader reader = new StreamReader(Path.Combine(RepoRoot, kAllBrush10))) {
                result = ImportGltf.Import(GltfSchemaVersion.GLTF1, reader, binLoader, PolyImportOptions.Default());
            }
            string assetPath  = "Assets/Poly/TestData/separate_a.asset";
            string prefabPath = "Assets/Poly/TestData/separate_p.prefab";

            SaveAsSeparateWithMeshesInAsset(result, assetPath, prefabPath);
            GameObject.DestroyImmediate(result.root);
        }
        public static void TestSaveAsSinglePrefab()
        {
            IUriLoader binLoader = new BufferedStreamLoader(Path.GetDirectoryName(Path.Combine(RepoRoot, kMoto)));

            ImportGltf.GltfImportResult result = null;
            using (TextReader reader = new StreamReader(Path.Combine(RepoRoot, kMoto))) {
                result = ImportGltf.Import(GltfSchemaVersion.GLTF1, reader, binLoader, PolyImportOptions.Default());
            }
            string prefabPath = "Assets/Poly/TestData/single_p.prefab";

            SaveAsSinglePrefab(result, prefabPath);
            GameObject.DestroyImmediate(result.root);
        }