holopy3/Assets/PlattarExporter/UnityGLTF/Scripts/GLTFEditorImporter.cs
Lena Biresch 490ef558ef CleanUp
2021-01-28 13:07:52 +01:00

1165 lines
No EOL
36 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Text.RegularExpressions;
using GLTF;
using GLTF.Schema;
using UnityEngine;
using UnityGLTF.Cache;
using UnityGLTF.Extensions;
using UnityEditor;
namespace UnityGLTF
{
/// <summary>
/// Editor windows to load a GLTF scene in editor
/// </summary>
///
public class GLTFEditorImporter
{
public bool _useGLTFMaterial = false;
bool _isDone = false;
// Import paths and options
private string _projectDirectoryPath;
private string _gltfDirectoryPath;
private string _glTFPath = "";
private bool _addToCurrentScene;
// GLTF data
private byte[] _glTFData;
protected GLTFRoot _root;
AssetManager _assetManager;
private int _nbParsedNodes;
private GameObject _sceneObject;
public UnityEngine.Material defaultMaterial;
protected AssetCache _assetCache;
private TaskManager _taskManager;
private bool _userStopped = false;
private string _currentSampleName = "";
private List<string> _assetsToRemove;
Dictionary<int, GameObject> _importedObjects;
Dictionary<int, List<SkinnedMeshRenderer>>_skinIndexToGameObjects;
// Import Progress
public enum IMPORT_STEP
{
READ_FILE,
BUFFER,
IMAGE,
TEXTURE,
MATERIAL,
MESH,
NODE,
ANIMATION,
SKIN
}
public delegate void RefreshWindow();
public delegate void ProgressCallback(IMPORT_STEP step, int current, int total);
private RefreshWindow _finishCallback;
private ProgressCallback _progressCallback;
protected const string Base64StringInitializer = "^data:[a-z-]+/[a-z-]+;base64,";
/// <summary>
/// Constructor
/// </summary>
public GLTFEditorImporter()
{
Initialize();
}
/// <summary>
/// Constructors setting the delegate function to call after each iteration
/// </summary>
/// <param name="delegateFunction">The function to call after each iteration (usually Repaint())</param>
public GLTFEditorImporter(ProgressCallback progressCallback, RefreshWindow finish=null)
{
_progressCallback = progressCallback;
_finishCallback = finish;
Initialize();
}
/// <summary>
/// Initializes all the structures and objects
/// </summary>
public void Initialize()
{
_importedObjects = new Dictionary<int, GameObject>();
_skinIndexToGameObjects = new Dictionary<int, List<SkinnedMeshRenderer>>();
_isDone = true;
_taskManager = new TaskManager();
_assetsToRemove = new List<string>();
defaultMaterial = new UnityEngine.Material(Shader.Find("Standard"));
}
/// <summary>
/// Setup importer for an import
/// </summary>
/// <param name="gltfPath">Absolute path to the glTF file to import</param>
/// <param name="importPath">Path in current project where to import the model</param>
/// <param name="modelName">Name of the model prefab to create<param>
public void setupForPath(string gltfPath, string importPath, string modelName, bool addScene=false)
{
_glTFPath = gltfPath;
_gltfDirectoryPath = Path.GetDirectoryName(_glTFPath);
_currentSampleName = modelName.Length > 0 ? modelName : "GLTFScene";
_projectDirectoryPath = importPath;
_assetManager = new AssetManager(_projectDirectoryPath, _currentSampleName);
_importedObjects.Clear();
_addToCurrentScene = addScene;
_skinIndexToGameObjects.Clear();
}
public void Update()
{
if(!_isDone)
{
if (_userStopped)
{
_userStopped = false;
Clear();
_isDone = true;
}
else
{
if (_taskManager != null && _taskManager.play())
{
// Do stuff
}
else
{
_isDone = true;
finishImport();
}
}
}
}
public void Load(bool useGLTFMaterial=false)
{
_isDone = false;
_userStopped = false;
_useGLTFMaterial = useGLTFMaterial;
LoadFile();
LoadGLTFScene();
}
// Private
private void checkValidity()
{
if (_taskManager == null)
{
_taskManager = new TaskManager();
}
}
private void LoadFile(int sceneIndex = -1)
{
_glTFData = File.ReadAllBytes(_glTFPath);
_root = GLTFParser.ParseJson(_glTFData);
}
private void LoadGLTFScene(int sceneIndex = -1)
{
Scene scene;
if (sceneIndex >= 0 && sceneIndex < _root.Scenes.Count)
{
scene = _root.Scenes[sceneIndex];
}
else
{
scene = _root.GetDefaultScene();
}
if (scene == null)
{
throw new Exception("No default scene in gltf file.");
}
_assetCache = new AssetCache(
_root.Images != null ? _root.Images.Count : 0,
_root.Textures != null ? _root.Textures.Count : 0,
_root.Materials != null ? _root.Materials.Count : 0,
_root.Buffers != null ? _root.Buffers.Count : 0,
_root.Meshes != null ? _root.Meshes.Count : 0
);
// Load dependencies
LoadBuffersEnum();
if (_root.Images != null)
LoadImagesEnum();
if (_root.Textures != null)
SetupTexturesEnum();
if (_root.Materials != null)
LoadMaterialsEnum();
LoadMeshesEnum();
LoadSceneEnum();
if (_root.Animations != null && _root.Animations.Count > 0)
LoadAnimationsEnum();
if (_root.Skins != null && _root.Skins.Count > 0)
LoadSkinsEnum();
}
private void LoadBuffersEnum()
{
_taskManager.addTask(LoadBuffers());
}
private void LoadImagesEnum()
{
_taskManager.addTask(LoadImages());
}
private void SetupTexturesEnum()
{
_taskManager.addTask(SetupTextures());
}
private void LoadMaterialsEnum()
{
_taskManager.addTask(LoadMaterials());
}
private void LoadMeshesEnum()
{
_taskManager.addTask(LoadMeshes());
}
private void LoadSceneEnum()
{
_taskManager.addTask(LoadScene());
}
private void LoadAnimationsEnum()
{
_taskManager.addTask(LoadAnimations());
}
private void LoadSkinsEnum()
{
_taskManager.addTask(LoadSkins());
}
private IEnumerator LoadBuffers()
{
if (_root.Buffers != null)
{
// todo add fuzzing to verify that buffers are before uri
setProgress(IMPORT_STEP.BUFFER, 0, _root.Buffers.Count);
for (int i = 0; i < _root.Buffers.Count; ++i)
{
GLTF.Schema.Buffer buffer = _root.Buffers[i];
if (buffer.Uri != null)
{
LoadBuffer(_gltfDirectoryPath, buffer, i);
}
else //null buffer uri indicates GLB buffer loading
{
byte[] glbBuffer;
GLTFParser.ExtractBinaryChunk(_glTFData, i, out glbBuffer);
_assetCache.BufferCache[i] = glbBuffer;
}
setProgress(IMPORT_STEP.BUFFER, (i + 1), _root.Buffers.Count);
yield return null;
}
}
}
protected virtual void LoadBuffer(string sourceUri, GLTF.Schema.Buffer buffer, int bufferIndex)
{
if (buffer.Uri != null)
{
byte[] bufferData = null;
var uri = buffer.Uri;
var bufferPath = Path.Combine(sourceUri, uri);
bufferData = File.ReadAllBytes(bufferPath);
_assetCache.BufferCache[bufferIndex] = bufferData;
}
}
private IEnumerator LoadImages()
{
for (int i = 0; i < _root.Images.Count; ++i)
{
Image image = _root.Images[i];
LoadImage(_gltfDirectoryPath, image, i);
setProgress(IMPORT_STEP.IMAGE, (i + 1), _root.Images.Count);
yield return null;
}
}
private void LoadImage(string rootPath, Image image, int imageID)
{
if (_assetCache.ImageCache[imageID] == null)
{
if (image.Uri != null)
{
// Is base64 uri ?
var uri = image.Uri;
Regex regex = new Regex(Base64StringInitializer);
Match match = regex.Match(uri);
if (match.Success)
{
var base64Data = uri.Substring(match.Length);
var textureData = Convert.FromBase64String(base64Data);
_assetManager.registerImageFromData(textureData, imageID);
}
else if(File.Exists(Path.Combine(rootPath, uri))) // File is a real file
{
string imagePath = Path.Combine(rootPath, uri);
_assetManager.copyAndRegisterImageInProject(imagePath, imageID);
}
else
{
Debug.Log("Image not found / Unknown image buffer");
}
}
else
{
var bufferView = image.BufferView.Value;
var buffer = bufferView.Buffer.Value;
var data = new byte[bufferView.ByteLength];
var bufferContents = _assetCache.BufferCache[bufferView.Buffer.Id];
System.Buffer.BlockCopy(bufferContents, bufferView.ByteOffset, data, 0, data.Length);
_assetManager.registerImageFromData(data, imageID);
}
}
}
private IEnumerator SetupTextures()
{
for(int i = 0; i < _root.Textures.Count; ++i)
{
SetupTexture(_root.Textures[i], i);
setProgress(IMPORT_STEP.TEXTURE, (i + 1), _root.Textures.Count);
yield return null;
}
}
private void SetupTexture(GLTF.Schema.Texture def, int textureIndex)
{
Texture2D source = _assetManager.getOrCreateTexture(def.Source.Id, textureIndex);
// Default values
var desiredFilterMode = FilterMode.Bilinear;
var desiredWrapMode = UnityEngine.TextureWrapMode.Repeat;
if (def.Sampler != null)
{
var sampler = def.Sampler.Value;
switch (sampler.MinFilter)
{
case MinFilterMode.Nearest:
desiredFilterMode = FilterMode.Point;
break;
case MinFilterMode.Linear:
default:
desiredFilterMode = FilterMode.Bilinear;
break;
}
switch (sampler.WrapS)
{
case GLTF.Schema.WrapMode.ClampToEdge:
desiredWrapMode = UnityEngine.TextureWrapMode.Clamp;
break;
case GLTF.Schema.WrapMode.Repeat:
default:
desiredWrapMode = UnityEngine.TextureWrapMode.Repeat;
break;
}
}
source.filterMode = desiredFilterMode;
source.wrapMode = desiredWrapMode;
_assetManager.registerTexture(source);
}
private IEnumerator LoadMaterials()
{
for(int i = 0; i < _root.Materials.Count; ++i)
{
CreateUnityMaterial(_root.Materials[i], i);
setProgress(IMPORT_STEP.MATERIAL, (i + 1), _root.Materials.Count);
yield return null;
}
}
protected virtual void CreateUnityMaterial(GLTF.Schema.Material def, int materialIndex)
{
Extension specularGlossinessExtension = null;
bool isSpecularPBR = def.Extensions != null && def.Extensions.TryGetValue("KHR_materials_pbrSpecularGlossiness", out specularGlossinessExtension);
Shader shader = isSpecularPBR ? Shader.Find("Standard (Specular setup)") : Shader.Find("Standard");
var material = new UnityEngine.Material(shader);
material.hideFlags = HideFlags.DontUnloadUnusedAsset; // Avoid material to be deleted while being built
material.name = def.Name;
//Transparency
if (def.AlphaMode == AlphaMode.MASK)
{
GLTFUtils.SetupMaterialWithBlendMode(material, GLTFUtils.BlendMode.Cutout);
material.SetFloat("_Mode", 1);
material.SetFloat("_Cutoff", (float)def.AlphaCutoff);
}
else if (def.AlphaMode == AlphaMode.BLEND)
{
GLTFUtils.SetupMaterialWithBlendMode(material, GLTFUtils.BlendMode.Fade);
material.SetFloat("_Mode", 3);
}
if (def.NormalTexture != null)
{
var texture = def.NormalTexture.Index.Id;
Texture2D normalTexture = getTexture(texture) as Texture2D;
//Automatically set it to normal map
TextureImporter im = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(normalTexture)) as TextureImporter;
im.textureType = TextureImporterType.NormalMap;
im.SaveAndReimport();
material.SetTexture("_BumpMap", getTexture(texture));
material.SetFloat("_BumpScale", (float)def.NormalTexture.Scale);
}
if (def.EmissiveTexture != null)
{
material.EnableKeyword("EMISSION_MAP_ON");
var texture = def.EmissiveTexture.Index.Id;
material.SetTexture("_EmissionMap", getTexture(texture));
material.SetInt("_EmissionUV", def.EmissiveTexture.TexCoord);
}
// PBR channels
if (specularGlossinessExtension != null)
{
KHR_materials_pbrSpecularGlossinessExtension pbr = (KHR_materials_pbrSpecularGlossinessExtension)specularGlossinessExtension;
material.SetColor("_Color", pbr.DiffuseFactor.ToUnityColor().gamma);
if (pbr.DiffuseTexture != null)
{
var texture = pbr.DiffuseTexture.Index.Id;
material.SetTexture("_MainTex", getTexture(texture));
}
if (pbr.SpecularGlossinessTexture != null)
{
var texture = pbr.SpecularGlossinessTexture.Index.Id;
material.SetTexture("_SpecGlossMap", getTexture(texture));
material.SetFloat("_GlossMapScale", (float)pbr.GlossinessFactor);
material.SetFloat("_Glossiness", (float)pbr.GlossinessFactor);
}
else
{
material.SetFloat("_Glossiness", (float)pbr.GlossinessFactor);
}
Vector3 specularVec3 = pbr.SpecularFactor.ToUnityVector3();
material.SetColor("_SpecColor", new Color(specularVec3.x, specularVec3.y, specularVec3.z, 1.0f));
if (def.OcclusionTexture != null)
{
var texture = def.OcclusionTexture.Index.Id;
material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);
material.SetTexture("_OcclusionMap", getTexture(texture));
}
GLTFUtils.SetMaterialKeywords(material, GLTFUtils.WorkflowMode.Specular);
}
else if (def.PbrMetallicRoughness != null)
{
var pbr = def.PbrMetallicRoughness;
material.SetColor("_Color", pbr.BaseColorFactor.ToUnityColor().gamma);
if (pbr.BaseColorTexture != null)
{
var texture = pbr.BaseColorTexture.Index.Id;
material.SetTexture("_MainTex", getTexture(texture));
}
material.SetFloat("_Metallic", (float)pbr.MetallicFactor);
material.SetFloat("_Glossiness", 1.0f - (float)pbr.RoughnessFactor);
if (pbr.MetallicRoughnessTexture != null)
{
var texture = pbr.MetallicRoughnessTexture.Index.Id;
UnityEngine.Texture2D inputTexture = getTexture(texture) as Texture2D;
List<Texture2D> splitTextures = splitMetalRoughTexture(inputTexture, def.OcclusionTexture != null, (float)pbr.MetallicFactor, (float)pbr.RoughnessFactor);
material.SetTexture("_MetallicGlossMap", splitTextures[0]);
if (def.OcclusionTexture != null)
{
material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);
material.SetTexture("_OcclusionMap", splitTextures[1]);
}
}
GLTFUtils.SetMaterialKeywords(material, GLTFUtils.WorkflowMode.Metallic);
}
material.SetColor("_EmissionColor", def.EmissiveFactor.ToUnityColor().gamma);
material = _assetManager.saveMaterial(material, materialIndex);
_assetManager._parsedMaterials.Add(material);
material.hideFlags = HideFlags.None;
}
public List<UnityEngine.Texture2D> splitMetalRoughTexture(Texture2D inputTexture, bool hasOcclusion, float metallicFactor, float roughnessFactor)
{
string inputTexturePath = AssetDatabase.GetAssetPath(inputTexture);
if (!_assetsToRemove.Contains(inputTexturePath))
{
_assetsToRemove.Add(inputTexturePath);
}
List<UnityEngine.Texture2D> outputs = new List<UnityEngine.Texture2D>();
#if true
int width = inputTexture.width;
int height = inputTexture.height;
Color[] occlusion = new Color[width * height];
Color[] metalRough = new Color[width * height];
Color[] textureColors = new Color[width * height];
GLTFUtils.getPixelsFromTexture(ref inputTexture, out textureColors);
for (int i = 0; i < height; ++i)
{
for (int j = 0; j < width; ++j)
{
float occ = textureColors[i * width + j].r;
float rough = textureColors[i * width + j].g;
float met = textureColors[i * width + j].b;
occlusion[i * width + j] = new Color(occ, occ, occ, 1.0f);
metalRough[i * width + j] = new Color(met * metallicFactor, met * metallicFactor, met * metallicFactor, (1.0f - rough) * roughnessFactor);
}
}
Texture2D metalRoughTexture = new Texture2D(width, height, TextureFormat.ARGB32, true);
metalRoughTexture.name = Path.GetFileNameWithoutExtension(inputTexturePath) + "_metal";
metalRoughTexture.SetPixels(metalRough);
metalRoughTexture.Apply();
outputs.Add(_assetManager.saveTexture(metalRoughTexture));
if (hasOcclusion)
{
Texture2D occlusionTexture = new Texture2D(width, height);
occlusionTexture.name = Path.GetFileNameWithoutExtension(inputTexturePath) + "_occlusion";
occlusionTexture.SetPixels(occlusion);
occlusionTexture.Apply();
outputs.Add(_assetManager.saveTexture(occlusionTexture));
}
// Delete original texture
AssetDatabase.Refresh();
#else
string inputTextureName = Path.GetFileNameWithoutExtension(inputTexturePath);
string metalRoughPath = Path.Combine(_assetManager.getImportTextureDir(), inputTextureName + "_metal.png");
GLTFTextureUtils.extractMetalRough(inputTexture, metalRoughPath);
outputs.Add(AssetDatabase.LoadAssetAtPath<Texture2D>(GLTFUtils.getPathProjectFromAbsolute(metalRoughPath)));
if (hasOcclusion)
{
string occlusionPath = Path.Combine(_assetManager.getImportTextureDir(), inputTextureName + "_occlusion.png");
GLTFTextureUtils.extractOcclusion(inputTexture, occlusionPath);
outputs.Add(AssetDatabase.LoadAssetAtPath<Texture2D>(GLTFUtils.getPathProjectFromAbsolute(occlusionPath)));
}
#endif
return outputs;
}
private Texture2D getTexture(int index)
{
return _assetManager.getTexture(index);
}
private UnityEngine.Material getMaterial(int index)
{
return _assetManager.getMaterial(index);
}
private IEnumerator LoadMeshes()
{
for(int i = 0; i < _root.Meshes.Count; ++i)
{
CreateMeshObject(_root.Meshes[i], i);
setProgress(IMPORT_STEP.MESH, (i + 1), _root.Meshes.Count);
yield return null;
}
}
protected virtual void CreateMeshObject(GLTF.Schema.Mesh mesh, int meshId)
{
for (int i = 0; i < mesh.Primitives.Count; ++i)
{
var primitive = mesh.Primitives[i];
CreateMeshPrimitive(primitive, mesh.Name, meshId, i); // Converted to mesh
}
}
protected virtual void CreateMeshPrimitive(MeshPrimitive primitive, string meshName, int meshID, int primitiveIndex)
{
var meshAttributes = BuildMeshAttributes(primitive, meshID, primitiveIndex);
var vertexCount = primitive.Attributes[SemanticProperties.POSITION].Value.Count;
UnityEngine.Mesh mesh = new UnityEngine.Mesh
{
vertices = primitive.Attributes.ContainsKey(SemanticProperties.POSITION)
? meshAttributes[SemanticProperties.POSITION].AccessorContent.AsVertices.ToUnityVector3()
: null,
normals = primitive.Attributes.ContainsKey(SemanticProperties.NORMAL)
? meshAttributes[SemanticProperties.NORMAL].AccessorContent.AsNormals.ToUnityVector3()
: null,
uv = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(0))
? meshAttributes[SemanticProperties.TexCoord(0)].AccessorContent.AsTexcoords.ToUnityVector2()
: null,
uv2 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(1))
? meshAttributes[SemanticProperties.TexCoord(1)].AccessorContent.AsTexcoords.ToUnityVector2()
: null,
uv3 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(2))
? meshAttributes[SemanticProperties.TexCoord(2)].AccessorContent.AsTexcoords.ToUnityVector2()
: null,
uv4 = primitive.Attributes.ContainsKey(SemanticProperties.TexCoord(3))
? meshAttributes[SemanticProperties.TexCoord(3)].AccessorContent.AsTexcoords.ToUnityVector2()
: null,
colors = primitive.Attributes.ContainsKey(SemanticProperties.Color(0))
? meshAttributes[SemanticProperties.Color(0)].AccessorContent.AsColors.ToUnityColor()
: null,
triangles = primitive.Indices != null
? meshAttributes[SemanticProperties.INDICES].AccessorContent.AsTriangles
: MeshPrimitive.GenerateTriangles(vertexCount),
tangents = primitive.Attributes.ContainsKey(SemanticProperties.TANGENT)
? meshAttributes[SemanticProperties.TANGENT].AccessorContent.AsTangents.ToUnityVector4(true)
: null
};
if (primitive.Attributes.ContainsKey(SemanticProperties.JOINT) && primitive.Attributes.ContainsKey(SemanticProperties.WEIGHT))
{
Vector4[] bones = new Vector4[1];
Vector4[] weights = new Vector4[1];
LoadSkinnedMeshAttributes(meshID, primitiveIndex, ref bones, ref weights);
if(bones.Length != mesh.vertices.Length || weights.Length != mesh.vertices.Length)
{
Debug.LogError("Not enough skinning data (bones:" + bones.Length + " weights:" + weights.Length + " verts:" + mesh.vertices.Length + ")");
return;
}
BoneWeight[] bws = new BoneWeight[mesh.vertices.Length];
int maxBonesIndex = 0;
for (int i = 0; i < bws.Length; ++i)
{
// Unity seems expects the the sum of weights to be 1.
float[] normalizedWeights = GLTFUtils.normalizeBoneWeights(weights[i]);
bws[i].boneIndex0 = (int)bones[i].x;
bws[i].weight0 = normalizedWeights[0];
bws[i].boneIndex1 = (int)bones[i].y;
bws[i].weight1 = normalizedWeights[1];
bws[i].boneIndex2 = (int)bones[i].z;
bws[i].weight2 = normalizedWeights[2];
bws[i].boneIndex3 = (int)bones[i].w;
bws[i].weight3 = normalizedWeights[3];
maxBonesIndex = (int)Mathf.Max(maxBonesIndex, bones[i].x, bones[i].y, bones[i].z, bones[i].w);
}
mesh.boneWeights = bws;
// initialize inverseBindMatrix array with identity matrix in order to output a valid mesh object
Matrix4x4[] bindposes = new Matrix4x4[maxBonesIndex];
for(int j=0; j < maxBonesIndex; ++j)
{
bindposes[j] = Matrix4x4.TRS(Vector3.zero, Quaternion.identity, Vector3.one);
}
mesh.bindposes = bindposes;
}
if(primitive.Targets != null && primitive.Targets.Count > 0)
{
for (int b = 0; b < primitive.Targets.Count; ++b)
{
Vector3[] deltaVertices = new Vector3[primitive.Targets[b]["POSITION"].Value.Count];
Vector3[] deltaNormals = new Vector3[primitive.Targets[b]["POSITION"].Value.Count];
Vector3[] deltaTangents = new Vector3[primitive.Targets[b]["POSITION"].Value.Count];
if(primitive.Targets[b].ContainsKey("POSITION"))
{
NumericArray num = new NumericArray();
deltaVertices = primitive.Targets[b]["POSITION"].Value.AsVector3Array(ref num, _assetCache.BufferCache[0], false).ToUnityVector3(true);
}
if (primitive.Targets[b].ContainsKey("NORMAL"))
{
NumericArray num = new NumericArray();
deltaNormals = primitive.Targets[b]["NORMAL"].Value.AsVector3Array(ref num, _assetCache.BufferCache[0], true).ToUnityVector3(true);
}
//if (primitive.Targets[b].ContainsKey("TANGENT"))
//{
// deltaTangents = primitive.Targets[b]["TANGENT"].Value.AsVector3Array(ref num, _assetCache.BufferCache[0], true).ToUnityVector3(true);
//}
mesh.AddBlendShapeFrame(GLTFUtils.buildBlendShapeName(meshID, b), 1.0f, deltaVertices, deltaNormals, deltaTangents);
}
}
mesh.RecalculateBounds();
mesh.RecalculateTangents();
mesh = _assetManager.saveMesh(mesh, meshName + "_" + meshID + "_" + primitiveIndex);
UnityEngine.Material material = primitive.Material != null && primitive.Material.Id >= 0 ? getMaterial(primitive.Material.Id) : defaultMaterial;
_assetManager.addPrimitiveMeshData(meshID, primitiveIndex, mesh, material);
}
protected virtual Dictionary<string, AttributeAccessor> BuildMeshAttributes(MeshPrimitive primitive, int meshID, int primitiveIndex)
{
Dictionary<string, AttributeAccessor> attributeAccessors = new Dictionary<string, AttributeAccessor>(primitive.Attributes.Count + 1);
foreach (var attributePair in primitive.Attributes)
{
AttributeAccessor AttributeAccessor = new AttributeAccessor()
{
AccessorId = attributePair.Value,
Buffer = _assetCache.BufferCache[attributePair.Value.Value.BufferView.Value.Buffer.Id]
};
attributeAccessors[attributePair.Key] = AttributeAccessor;
}
if (primitive.Indices != null)
{
AttributeAccessor indexBuilder = new AttributeAccessor()
{
AccessorId = primitive.Indices,
Buffer = _assetCache.BufferCache[primitive.Indices.Value.BufferView.Value.Buffer.Id]
};
attributeAccessors[SemanticProperties.INDICES] = indexBuilder;
}
GLTFHelpers.BuildMeshAttributes(ref attributeAccessors);
return attributeAccessors;
}
private IEnumerator LoadScene(int sceneIndex = -1)
{
Scene scene;
_nbParsedNodes = 0;
if (sceneIndex >= 0 && sceneIndex < _root.Scenes.Count)
{
scene = _root.Scenes[sceneIndex];
}
else
{
scene = _root.GetDefaultScene();
}
if (scene == null)
{
throw new Exception("No default scene in gltf file.");
}
_sceneObject = createGameObject(_currentSampleName);
foreach (var node in scene.Nodes)
{
var nodeObj = CreateNode(node.Value, node.Id);
nodeObj.transform.SetParent(_sceneObject.transform, false);
}
yield return null;
}
private IEnumerator LoadAnimations()
{
for (int i = 0; i < _root.Animations.Count; ++i)
{
AnimationClip clip = new AnimationClip();
clip.wrapMode = UnityEngine.WrapMode.Loop;
LoadAnimation(_root.Animations[i], i, clip);
setProgress(IMPORT_STEP.ANIMATION, (i + 1), _root.Animations.Count);
_assetManager.saveAnimationClip(clip);
yield return null;
}
}
private void LoadAnimation(GLTF.Schema.Animation gltfAnimation, int index, AnimationClip clip)
{
clip.name = gltfAnimation.Name != null && gltfAnimation.Name.Length > 0 ? gltfAnimation.Name : "GLTFAnimation_" + index;
for(int i=0; i < gltfAnimation.Channels.Count; ++i)
{
AnimationChannel channel = gltfAnimation.Channels[i];
addGLTFChannelDataToClip(gltfAnimation.Channels[i], clip);
}
clip.EnsureQuaternionContinuity();
}
private void addGLTFChannelDataToClip(GLTF.Schema.AnimationChannel channel, AnimationClip clip)
{
int animatedNodeIndex = channel.Target.Node.Id;
if (!_importedObjects.ContainsKey(animatedNodeIndex))
{
Debug.Log("Node '" + animatedNodeIndex + "' found for animation, aborting.");
}
Transform animatedNode = _importedObjects[animatedNodeIndex].transform;
string nodePath = AnimationUtility.CalculateTransformPath(animatedNode, _sceneObject.transform);
bool isStepInterpolation = channel.Sampler.Value.Interpolation != InterpolationType.LINEAR;
byte[] timeBufferData = _assetCache.BufferCache[channel.Sampler.Value.Output.Value.BufferView.Value.Buffer.Id];
float[] times = GLTFHelpers.ParseKeyframeTimes(channel.Sampler.Value.Input.Value, timeBufferData);
if (channel.Target.Path == GLTFAnimationChannelPath.translation || channel.Target.Path == GLTFAnimationChannelPath.scale)
{
byte[] bufferData = _assetCache.BufferCache[channel.Sampler.Value.Output.Value.BufferView.Value.Buffer.Id];
GLTF.Math.Vector3[] keyValues = GLTFHelpers.ParseVector3Keyframes(channel.Sampler.Value.Output.Value, bufferData);
if (keyValues == null)
return;
Vector3[] values = keyValues.ToUnityVector3();
AnimationCurve[] vector3Curves = GLTFUtils.createCurvesFromArrays(times, values, isStepInterpolation, channel.Target.Path == GLTFAnimationChannelPath.translation);
if (channel.Target.Path == GLTFAnimationChannelPath.translation)
GLTFUtils.addTranslationCurvesToClip(vector3Curves, nodePath, ref clip);
else
GLTFUtils.addScaleCurvesToClip(vector3Curves, nodePath, ref clip);
}
else if (channel.Target.Path == GLTFAnimationChannelPath.rotation)
{
byte[] bufferData = _assetCache.BufferCache[channel.Sampler.Value.Output.Value.BufferView.Value.Buffer.Id];
Vector4[] values = GLTFHelpers.ParseRotationKeyframes(channel.Sampler.Value.Output.Value, bufferData).ToUnityVector4();
AnimationCurve[] rotationCurves = GLTFUtils.createCurvesFromArrays(times, values, isStepInterpolation);
GLTFUtils.addRotationCurvesToClip(rotationCurves, nodePath, ref clip);
}
else if(channel.Target.Path == GLTFAnimationChannelPath.weights)
{
List<string> morphTargets = new List<string>();
int meshIndex = _root.Nodes[animatedNodeIndex].Mesh.Id;
for(int i=0; i< _root.Meshes[meshIndex].Primitives[0].Targets.Count; ++i)
{
morphTargets.Add(GLTFUtils.buildBlendShapeName(meshIndex, i));
}
byte[] bufferData = _assetCache.BufferCache[channel.Sampler.Value.Output.Value.BufferView.Value.Buffer.Id];
float[] values = GLTFHelpers.ParseKeyframeTimes(channel.Sampler.Value.Output.Value, bufferData);
AnimationCurve[] morphCurves = GLTFUtils.buildMorphAnimationCurves(times, values, morphTargets.Count);
GLTFUtils.addMorphAnimationCurvesToClip(morphCurves, nodePath, morphTargets.ToArray(), ref clip);
}
else
{
Debug.Log("Unsupported animation channel target: " + channel.Target.Path);
}
}
private void setProgress(IMPORT_STEP step, int current, int total)
{
if (_progressCallback != null)
_progressCallback(step, current, total);
}
private IEnumerator LoadSkins()
{
setProgress(IMPORT_STEP.SKIN, 0, _root.Skins.Count);
for (int i = 0; i < _root.Skins.Count; ++i)
{
LoadSkin(_root.Skins[i], i);
setProgress(IMPORT_STEP.SKIN, (i + 1), _root.Skins.Count);
yield return null;
}
}
private void LoadSkin(GLTF.Schema.Skin skin, int index)
{
Transform[] boneList = new Transform[skin.Joints.Count];
for (int i = 0; i < skin.Joints.Count; ++i)
{
boneList[i] = _importedObjects[skin.Joints[i].Id].transform;
}
foreach (SkinnedMeshRenderer skinMesh in _skinIndexToGameObjects[index])
{
skinMesh.bones = boneList;
}
}
private void BuildSkinnedMesh(GameObject nodeObj, GLTF.Schema.Skin skin, int meshIndex, int primitiveIndex)
{
if(skin.InverseBindMatrices.Value.Count == 0)
return;
SkinnedMeshRenderer skinMesh = nodeObj.AddComponent<SkinnedMeshRenderer>();
skinMesh.sharedMesh = _assetManager.getMesh(meshIndex, primitiveIndex);
skinMesh.sharedMaterial = _assetManager.getMaterial(meshIndex, primitiveIndex);
byte[] bufferData = _assetCache.BufferCache[skin.InverseBindMatrices.Value.BufferView.Value.Buffer.Id];
NumericArray content = new NumericArray();
List<Matrix4x4> bindPoseMatrices = new List<Matrix4x4>();
GLTF.Math.Matrix4x4[] inverseBindMatrices = skin.InverseBindMatrices.Value.AsMatrixArray(ref content, bufferData);
foreach (GLTF.Math.Matrix4x4 mat in inverseBindMatrices)
{
bindPoseMatrices.Add(mat.ToUnityMatrix().switchHandedness());
}
skinMesh.sharedMesh.bindposes = bindPoseMatrices.ToArray();
if(skin.Skeleton != null && _importedObjects.ContainsKey(skin.Skeleton.Id))
skinMesh.rootBone = skin.Skeleton == null ? _importedObjects[skin.Skeleton.Id].transform : null;
}
protected virtual void LoadSkinnedMeshAttributes(int meshIndex, int primitiveIndex, ref Vector4[] boneIndexes, ref Vector4[] weights)
{
GLTF.Schema.MeshPrimitive prim = _root.Meshes[meshIndex].Primitives[primitiveIndex];
if (!prim.Attributes.ContainsKey(SemanticProperties.JOINT) || !prim.Attributes.ContainsKey(SemanticProperties.WEIGHT))
return;
parseAttribute(ref prim, SemanticProperties.JOINT, ref boneIndexes);
parseAttribute(ref prim, SemanticProperties.WEIGHT, ref weights);
foreach(Vector4 wei in weights)
{
wei.Normalize();
}
}
private void parseAttribute(ref GLTF.Schema.MeshPrimitive prim, string property, ref Vector4[] values)
{
byte[] bufferData = _assetCache.BufferCache[prim.Attributes[property].Value.BufferView.Value.Buffer.Id];
NumericArray num = new NumericArray();
GLTF.Math.Vector4[] gltfValues = prim.Attributes[property].Value.AsVector4Array(ref num, bufferData);
values = new Vector4[gltfValues.Length];
for (int i = 0; i < gltfValues.Length; ++i)
{
values[i] = gltfValues[i].ToUnityVector4();
}
}
protected virtual GameObject CreateNode(Node node, int index)
{
var nodeObj = createGameObject(node.Name != null && node.Name.Length > 0 ? node.Name : "GLTFNode_" + index);
_nbParsedNodes++;
setProgress(IMPORT_STEP.NODE, _nbParsedNodes, _root.Nodes.Count);
Vector3 position;
Quaternion rotation;
Vector3 scale;
node.GetUnityTRSProperties(out position, out rotation, out scale);
nodeObj.transform.localPosition = position;
nodeObj.transform.localRotation = rotation;
nodeObj.transform.localScale = scale;
bool isSkinned = node.Skin != null && isValidSkin(node.Skin.Id);
bool hasMorphOnly = node.Skin == null && node.Mesh != null && node.Mesh.Value.Weights != null && node.Mesh.Value.Weights.Count != 0;
if (node.Mesh != null)
{
if (isSkinned) // Mesh is skinned (it can also have morph)
{
if (!_skinIndexToGameObjects.ContainsKey(node.Skin.Id))
_skinIndexToGameObjects[node.Skin.Id] = new List<SkinnedMeshRenderer>();
BuildSkinnedMesh(nodeObj, node.Skin.Value, node.Mesh.Id, 0);
_skinIndexToGameObjects[node.Skin.Id].Add(nodeObj.GetComponent<SkinnedMeshRenderer>());
}
else if (hasMorphOnly)
{
SkinnedMeshRenderer smr = nodeObj.AddComponent<SkinnedMeshRenderer>();
smr.sharedMesh = _assetManager.getMesh(node.Mesh.Id, 0);
smr.sharedMaterial = _assetManager.getMaterial(node.Mesh.Id, 0);
}
else
{
// If several primitive, create several nodes and add them as child of this current Node
MeshFilter meshFilter = nodeObj.AddComponent<MeshFilter>();
meshFilter.sharedMesh = _assetManager.getMesh(node.Mesh.Id, 0);
MeshRenderer meshRenderer = nodeObj.AddComponent<MeshRenderer>();
meshRenderer.material = _assetManager.getMaterial(node.Mesh.Id, 0);
}
for(int i = 1; i < _assetManager._parsedMeshData[node.Mesh.Id].Count; ++i)
{
GameObject go = createGameObject(node.Name ?? "GLTFNode_" + i);
if (isSkinned)
{
BuildSkinnedMesh(go, node.Skin.Value, node.Mesh.Id, i);
_skinIndexToGameObjects[node.Skin.Id].Add(go.GetComponent<SkinnedMeshRenderer>());
}
else if (hasMorphOnly)
{
SkinnedMeshRenderer smr = go.AddComponent<SkinnedMeshRenderer>();
smr.sharedMesh = _assetManager.getMesh(node.Mesh.Id, i);
smr.sharedMaterial = _assetManager.getMaterial(node.Mesh.Id, i);
}
else
{
MeshFilter mf = go.AddComponent<MeshFilter>();
mf.sharedMesh = _assetManager.getMesh(node.Mesh.Id, i);
MeshRenderer mr = go.AddComponent<MeshRenderer>();
mr.material = _assetManager.getMaterial(node.Mesh.Id, i);
}
go.transform.SetParent(nodeObj.transform, false);
}
}
if (node.Children != null)
{
foreach (var child in node.Children)
{
var childObj = CreateNode(child.Value, child.Id);
childObj.transform.SetParent(nodeObj.transform, false);
}
}
_importedObjects.Add(index, nodeObj);
return nodeObj;
}
private GameObject createGameObject(string name)
{
name = GLTFUtils.cleanName(name);
return _assetManager.createGameObject(name);
}
private bool isValidSkin(int skinIndex)
{
if (skinIndex >= _root.Skins.Count)
return false;
Skin glTFSkin = _root.Skins[skinIndex];
return glTFSkin.Joints.Count > 0 && glTFSkin.Joints.Count == glTFSkin.InverseBindMatrices.Value.Count;
}
private void finishImport()
{
GameObject prefab = _assetManager.savePrefab(_sceneObject, _projectDirectoryPath, _addToCurrentScene);
if (_finishCallback != null)
_finishCallback();
Clear();
if (_addToCurrentScene == true)
{
// Select and focus imported object
_sceneObject = PrefabUtility.InstantiatePrefab(prefab) as GameObject;
GameObject[] obj = new GameObject[1];
obj[0] = _sceneObject;
Selection.objects = obj;
#if UNITY_2017
EditorApplication.ExecuteMenuItem("Edit/Frame Selected");
#endif
}
}
/// <summary>
/// Call this to abort current import
/// </summary>
public void abortImport()
{
if (!_isDone)
{
_userStopped = true;
}
}
/// <summary>
/// Cleans all generated files and structures
/// </summary>
///
public void softClean()
{
if (_assetManager != null)
_assetManager.softClean();
_taskManager.clear();
Resources.UnloadUnusedAssets();
}
public void Clear()
{
if (_assetManager != null)
_assetManager.softClean();
_taskManager.clear();
Resources.UnloadUnusedAssets();
}
private void cleanObjects()
{
foreach (GameObject ob in _importedObjects.Values)
{
GameObject.DestroyImmediate(ob);
}
GameObject.DestroyImmediate(_sceneObject);
_sceneObject = null;
_assetManager.softClean();
}
public void OnDestroy()
{
Clear();
}
}
}
class TaskManager
{
List<IEnumerator> _tasks;
IEnumerator _current = null;
public TaskManager()
{
_tasks = new List<IEnumerator>();
}
public void addTask(IEnumerator task)
{
_tasks.Add(task);
}
public void clear()
{
_tasks.Clear();
}
public bool play()
{
if(_tasks.Count > 0)
{
if (_current == null || !_current.MoveNext())
{
_current = _tasks[0];
_tasks.RemoveAt(0);
}
}
if (_current != null)
_current.MoveNext();
if (_current != null && !_current.MoveNext() && _tasks.Count == 0)
return false;
return true;
}
}