1165 lines
No EOL
36 KiB
C#
1165 lines
No EOL
36 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Text.RegularExpressions;
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using GLTF;
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using GLTF.Schema;
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using UnityEngine;
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using UnityGLTF.Cache;
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using UnityGLTF.Extensions;
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using UnityEditor;
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namespace UnityGLTF
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{
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/// <summary>
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/// Editor windows to load a GLTF scene in editor
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/// </summary>
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///
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public class GLTFEditorImporter
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{
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public bool _useGLTFMaterial = false;
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bool _isDone = false;
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// Import paths and options
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private string _projectDirectoryPath;
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private string _gltfDirectoryPath;
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private string _glTFPath = "";
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private bool _addToCurrentScene;
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// GLTF data
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private byte[] _glTFData;
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protected GLTFRoot _root;
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AssetManager _assetManager;
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private int _nbParsedNodes;
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private GameObject _sceneObject;
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public UnityEngine.Material defaultMaterial;
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protected AssetCache _assetCache;
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private TaskManager _taskManager;
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private bool _userStopped = false;
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private string _currentSampleName = "";
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private List<string> _assetsToRemove;
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Dictionary<int, GameObject> _importedObjects;
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Dictionary<int, List<SkinnedMeshRenderer>>_skinIndexToGameObjects;
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// Import Progress
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public enum IMPORT_STEP
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{
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READ_FILE,
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BUFFER,
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IMAGE,
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TEXTURE,
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MATERIAL,
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MESH,
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NODE,
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ANIMATION,
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SKIN
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}
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public delegate void RefreshWindow();
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public delegate void ProgressCallback(IMPORT_STEP step, int current, int total);
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private RefreshWindow _finishCallback;
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private ProgressCallback _progressCallback;
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protected const string Base64StringInitializer = "^data:[a-z-]+/[a-z-]+;base64,";
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/// <summary>
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/// Constructor
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/// </summary>
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public GLTFEditorImporter()
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{
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Initialize();
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}
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/// <summary>
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/// Constructors setting the delegate function to call after each iteration
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/// </summary>
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/// <param name="delegateFunction">The function to call after each iteration (usually Repaint())</param>
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public GLTFEditorImporter(ProgressCallback progressCallback, RefreshWindow finish=null)
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{
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_progressCallback = progressCallback;
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_finishCallback = finish;
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Initialize();
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}
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/// <summary>
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/// Initializes all the structures and objects
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/// </summary>
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public void Initialize()
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{
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_importedObjects = new Dictionary<int, GameObject>();
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_skinIndexToGameObjects = new Dictionary<int, List<SkinnedMeshRenderer>>();
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_isDone = true;
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_taskManager = new TaskManager();
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_assetsToRemove = new List<string>();
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defaultMaterial = new UnityEngine.Material(Shader.Find("Standard"));
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}
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/// <summary>
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/// Setup importer for an import
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/// </summary>
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/// <param name="gltfPath">Absolute path to the glTF file to import</param>
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/// <param name="importPath">Path in current project where to import the model</param>
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/// <param name="modelName">Name of the model prefab to create<param>
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public void setupForPath(string gltfPath, string importPath, string modelName, bool addScene=false)
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{
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_glTFPath = gltfPath;
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_gltfDirectoryPath = Path.GetDirectoryName(_glTFPath);
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_currentSampleName = modelName.Length > 0 ? modelName : "GLTFScene";
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_projectDirectoryPath = importPath;
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_assetManager = new AssetManager(_projectDirectoryPath, _currentSampleName);
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_importedObjects.Clear();
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_addToCurrentScene = addScene;
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_skinIndexToGameObjects.Clear();
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}
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public void Update()
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{
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if(!_isDone)
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{
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if (_userStopped)
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{
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_userStopped = false;
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Clear();
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_isDone = true;
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}
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else
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{
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if (_taskManager != null && _taskManager.play())
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{
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// Do stuff
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}
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else
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{
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_isDone = true;
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finishImport();
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}
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}
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}
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}
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public void Load(bool useGLTFMaterial=false)
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{
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_isDone = false;
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_userStopped = false;
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_useGLTFMaterial = useGLTFMaterial;
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LoadFile();
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LoadGLTFScene();
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}
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// Private
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private void checkValidity()
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{
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if (_taskManager == null)
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{
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_taskManager = new TaskManager();
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}
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}
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private void LoadFile(int sceneIndex = -1)
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{
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_glTFData = File.ReadAllBytes(_glTFPath);
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_root = GLTFParser.ParseJson(_glTFData);
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}
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private void LoadGLTFScene(int sceneIndex = -1)
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{
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Scene scene;
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if (sceneIndex >= 0 && sceneIndex < _root.Scenes.Count)
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{
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scene = _root.Scenes[sceneIndex];
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}
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else
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{
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scene = _root.GetDefaultScene();
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}
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if (scene == null)
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{
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throw new Exception("No default scene in gltf file.");
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}
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_assetCache = new AssetCache(
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_root.Images != null ? _root.Images.Count : 0,
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_root.Textures != null ? _root.Textures.Count : 0,
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_root.Materials != null ? _root.Materials.Count : 0,
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_root.Buffers != null ? _root.Buffers.Count : 0,
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_root.Meshes != null ? _root.Meshes.Count : 0
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);
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// Load dependencies
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LoadBuffersEnum();
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if (_root.Images != null)
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LoadImagesEnum();
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if (_root.Textures != null)
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SetupTexturesEnum();
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if (_root.Materials != null)
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LoadMaterialsEnum();
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LoadMeshesEnum();
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LoadSceneEnum();
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if (_root.Animations != null && _root.Animations.Count > 0)
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LoadAnimationsEnum();
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if (_root.Skins != null && _root.Skins.Count > 0)
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LoadSkinsEnum();
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}
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private void LoadBuffersEnum()
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{
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_taskManager.addTask(LoadBuffers());
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}
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private void LoadImagesEnum()
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{
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_taskManager.addTask(LoadImages());
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}
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private void SetupTexturesEnum()
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{
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_taskManager.addTask(SetupTextures());
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}
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private void LoadMaterialsEnum()
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{
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_taskManager.addTask(LoadMaterials());
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}
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private void LoadMeshesEnum()
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{
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_taskManager.addTask(LoadMeshes());
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}
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private void LoadSceneEnum()
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{
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_taskManager.addTask(LoadScene());
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}
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private void LoadAnimationsEnum()
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{
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_taskManager.addTask(LoadAnimations());
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}
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private void LoadSkinsEnum()
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{
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_taskManager.addTask(LoadSkins());
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}
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private IEnumerator LoadBuffers()
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{
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if (_root.Buffers != null)
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{
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// todo add fuzzing to verify that buffers are before uri
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setProgress(IMPORT_STEP.BUFFER, 0, _root.Buffers.Count);
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for (int i = 0; i < _root.Buffers.Count; ++i)
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{
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GLTF.Schema.Buffer buffer = _root.Buffers[i];
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if (buffer.Uri != null)
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{
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LoadBuffer(_gltfDirectoryPath, buffer, i);
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}
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else //null buffer uri indicates GLB buffer loading
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{
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byte[] glbBuffer;
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GLTFParser.ExtractBinaryChunk(_glTFData, i, out glbBuffer);
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_assetCache.BufferCache[i] = glbBuffer;
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}
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setProgress(IMPORT_STEP.BUFFER, (i + 1), _root.Buffers.Count);
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yield return null;
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}
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}
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}
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protected virtual void LoadBuffer(string sourceUri, GLTF.Schema.Buffer buffer, int bufferIndex)
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{
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if (buffer.Uri != null)
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{
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byte[] bufferData = null;
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var uri = buffer.Uri;
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var bufferPath = Path.Combine(sourceUri, uri);
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bufferData = File.ReadAllBytes(bufferPath);
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_assetCache.BufferCache[bufferIndex] = bufferData;
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}
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}
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private IEnumerator LoadImages()
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{
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for (int i = 0; i < _root.Images.Count; ++i)
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{
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Image image = _root.Images[i];
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LoadImage(_gltfDirectoryPath, image, i);
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setProgress(IMPORT_STEP.IMAGE, (i + 1), _root.Images.Count);
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yield return null;
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}
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}
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private void LoadImage(string rootPath, Image image, int imageID)
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{
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if (_assetCache.ImageCache[imageID] == null)
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{
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if (image.Uri != null)
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{
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// Is base64 uri ?
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var uri = image.Uri;
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Regex regex = new Regex(Base64StringInitializer);
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Match match = regex.Match(uri);
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if (match.Success)
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{
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var base64Data = uri.Substring(match.Length);
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var textureData = Convert.FromBase64String(base64Data);
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_assetManager.registerImageFromData(textureData, imageID);
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}
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else if(File.Exists(Path.Combine(rootPath, uri))) // File is a real file
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{
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string imagePath = Path.Combine(rootPath, uri);
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_assetManager.copyAndRegisterImageInProject(imagePath, imageID);
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}
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else
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{
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Debug.Log("Image not found / Unknown image buffer");
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}
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}
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else
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{
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var bufferView = image.BufferView.Value;
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var buffer = bufferView.Buffer.Value;
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var data = new byte[bufferView.ByteLength];
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var bufferContents = _assetCache.BufferCache[bufferView.Buffer.Id];
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System.Buffer.BlockCopy(bufferContents, bufferView.ByteOffset, data, 0, data.Length);
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_assetManager.registerImageFromData(data, imageID);
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}
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}
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}
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private IEnumerator SetupTextures()
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{
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for(int i = 0; i < _root.Textures.Count; ++i)
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{
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SetupTexture(_root.Textures[i], i);
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setProgress(IMPORT_STEP.TEXTURE, (i + 1), _root.Textures.Count);
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yield return null;
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}
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}
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private void SetupTexture(GLTF.Schema.Texture def, int textureIndex)
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{
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Texture2D source = _assetManager.getOrCreateTexture(def.Source.Id, textureIndex);
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// Default values
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var desiredFilterMode = FilterMode.Bilinear;
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var desiredWrapMode = UnityEngine.TextureWrapMode.Repeat;
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if (def.Sampler != null)
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{
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var sampler = def.Sampler.Value;
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switch (sampler.MinFilter)
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{
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case MinFilterMode.Nearest:
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desiredFilterMode = FilterMode.Point;
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break;
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case MinFilterMode.Linear:
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default:
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desiredFilterMode = FilterMode.Bilinear;
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break;
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}
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switch (sampler.WrapS)
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{
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case GLTF.Schema.WrapMode.ClampToEdge:
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desiredWrapMode = UnityEngine.TextureWrapMode.Clamp;
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break;
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case GLTF.Schema.WrapMode.Repeat:
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default:
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desiredWrapMode = UnityEngine.TextureWrapMode.Repeat;
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break;
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}
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}
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source.filterMode = desiredFilterMode;
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source.wrapMode = desiredWrapMode;
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_assetManager.registerTexture(source);
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}
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private IEnumerator LoadMaterials()
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{
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for(int i = 0; i < _root.Materials.Count; ++i)
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{
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CreateUnityMaterial(_root.Materials[i], i);
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setProgress(IMPORT_STEP.MATERIAL, (i + 1), _root.Materials.Count);
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yield return null;
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}
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}
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protected virtual void CreateUnityMaterial(GLTF.Schema.Material def, int materialIndex)
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{
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Extension specularGlossinessExtension = null;
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bool isSpecularPBR = def.Extensions != null && def.Extensions.TryGetValue("KHR_materials_pbrSpecularGlossiness", out specularGlossinessExtension);
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Shader shader = isSpecularPBR ? Shader.Find("Standard (Specular setup)") : Shader.Find("Standard");
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var material = new UnityEngine.Material(shader);
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material.hideFlags = HideFlags.DontUnloadUnusedAsset; // Avoid material to be deleted while being built
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material.name = def.Name;
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//Transparency
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if (def.AlphaMode == AlphaMode.MASK)
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{
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GLTFUtils.SetupMaterialWithBlendMode(material, GLTFUtils.BlendMode.Cutout);
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material.SetFloat("_Mode", 1);
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material.SetFloat("_Cutoff", (float)def.AlphaCutoff);
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}
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else if (def.AlphaMode == AlphaMode.BLEND)
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{
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GLTFUtils.SetupMaterialWithBlendMode(material, GLTFUtils.BlendMode.Fade);
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material.SetFloat("_Mode", 3);
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}
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if (def.NormalTexture != null)
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{
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var texture = def.NormalTexture.Index.Id;
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Texture2D normalTexture = getTexture(texture) as Texture2D;
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//Automatically set it to normal map
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TextureImporter im = AssetImporter.GetAtPath(AssetDatabase.GetAssetPath(normalTexture)) as TextureImporter;
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im.textureType = TextureImporterType.NormalMap;
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im.SaveAndReimport();
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material.SetTexture("_BumpMap", getTexture(texture));
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material.SetFloat("_BumpScale", (float)def.NormalTexture.Scale);
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}
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if (def.EmissiveTexture != null)
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{
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material.EnableKeyword("EMISSION_MAP_ON");
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var texture = def.EmissiveTexture.Index.Id;
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material.SetTexture("_EmissionMap", getTexture(texture));
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material.SetInt("_EmissionUV", def.EmissiveTexture.TexCoord);
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}
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// PBR channels
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if (specularGlossinessExtension != null)
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{
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KHR_materials_pbrSpecularGlossinessExtension pbr = (KHR_materials_pbrSpecularGlossinessExtension)specularGlossinessExtension;
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material.SetColor("_Color", pbr.DiffuseFactor.ToUnityColor().gamma);
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if (pbr.DiffuseTexture != null)
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{
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var texture = pbr.DiffuseTexture.Index.Id;
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material.SetTexture("_MainTex", getTexture(texture));
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}
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if (pbr.SpecularGlossinessTexture != null)
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{
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var texture = pbr.SpecularGlossinessTexture.Index.Id;
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material.SetTexture("_SpecGlossMap", getTexture(texture));
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material.SetFloat("_GlossMapScale", (float)pbr.GlossinessFactor);
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material.SetFloat("_Glossiness", (float)pbr.GlossinessFactor);
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}
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else
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{
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material.SetFloat("_Glossiness", (float)pbr.GlossinessFactor);
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}
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Vector3 specularVec3 = pbr.SpecularFactor.ToUnityVector3();
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material.SetColor("_SpecColor", new Color(specularVec3.x, specularVec3.y, specularVec3.z, 1.0f));
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if (def.OcclusionTexture != null)
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{
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var texture = def.OcclusionTexture.Index.Id;
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material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);
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material.SetTexture("_OcclusionMap", getTexture(texture));
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}
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GLTFUtils.SetMaterialKeywords(material, GLTFUtils.WorkflowMode.Specular);
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}
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else if (def.PbrMetallicRoughness != null)
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{
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var pbr = def.PbrMetallicRoughness;
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material.SetColor("_Color", pbr.BaseColorFactor.ToUnityColor().gamma);
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if (pbr.BaseColorTexture != null)
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{
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var texture = pbr.BaseColorTexture.Index.Id;
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material.SetTexture("_MainTex", getTexture(texture));
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}
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material.SetFloat("_Metallic", (float)pbr.MetallicFactor);
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material.SetFloat("_Glossiness", 1.0f - (float)pbr.RoughnessFactor);
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if (pbr.MetallicRoughnessTexture != null)
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{
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var texture = pbr.MetallicRoughnessTexture.Index.Id;
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UnityEngine.Texture2D inputTexture = getTexture(texture) as Texture2D;
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List<Texture2D> splitTextures = splitMetalRoughTexture(inputTexture, def.OcclusionTexture != null, (float)pbr.MetallicFactor, (float)pbr.RoughnessFactor);
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material.SetTexture("_MetallicGlossMap", splitTextures[0]);
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if (def.OcclusionTexture != null)
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{
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material.SetFloat("_OcclusionStrength", (float)def.OcclusionTexture.Strength);
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material.SetTexture("_OcclusionMap", splitTextures[1]);
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}
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}
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GLTFUtils.SetMaterialKeywords(material, GLTFUtils.WorkflowMode.Metallic);
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}
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material.SetColor("_EmissionColor", def.EmissiveFactor.ToUnityColor().gamma);
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material = _assetManager.saveMaterial(material, materialIndex);
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_assetManager._parsedMaterials.Add(material);
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material.hideFlags = HideFlags.None;
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}
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public List<UnityEngine.Texture2D> splitMetalRoughTexture(Texture2D inputTexture, bool hasOcclusion, float metallicFactor, float roughnessFactor)
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{
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string inputTexturePath = AssetDatabase.GetAssetPath(inputTexture);
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if (!_assetsToRemove.Contains(inputTexturePath))
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{
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_assetsToRemove.Add(inputTexturePath);
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}
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List<UnityEngine.Texture2D> outputs = new List<UnityEngine.Texture2D>();
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#if true
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int width = inputTexture.width;
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int height = inputTexture.height;
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Color[] occlusion = new Color[width * height];
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Color[] metalRough = new Color[width * height];
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Color[] textureColors = new Color[width * height];
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GLTFUtils.getPixelsFromTexture(ref inputTexture, out textureColors);
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for (int i = 0; i < height; ++i)
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{
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for (int j = 0; j < width; ++j)
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{
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float occ = textureColors[i * width + j].r;
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float rough = textureColors[i * width + j].g;
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float met = textureColors[i * width + j].b;
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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;
|
|
}
|
|
} |