示例#1
0
文件: Convoar.cs 项目: ocsean/convoar
 // Initialization if using ConvOAR programmatically.
 public void Start(ConvoarParams pParameters, Logger pLogger)
 {
     Globals = new GlobalContext(pParameters, pLogger)
     {
         stats = new ConvoarStats()
     };
 }
示例#2
0
 // Initialization if using ConvOAR programmatically.
 public void Start(ConvoarParams pParameters, BLogger pLogger)
 {
     Globals = new GlobalContext()
     {
         log   = pLogger,
         parms = pParameters,
         stats = new ConvoarStats()
     };
 }
示例#3
0
 public OarConverter(BLogger pLog, ConvoarParams pParams)
 {
     _log       = pLog;
     _params    = pParams;
     _converter = new BConverterOS(_log, new BConverterOSParams()
     {
         addTerrainMesh     = _params.AddTerrainMesh,
         displayTimeScaling = _params.DisplayTimeScaling,
         doubleSided        = _params.DoubleSided,
         logBuilding        = _params.LogBuilding,
         convoarId          = _params.ConvoarID
     });
 }
示例#4
0
文件: Convoar.cs 项目: ocsean/convoar
 public GlobalContext(ConvoarParams pParms, Logger pLog)
 {
     parms       = pParms;
     log         = pLog;
     stats       = null;
     contextName = String.Empty;
     version     = Assembly.GetExecutingAssembly().GetName().Version.ToString();
     // A command is added to the pre-build events that generates BuildDate resource:
     //        echo %date% %time% > "$(ProjectDir)\Resources\BuildDate.txt"
     buildDate = Properties.Resources.BuildDate.Trim();
     // A command is added to the pre-build events that generates last commit resource:
     //        git rev-parse HEAD > "$(ProjectDir)\Resources\GitCommit.txt"
     gitCommit = Properties.Resources.GitCommit.Trim();
 }
示例#5
0
        // If run from the command line, create instance and call 'Start' with args.
        // If run programmatically, create instance and call 'Start' with parameters.
        public async Task Start(CancellationToken cancelToken, string[] args)
        {
            var parms  = new ConvoarParams();
            var logger = new BLoggerNLog(parms.LogFilename, parms.LogToConsole, parms.LogToFiles);

            // var logger = new LoggerLog4Net(),
            // var logger = new LoggerConsole(),

            Globals = new GlobalContext()
            {
                log   = logger,
                stats = new ConvoarStats(),
                parms = parms,
            };

            // A single parameter of '--help' outputs the invocation parameters
            if (args.Length > 0 && args[0] == "--help")
            {
                System.Console.Write(Invocation());
                return;
            }

            // 'ConvoarParams' initializes to default values.
            // Over ride default values with command line parameters.
            try {
                // Note that trailing parameters will be put into "InputOAR" parameter
                Globals.parms.MergeCommandLine(args, null, "InputOAR");
            }
            catch (Exception e) {
                Globals.log.Error("ERROR: bad parameters: " + e.Message);
                Globals.log.Error(Invocation());
                return;
            }

            if (Globals.parms.Verbose)
            {
                Globals.log.SetLogLevel(LogLevels.Debug);
            }

            if (!Globals.parms.Quiet)
            {
                System.Console.WriteLine("Convoar " + Globals.versionLong);
                System.Console.WriteLine("   using Herbal3d.CommonEntities " + org.herbal3d.cs.CommonEntities.VersionInfo.longVersion);
                System.Console.WriteLine("   using Herbal3d.CommonEntitiesConv " + org.herbal3d.cs.CommonEntitiesConv.VersionInfo.longVersion);
                System.Console.WriteLine("   using Herbal3d.CommonUtil " + org.herbal3d.cs.CommonUtil.VersionInfo.longVersion);
            }

            // Validate parameters
            if (String.IsNullOrEmpty(Globals.parms.InputOAR))
            {
                Globals.log.Error("An input OAR file must be specified");
                Globals.log.Error(Invocation());
                return;
            }
            if (String.IsNullOrEmpty(Globals.parms.OutputDir))
            {
                _outputDir = "./out";
                Globals.log.Debug("Output directory defaulting to {0}", _outputDir);
            }

            // Base asset storage system -- 'MemAssetService' is in-memory storage
            using (MemAssetService memAssetService = new MemAssetService()) {
                // 'assetManager' is the asset cache and fetching code -- where all the mesh,
                //    material, and instance information is stored for later processing.
                using (AssetManager assetManager = new AssetManager(memAssetService, Globals.log, Globals.parms.OutputDir)) {
                    try {
                        BScene bScene = await LoadOAR(memAssetService, assetManager);

                        Globals.contextName = bScene.name;

                        Globals.log.Debug("{0} Scene created. name={1}, instances={2}",
                                          _logHeader, bScene.name, bScene.instances.Count);
                        Globals.log.Debug("{0}    num assetFetcher.images={1}", _logHeader, assetManager.Assets.Images.Count);
                        Globals.log.Debug("{0}    num assetFetcher.materials={1}", _logHeader, assetManager.Assets.Materials.Count);
                        Globals.log.Debug("{0}    num assetFetcher.meshes={1}", _logHeader, assetManager.Assets.Meshes.Count);
                        Globals.log.Debug("{0}    num assetFetcher.renderables={1}", _logHeader, assetManager.Assets.Renderables.Count);

                        if (ConvOAR.Globals.parms.TerrainOnly)
                        {
                            ConvOAR.Globals.log.Debug("{0} Clearing out scene so there's only terrain (TerrainOnly)", _logHeader);
                            bScene.instances.Clear();
                            bScene.instances.Add(bScene.terrainInstance);
                        }

                        /*
                         * // Perform any optimizations on the scene and its instances
                         * if (Globals.parms.P<bool>("DoMeshSimplification")) {
                         *  // TODO:
                         * }
                         * if (Globals.parms.P<bool>("DoSceneOptimizations")) {
                         *  using (BSceneManipulation optimizer = new BSceneManipulation()) {
                         *      bScene = optimizer.OptimizeScene(bScene);
                         *      Globals.log.DebugFormat("{0} merged BScene. numInstances={1}", _logHeader, bScene.instances.Count);
                         *  }
                         * }
                         */
                        if (Globals.parms.MergeSharedMaterialMeshes)
                        {
                            // using (BSceneManipulation optimizer = new BSceneManipulation(Globals.log, Globals.parms)) {
                            var manipParams = new ParamBlock(new Dictionary <string, object> {
                                { "SeparateInstancedMeshes", false },
                                { "MergeSharedMaterialMeshes", false },
                                { "MeshShareThreshold", 5 }
                            });
                            using (BSceneManipulation optimizer = new BSceneManipulation(Globals.log, manipParams)) {
                                bScene = optimizer.RebuildSceneBasedOnSharedMeshes(bScene);
                                Globals.log.Debug("{0} merged meshes in scene. numInstances={1}", _logHeader, bScene.instances.Count);
                            }
                        }

                        // Output the transformed scene as Gltf version 2
                        GltfB gltf = new GltfB(bScene.name, Globals.log, new gltfParamsB()
                        {
                            inputOAR             = Globals.parms.InputOAR,
                            uriBase              = Globals.parms.URIBase,
                            verticesMaxForBuffer = Globals.parms.VerticesMaxForBuffer,
                            gltfCopyright        = Globals.parms.GltfCopyright,
                            addUniqueCodes       = Globals.parms.AddUniqueCodes,
                            doubleSided          = Globals.parms.DoubleSided,
                            textureMaxSize       = Globals.parms.TextureMaxSize,
                            logBuilding          = Globals.parms.LogBuilding,
                            logGltfBuilding      = Globals.parms.LogGltfBuilding,
                            versionLong          = Globals.versionLong
                        });

                        try {
                            gltf.LoadScene(bScene);

                            Globals.log.Debug("{0}   num Gltf.nodes={1}", _logHeader, gltf.nodes.Count);
                            Globals.log.Debug("{0}   num Gltf.meshes={1}", _logHeader, gltf.meshes.Count);
                            Globals.log.Debug("{0}   num Gltf.materials={1}", _logHeader, gltf.materials.Count);
                            Globals.log.Debug("{0}   num Gltf.images={1}", _logHeader, gltf.images.Count);
                            Globals.log.Debug("{0}   num Gltf.accessor={1}", _logHeader, gltf.accessors.Count);
                            Globals.log.Debug("{0}   num Gltf.buffers={1}", _logHeader, gltf.buffers.Count);
                            Globals.log.Debug("{0}   num Gltf.bufferViews={1}", _logHeader, gltf.bufferViews.Count);
                        }
                        catch (Exception e) {
                            Globals.log.Error("{0} Exception loading GltfScene: {1}", _logHeader, e);
                        }

                        try {
                            if (gltf.scenes.Count > 0)
                            {
                                string gltfFilename = gltf.GetFilename(gltf.IdentifyingString);
                                using (var outm = new MemoryStream()) {
                                    using (var outt = new StreamWriter(outm)) {
                                        gltf.ToJSON(outt);
                                    }
                                    await assetManager.AssetStorage.Store(gltfFilename, outm.ToArray());
                                }
                                gltf.WriteBinaryFiles(assetManager.AssetStorage);

                                if (Globals.parms.ExportTextures)
                                {
                                    gltf.WriteImages(assetManager.AssetStorage);
                                }
                            }
                            else
                            {
                                Globals.log.Error("{0} Not writing out GLTF because no scenes", _logHeader);
                            }
                        }
                        catch (Exception e) {
                            Globals.log.Error("{0} Exception writing GltfScene: {1}", _logHeader, e);
                        }

                        /*
                         * // Output all the instances in the scene as individual GLTF files
                         * if (Globals.parms.P<bool>("ExportIndividualGltf")) {
                         *  bScene.instances.ForEach(instance => {
                         *      string instanceName = instance.handle.ToString();
                         *      Gltf gltf = new Gltf(instanceName);
                         *      gltf.persist.baseDirectory = bScene.name;
                         *      // gltf.persist.baseDirectory = PersistRules.JoinFilePieces(bScene.name, instanceName);
                         *      GltfScene gltfScene = new GltfScene(gltf, instanceName);
                         *      gltf.defaultScene = gltfScene;
                         *
                         *      Displayable rootDisp = instance.Representation;
                         *      GltfNode rootNode = GltfNode.GltfNodeFactory(gltf, gltfScene, rootDisp, assetFetcher);
                         *      rootNode.translation = instance.Position;
                         *      rootNode.rotation = instance.Rotation;
                         *
                         *      gltf.BuildAccessorsAndBuffers();
                         *      gltf.UpdateGltfv2ReferenceIndexes();
                         *
                         *      // After the building, get rid of the default scene name as we're not outputting a scene
                         *      gltf.defaultScene = null;
                         *
                         *      PersistRules.ResolveAndCreateDir(gltf.persist.filename);
                         *
                         *      using (StreamWriter outt = File.CreateText(gltf.persist.filename)) {
                         *          gltf.ToJSON(outt);
                         *      }
                         *      gltf.WriteBinaryFiles();
                         *
                         *      if (Globals.parms.P<bool>("ExportTextures")) {
                         *          gltf.WriteImages();
                         *      }
                         *  });
                         * }
                         */
                    }
                    catch (Exception e) {
                        Globals.log.Error("{0} Global exception converting scene: {1}", _logHeader, e);
                        // A common error is not having all the DLLs for OpenSimulator. Print out what's missing.
                        if (e is ReflectionTypeLoadException refE)
                        {
                            foreach (var ee in refE.LoaderExceptions)
                            {
                                Globals.log.Error("{0} reference exception: {1}", _logHeader, ee);
                            }
                        }
                    }
                }
            }
        }