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using GLTF;
using GLTF.Schema;
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Runtime.ExceptionServices;
using System.Threading;
using System.Threading.Tasks;
using Unity.Collections;
using UnityEngine;
using UnityGLTF.Cache;
using UnityGLTF.Extensions;
using UnityGLTF.Loader;
using UnityGLTF.Plugins;
using Quaternion = UnityEngine.Quaternion;
using Vector3 = UnityEngine.Vector3;
#if !WINDOWS_UWP && !UNITY_WEBGL
using ThreadPriority = System.Threading.ThreadPriority;
#endif
using WrapMode = UnityEngine.WrapMode;
namespace UnityGLTF
{
[Flags]
public enum DeduplicateOptions
{
None = 0,
Meshes = 1,
Textures = 2,
}
public enum RuntimeTextureCompression
{
None,
LowQuality ,
HighQuality,
}
public class ImportOptions
{
#pragma warning disable CS0618 // Type or member is obsolete
public ILoader ExternalDataLoader = null;
#pragma warning restore CS0618 // Type or member is obsolete
/// <summary>
/// Optional <see cref="IDataLoader"/> for loading references from the GLTF to external streams. May also optionally implement <see cref="IDataLoader2"/>.
/// </summary>
public IDataLoader DataLoader = null;
public AsyncCoroutineHelper AsyncCoroutineHelper = null;
public bool ThrowOnLowMemory = true;
public AnimationMethod AnimationMethod = AnimationMethod.Legacy;
public bool AnimationLoopTime = true;
public bool AnimationLoopPose = false;
public DeduplicateOptions DeduplicateResources = DeduplicateOptions.None;
public bool SwapUVs = false;
public GLTFImporterNormals ImportNormals = GLTFImporterNormals.Import;
public GLTFImporterNormals ImportTangents = GLTFImporterNormals.Import;
public bool ImportBlendShapeNames = true;
public CameraImportOption CameraImport = CameraImportOption.ImportAndCameraDisabled;
public RuntimeTextureCompression RuntimeTextureCompression = RuntimeTextureCompression.None;
public BlendShapeFrameWeightSetting BlendShapeFrameWeight = new BlendShapeFrameWeightSetting(BlendShapeFrameWeightSetting.MultiplierOption.Multiplier1);
#if UNITY_EDITOR
public GLTFImportContext ImportContext = new GLTFImportContext(null, GLTFSettings.GetOrCreateSettings());
#else
public GLTFImportContext ImportContext = new GLTFImportContext(GLTFSettings.GetOrCreateSettings());
#endif
[NonSerialized]
public ILogger logger;
}
public enum CameraImportOption
{
None,
ImportAndActive,
ImportAndCameraDisabled
}
public enum AnimationMethod
{
None,
Legacy,
Mecanim,
MecanimHumanoid,
}
public struct ImportProgress
{
public bool IsDownloaded;
public int NodeTotal;
public int NodeLoaded;
public int TextureTotal;
public int TextureLoaded;
public int BuffersTotal;
public int BuffersLoaded;
public float Progress
{
get
{
int total = NodeTotal + TextureTotal + BuffersTotal;
int loaded = NodeLoaded + TextureLoaded + BuffersLoaded;
if (total > 0)
{
return (float)loaded / total;
}
else
{
return 0.0f;
}
}
}
public override string ToString()
{
return $"{(Progress * 100.0):F2}% (Buffers: {BuffersLoaded}/{BuffersTotal}, Nodes: {NodeLoaded}/{NodeTotal}, Texs: {TextureLoaded}/{TextureTotal})";
}
}
public struct ImportStatistics
{
public long TriangleCount;
public long VertexCount;
}
/// <summary>
/// Converts gltf animation data to unity
/// </summary>
public delegate float[] ValuesConvertion(NumericArray data, int frame);
public partial class GLTFSceneImporter : IDisposable
{
public enum ColliderType
{
None,
Box,
Mesh,
MeshConvex
}
protected struct GLBStream
{
public Stream Stream;
public long StartPosition;
}
/// <summary>
/// Maximum LOD
/// </summary>
public int MaximumLod = 300;
/// <summary>
/// Timeout for certain threading operations
/// </summary>
public int Timeout = 8;
private bool _isMultithreaded;
/// <summary>
/// Use Multithreading or not.
/// In editor, this is always false. This is to prevent a freeze in editor (noticed in Unity versions 2017.x and 2018.x)
/// </summary>
public bool IsMultithreaded
{
get
{
return (Application.isEditor || Application.platform == RuntimePlatform.WebGLPlayer) ? false : _isMultithreaded;
}
set
{
_isMultithreaded = value;
}
}
public GLTFRoot Root => _gltfRoot;
/// <summary>
/// The parent transform for the created GameObject
/// </summary>
public Transform SceneParent { get; set; }
/// <summary>
/// The last created object
/// </summary>
public GameObject CreatedObject { get; private set; }
/// <summary>
/// All created animation clips
/// </summary>
public AnimationClip[] CreatedAnimationClips { get; private set; }
/// <summary>
/// Adds colliders to primitive objects when created
/// </summary>
public ColliderType Collider { get; set; }
/// <summary>
/// Override for the shader to use on created materials
/// </summary>
public string CustomShaderName { get; set; }
public GameObject LastLoadedScene
{
get { return _lastLoadedScene; }
}
private bool AnyAnimationTimeNotIncreasing;
public TextureCacheData[] TextureCache => _assetCache.TextureCache;
public Texture2D[] InvalidImageCache => _assetCache.InvalidImageCache;
public MaterialCacheData[] MaterialCache => _assetCache.MaterialCache;
public AnimationCacheData[] AnimationCache => _assetCache.AnimationCache;
public GameObject[] NodeCache => _assetCache.NodeCache;
public MeshCacheData[] MeshCache => _assetCache.MeshCache;
private Dictionary<Stream, NativeArray<byte>> _nativeBuffers = new Dictionary<Stream, NativeArray<byte>>();
#if HAVE_MESHOPT_DECOMPRESS
private List<NativeArray<byte>> meshOptNativeBuffers = new List<NativeArray<byte>>();
#endif
/// <summary>
/// Whether to keep a CPU-side copy of the mesh after upload to GPU (for example, in case normals/tangents need recalculation)
/// </summary>
public bool KeepCPUCopyOfMesh = true;
/// <summary>
/// Whether to keep a CPU-side copy of the texture after upload to GPU
/// </summary>
/// <remaks>
/// This is necessary when a texture is used with different sampler states, as Unity doesn't allow setting
/// of filter and wrap modes separately form the texture object. Setting this to false will omit making a copy
/// of a texture in that case and use the original texture's sampler state wherever it's referenced; this is
/// appropriate in cases such as the filter and wrap modes being specified in the shader instead
/// </remaks>
public bool KeepCPUCopyOfTexture = true;
/// <summary>
/// Specifies whether the MipMap chain should be generated for model textures
/// </summary>
public bool GenerateMipMapsForTextures = true;
/// <summary>
/// When screen coverage is above threshold and no LOD mesh, cull the object
/// </summary>
public bool CullFarLOD = false;
public bool IsRunning => _isRunning;
public bool LoadUnreferencedImagesAndMaterials = false;
/// <summary>
/// Statistics from the scene
/// </summary>
public ImportStatistics Statistics;
protected GLTFImportContext Context => _options.ImportContext;
protected ImportOptions _options;
protected MemoryChecker _memoryChecker;
protected GameObject _lastLoadedScene;
protected readonly GLTFMaterial DefaultMaterial;
internal MaterialCacheData _defaultLoadedMaterial = null;
protected string _gltfFileName;
protected GLBStream _gltfStream;
protected GLTFRoot _gltfRoot;
protected AssetCache _assetCache;
protected bool _isRunning = false;
protected ImportProgress progressStatus = default(ImportProgress);
protected IProgress<ImportProgress> progress = null;
private static ILogger Debug = UnityEngine.Debug.unityLogger;
protected ColorSpace _activeColorSpace;
public GLTFSceneImporter(string gltfFileName, ImportOptions options) : this(options)
{
_gltfFileName = gltfFileName;
VerifyDataLoader();
}
public GLTFSceneImporter(GLTFRoot rootNode, Stream gltfStream, ImportOptions options) : this(options)
{
_gltfRoot = rootNode;
if (gltfStream != null)
{
_gltfStream = new GLBStream { Stream = gltfStream, StartPosition = gltfStream.Position };
}
VerifyDataLoader();
}
/// <summary>
/// Loads a glTF file from a stream. It's recommended to load only gltf data without any external references.
/// </summary>
/// <example>
/// <code>
/// var stream = new FileStream(filePath, FileMode.Open);
/// var importOptions = new ImportOptions();
/// var importer = new GLTFSceneImporter(stream, importOptions);
/// await importer.LoadSceneAsync();
/// stream.Dispose();
/// </code>
/// </example>
public GLTFSceneImporter(Stream gltfStream, ImportOptions options) : this(options)
{
if (gltfStream != null)
{
_gltfStream = new GLBStream { Stream = gltfStream, StartPosition = gltfStream.Position };
}
GLTFParser.ParseJson(_gltfStream.Stream, out _gltfRoot, _gltfStream.StartPosition);
VerifyDataLoader();
}
private GLTFSceneImporter(ImportOptions options)
{
if (options.ImportContext != null)
{
options.ImportContext.SceneImporter = this;
}
if (options.logger != null)
Debug = options.logger;
else
Debug = UnityEngine.Debug.unityLogger;
DefaultMaterial = new GLTFMaterial
{
Name = "Default",
AlphaMode = AlphaMode.OPAQUE,
DoubleSided = false,
PbrMetallicRoughness = new PbrMetallicRoughness
{
MetallicFactor = 1,
RoughnessFactor = 1,
}
};
_activeColorSpace = QualitySettings.activeColorSpace;
_options = options;
}
private NativeArray<byte> GetOrCreateNativeBuffer(Stream stream)
{
if (_nativeBuffers.TryGetValue(stream, out var buffer))
{
return buffer;
}
var buf = new byte[stream.Length];
stream.Position = 0;
long remainingSize = stream.Length;
while (remainingSize != 0)
{
int sizeToLoad = (int)System.Math.Min(remainingSize, int.MaxValue);
sizeToLoad = stream.Read(buf, (int)(stream.Length - remainingSize), sizeToLoad);
remainingSize -= (uint)sizeToLoad;
if (sizeToLoad == 0 && remainingSize > 0)
{
throw new Exception($"Unexpected end of stream while loading buffer view (File: {_gltfFileName})");
}
}
var newNativeBuffer = new NativeArray<byte>(buf, Allocator.Persistent);
_nativeBuffers.Add(stream,newNativeBuffer);
return newNativeBuffer;
}
private void VerifyDataLoader()
{
if (_options.DataLoader == null)
{
if (_options.ExternalDataLoader == null)
{
if (string.IsNullOrEmpty(_gltfFileName))
{
Debug.Log(LogType.Warning, "No filename specified for GLTFSceneImporter, external references will not be loaded");
return;
}
_options.DataLoader = new UnityWebRequestLoader(URIHelper.GetDirectoryName(_gltfFileName));
_gltfFileName = URIHelper.GetFileFromUri(new Uri(_gltfFileName));
}
else
_options.DataLoader = LegacyLoaderWrapper.Wrap(_options.ExternalDataLoader);
}
}
public void Dispose()
{
Cleanup();
DisposeNativeBuffers();
}
/// <summary>
/// Loads a glTF Scene into the LastLoadedScene field
/// </summary>
/// <param name="sceneIndex">The scene to load, If the index isn't specified, we use the default index in the file. Failing that we load index 0.</param>
/// <param name="showSceneObj"></param>
/// <param name="onLoadComplete">Callback function for when load is completed</param>
/// <param name="cancellationToken">Cancellation token for loading</param>
/// <returns></returns>
public async Task LoadSceneAsync(int sceneIndex = -1, bool showSceneObj = true, Action<GameObject, ExceptionDispatchInfo> onLoadComplete = null, CancellationToken cancellationToken = default(CancellationToken), IProgress<ImportProgress> progress = null)
{
try
{
lock (this)
{
if (_isRunning)
{
throw new GLTFLoadException($"Cannot call LoadScene while GLTFSceneImporter is already running (File: {_gltfFileName})");
}
_isRunning = true;
}
// TODO check where the right place is to call OnBeforeImport as early as possible
foreach (var plugin in Context.Plugins)
{
plugin.OnBeforeImport();
}
if (_options.ThrowOnLowMemory)
{
_memoryChecker = new MemoryChecker();
}
this.progressStatus = new ImportProgress();
this.progress = progress;
Statistics = new ImportStatistics();
progress?.Report(progressStatus);
#if UNITY_EDITOR
// When loading from a buffer, this is not set; sanitizing that here
// so we can log proper file names later on
if (_gltfFileName == null)
{
var importSource = _options?.ImportContext?.AssetContext?.assetPath;
if (importSource != null)
_gltfFileName = importSource;
}
#endif
if (_gltfRoot == null)
{
foreach (var plugin in Context.Plugins)
plugin.OnBeforeImportRoot();
await LoadJson(_gltfFileName);
progressStatus.IsDownloaded = true;
}
foreach (var plugin in Context.Plugins)
{
plugin.OnAfterImportRoot(_gltfRoot);
}
cancellationToken.ThrowIfCancellationRequested();
if (_assetCache == null)
{
_assetCache = new AssetCache(_gltfRoot);
}
#if HAVE_MESHOPT_DECOMPRESS
if (Context.TryGetPlugin<MeshoptImportContext>(out _))
{
await MeshOptDecodeBuffer(_gltfRoot);
}
#endif
await _LoadScene(sceneIndex, showSceneObj, cancellationToken);
// for Editor import, we also want to load unreferenced assets that wouldn't be loaded at runtime
if (LoadUnreferencedImagesAndMaterials)
await LoadUnreferencedAssetsAsync();
}
catch (Exception ex)
{
Cleanup();
DisposeNativeBuffers();
onLoadComplete?.Invoke(null, ExceptionDispatchInfo.Capture(ex));
Debug.Log(LogType.Error, $"Error loading file: {_gltfFileName}"
+ System.Environment.NewLine + "Message: " + ex.Message
+ System.Environment.NewLine + "StackTrace: " + ex.StackTrace);
throw;
}
finally
{
lock (this)
{
_isRunning = false;
}
}
_gltfStream.Stream.Close();
DisposeNativeBuffers();
if (this.progress != null)
await Task.Yield();
onLoadComplete?.Invoke(LastLoadedScene, null);
}
private async Task LoadUnreferencedAssetsAsync()
{
for (int i = 0; i < TextureCache.Length; i++)
{
if (TextureCache[i] == null)
{
await CreateNotReferencedTexture(i);
}
}
// check which additional materials are in the root, but not yet in the MaterialCache
for (var index = 0; index < MaterialCache.Length; index++)
{
if (_assetCache.MaterialCache[index] == null)
{
var def = _gltfRoot.Materials[index];
await ConstructMaterialImageBuffers(def);
await ConstructMaterial(def, index);
}
}
}
public IEnumerator LoadScene(int sceneIndex = -1, bool showSceneObj = true, Action<GameObject, ExceptionDispatchInfo> onLoadComplete = null)
{
return LoadSceneAsync(sceneIndex, showSceneObj, onLoadComplete).AsCoroutine();
}
/// <summary>
/// Loads a node tree from a glTF file into the LastLoadedScene field
/// </summary>
/// <param name="nodeIndex">The node index to load from the glTF</param>
/// <returns></returns>
public async Task LoadNodeAsync(int nodeIndex, CancellationToken cancellationToken)
{
await SetupLoad(async () =>
{
CreatedObject = await GetNode(nodeIndex, cancellationToken);
InitializeGltfTopLevelObject();
});
}
/// <summary>
/// Load a Material from the glTF by index
/// </summary>
/// <param name="materialIndex"></param>
/// <returns></returns>
public virtual async Task<Material> LoadMaterialAsync(int materialIndex)
{
await SetupLoad(async () =>
{
if (materialIndex < 0 || materialIndex >= _gltfRoot.Materials.Count)
{
throw new ArgumentException($"There is no material for index {materialIndex} (File: {_gltfFileName})");
}
if (_assetCache.MaterialCache[materialIndex] == null)
{
var def = _gltfRoot.Materials[materialIndex];
await ConstructMaterialImageBuffers(def);
await ConstructMaterial(def, materialIndex);
}
});
return _assetCache.MaterialCache[materialIndex].UnityMaterialWithVertexColor;
}
/// <summary>
/// Load a Mesh from the glTF by index
/// </summary>
/// <param name="meshIndex"></param>
/// <returns></returns>
public virtual async Task<Mesh> LoadMeshAsync(int meshIndex, CancellationToken cancellationToken)
{
await SetupLoad(async () =>
{
if (meshIndex < 0 || meshIndex >= _gltfRoot.Meshes.Count)
{
throw new ArgumentException($"There is no mesh for index {meshIndex} (File: {_gltfFileName})");
}
if (_assetCache.MeshCache[meshIndex] == null)
{
var def = _gltfRoot.Meshes[meshIndex];
await ConstructMeshAttributes(def, new MeshId() { Id = meshIndex, Root = _gltfRoot });
await ConstructMesh(def, meshIndex, cancellationToken);
}
});
return _assetCache.MeshCache[meshIndex].LoadedMesh;
}
private async Task LoadJson(string jsonFilePath)
{
#if !WINDOWS_UWP && !UNITY_WEBGL
var dataLoader2 = _options.DataLoader as IDataLoader2;
if (IsMultithreaded && dataLoader2 != null)
{
await Task.Run(() => _gltfStream.Stream = dataLoader2.LoadStream(jsonFilePath));
}
else
#endif
{
_gltfStream.Stream = await _options.DataLoader.LoadStreamAsync(jsonFilePath);
}
_gltfStream.StartPosition = 0;
#if !WINDOWS_UWP && !UNITY_WEBGL
if (IsMultithreaded)
{
await Task.Run(() => GLTFParser.ParseJson(_gltfStream.Stream, out _gltfRoot, _gltfStream.StartPosition));
if (_gltfRoot == null)
{
throw new GLTFLoadException($"Failed to parse glTF (File: {_gltfFileName})");
}
}
else
#endif
{
GLTFParser.ParseJson(_gltfStream.Stream, out _gltfRoot, _gltfStream.StartPosition);
}
}
/// <summary>
/// Initializes the top-level created node by adding an instantiated GLTF object component to it,
/// so that it can cleanup after itself properly when destroyed
/// </summary>
private void InitializeGltfTopLevelObject()
{
InstantiatedGLTFObject instantiatedGltfObject = CreatedObject.AddComponent<InstantiatedGLTFObject>();
instantiatedGltfObject.CachedData = new RefCountedCacheData
(
_assetCache.MaterialCache,
_assetCache.MeshCache,
_assetCache.TextureCache,
_assetCache.ImageCache,
_assetCache.AnimationCache
);
}
private GameObject NoSceneRoot;
/// <summary>
/// Creates a scene based off loaded JSON. Includes loading in binary and image data to construct the meshes required.
/// </summary>
/// <param name="sceneIndex">The bufferIndex of scene in gltf file to load</param>
/// <returns></returns>
protected async Task _LoadScene(int sceneIndex = -1, bool showSceneObj = true, CancellationToken cancellationToken = default(CancellationToken))
{
GLTFScene scene;
if (sceneIndex >= 0 && sceneIndex < _gltfRoot.Scenes.Count)
{
scene = _gltfRoot.Scenes[sceneIndex];
}
else
{
scene = _gltfRoot.GetDefaultScene();
}
if (scene == null)
{
// throw new GLTFLoadException("No default scene in gltf file.");
}
try
{
foreach (var plugin in Context.Plugins)
plugin.OnBeforeImportScene(scene);
}
catch (Exception e)
{
Debug.LogException(e);
}
GetGltfContentTotals(scene);
await PreparePrimitiveAttributes();
if (IsMultithreaded)
await Task.Run(PrepareUnityMeshData, cancellationToken);
else
PrepareUnityMeshData();
// Free up some Memory, Accessor contents are no longer needed
FreeUpAccessorContents();
if (_options.DeduplicateResources != DeduplicateOptions.None)
{
if (IsMultithreaded)
{
if (_options.DeduplicateResources.HasFlag(DeduplicateOptions.Meshes))
await Task.Run(CheckForMeshDuplicates, cancellationToken);
if (_options.DeduplicateResources.HasFlag(DeduplicateOptions.Textures))
await Task.Run(CheckForDuplicateImages, cancellationToken);
}
else
{
if (_options.DeduplicateResources.HasFlag(DeduplicateOptions.Meshes))
CheckForMeshDuplicates();
if (_options.DeduplicateResources.HasFlag(DeduplicateOptions.Textures))
CheckForDuplicateImages();
}
}
await ConstructScene(scene, showSceneObj, cancellationToken);
if (SceneParent != null && CreatedObject)
{
CreatedObject.transform.SetParent(SceneParent, false);
}
_lastLoadedScene = CreatedObject;
try
{
foreach (var plugin in Context.Plugins)
plugin.OnAfterImportScene(scene, sceneIndex, CreatedObject);
}
catch (Exception e)
{
Debug.LogException(e);
}
}
private void GetGltfContentTotals(GLTFScene scene)
{
// Count Nodes
Queue<NodeId> nodeQueue = new Queue<NodeId>();
// Add scene nodes
if (scene != null && scene.Nodes != null)
{
for (int i = 0; i < scene.Nodes.Count; ++i)
{
nodeQueue.Enqueue(scene.Nodes[i]);
}
}
// BFS of nodes
while (nodeQueue.Count > 0)
{
var cur = nodeQueue.Dequeue();
progressStatus.NodeTotal++;
if (cur.Value.Children != null)
{
for (int i = 0; i < cur.Value.Children.Count; ++i)
{
nodeQueue.Enqueue(cur.Value.Children[i]);
}
}
}
// Total textures
progressStatus.TextureTotal += _gltfRoot.Textures?.Count ?? 0;
// Total buffers
progressStatus.BuffersTotal += _gltfRoot.Buffers?.Count ?? 0;
// Send report
progress?.Report(progressStatus);
}
private async Task<BufferCacheData> GetBufferData(BufferId bufferId)
{
if (_assetCache.BufferCache[bufferId.Id] == null)
{
await ConstructBuffer(bufferId.Value, bufferId.Id);
}
return _assetCache.BufferCache[bufferId.Id];
}
private float GetLodCoverage(List<double> lodCoverageExtras, int lodIndex)
{
if (lodCoverageExtras != null && lodIndex < lodCoverageExtras.Count)
{
return (float)lodCoverageExtras[lodIndex];
}
else
{
return 1.0f / (lodIndex + 2);
}
}
private async Task<GameObject> GetNode(int nodeId, CancellationToken cancellationToken)
{
try
{
if (_assetCache.NodeCache[nodeId] == null)
{
if (nodeId >= _gltfRoot.Nodes.Count)
{
throw new ArgumentException($"nodeIndex is out of range (File: {_gltfFileName})");
}
var node = _gltfRoot.Nodes[nodeId];
cancellationToken.ThrowIfCancellationRequested();
await ConstructBufferData(node, cancellationToken);
await ConstructNode(node, nodeId, cancellationToken);
try
{
foreach (var plugin in Context.Plugins)
plugin.OnAfterImportNode(node, nodeId, _assetCache.NodeCache[nodeId]);
}
catch (Exception ex)
{
Debug.LogException(ex);
}
// HACK belongs in an extension, but we don't have Importer callbacks yet
const string msft_LODExtName = MSFT_LODExtensionFactory.EXTENSION_NAME;
if (_gltfRoot.ExtensionsUsed != null
&& _gltfRoot.ExtensionsUsed.Contains(msft_LODExtName)
&& node.Extensions != null
&& node.Extensions.ContainsKey(msft_LODExtName))
{
var lodsExtension = node.Extensions[msft_LODExtName] as MSFT_LODExtension;
if (lodsExtension != null && lodsExtension.NodeIds.Count > 0)
{
for (int i = 0; i < lodsExtension.NodeIds.Count; i++)
{
int lodNodeId = lodsExtension.NodeIds[i];
await GetNode(lodNodeId, cancellationToken);
}
}
}
}
return _assetCache.NodeCache[nodeId];
}
catch (Exception ex)
{
// If some failure occured during loading, remove the node
if (_assetCache.NodeCache[nodeId] != null)
{
GameObject.DestroyImmediate(_assetCache.NodeCache[nodeId]);
_assetCache.NodeCache[nodeId] = null;
}
if (ex is OutOfMemoryException)
{
#if UNITY_2023_1_OR_NEWER
await
#endif
Resources.UnloadUnusedAssets();
}
throw;
}
}
private async Task<(Vector3, Quaternion, Vector3)[]> GetInstancesTRS(Node node)
{
if (Context.TryGetPlugin<GPUInstancingImportContext>(out _) && node.Extensions != null &&
node.Extensions.TryGetValue(EXT_mesh_gpu_instancing_Factory.EXTENSION_NAME, out var ext))
{
AttributeAccessor positionsAttr = null;
AttributeAccessor rotationAttr = null;
AttributeAccessor scaleAttr = null;
var extMeshGPUInstancing = ext as EXT_mesh_gpu_instancing;
async Task<AttributeAccessor> GetAttrAccessorAndAccessorContent(AccessorId accessorId, bool isPosition = false)
{
var accessor = _gltfRoot.Accessors[accessorId.Id];
var bufferId = accessor.BufferView.Value.Buffer;
var bufferData = await GetBufferData(bufferId);
var attrAccessor = new AttributeAccessor
{
AccessorId = accessorId,
bufferData = bufferData.bufferData,
Offset = (uint)bufferData.ChunkOffset
};
GLTFHelpers.LoadBufferView(accessor.BufferView.Value, attrAccessor.Offset, attrAccessor.bufferData, out var bufferViewCache);
NumericArray resultArray = attrAccessor.AccessorContent;
switch (accessor.Type)
{
case GLTFAccessorAttributeType.VEC3:
if (isPosition)
attrAccessor.AccessorId.Value.AsVertexArray(ref resultArray, bufferViewCache);
else
attrAccessor.AccessorId.Value.AsFloat3Array(ref resultArray, bufferViewCache);
break;
case GLTFAccessorAttributeType.VEC4:
attrAccessor.AccessorId.Value.AsFloat4Array(ref resultArray, bufferViewCache);
break;
}
attrAccessor.AccessorContent = resultArray;
return attrAccessor;
}
int instancesCount = 0;
if (extMeshGPUInstancing.attributes.TryGetValue(EXT_mesh_gpu_instancing.ATTRIBUTE_TRANSLATION, out var positionAccessorId))
{
positionsAttr = await GetAttrAccessorAndAccessorContent(positionAccessorId, true);
instancesCount = positionsAttr.AccessorContent.AsFloat3s.Length;
}
if (extMeshGPUInstancing.attributes.TryGetValue(EXT_mesh_gpu_instancing.ATTRIBUTE_ROTATION, out var rotationAccessorId))
{
rotationAttr = await GetAttrAccessorAndAccessorContent(rotationAccessorId);
if (instancesCount != 0 && rotationAttr.AccessorContent.AsFloat4s.Length != instancesCount)
{
Debug.LogError("Rotation attribute count does not match position attribute count for instances!", this);
return null;
}
else
instancesCount = rotationAttr.AccessorContent.AsFloat4s.Length;
}
if (extMeshGPUInstancing.attributes.TryGetValue(EXT_mesh_gpu_instancing.ATTRIBUTE_SCALE, out var scaleAccessorId))
{
scaleAttr = await GetAttrAccessorAndAccessorContent(scaleAccessorId);
if (instancesCount != 0 && scaleAttr.AccessorContent.AsFloat4s.Length != instancesCount)
{
Debug.LogError("Scale attribute count does not match position attribute count for instances!", this);
return null;
}
else
instancesCount = scaleAttr.AccessorContent.AsFloat3s.Length;
}
if (instancesCount > 0)
{
List<(Vector3, Quaternion, Vector3)> instancesTRS = new List<(Vector3, Quaternion, Vector3)>(instancesCount);
for (int i = 0; i < instancesCount; i++)
{
instancesTRS.Add((
positionsAttr != null ? positionsAttr.AccessorContent.AsFloat3s[i].ToUnityVector3Raw() : Vector3.zero,
rotationAttr != null ? rotationAttr.AccessorContent.AsFloat4s[i].ToUnityQuaternionConvert() : Quaternion.identity,
scaleAttr != null ? scaleAttr.AccessorContent.AsFloat3s[i].ToUnityVector3Raw() : Vector3.one
));
}
return instancesTRS.ToArray();
}
}
return null;
}
private bool ShouldBeVisible(Node node, GameObject nodeObj)
{
if (node.Extensions != null && node.Extensions.TryGetValue(KHR_node_visibility_Factory.EXTENSION_NAME, out var ext))
{
return (ext as KHR_node_visibility).visible;
}
else
return true;
}
protected virtual async Task ConstructNode(Node node, int nodeIndex, CancellationToken cancellationToken)
{
cancellationToken.ThrowIfCancellationRequested();
if (_assetCache.NodeCache[nodeIndex] != null)
{
return;
}
var nodeObj = new GameObject(string.IsNullOrEmpty(node.Name) ? ("GLTFNode" + nodeIndex) : node.Name);
// If we're creating a really large node, we need it to not be visible in partial stages. So we hide it while we create it
nodeObj.SetActive(false);
Vector3 position;
Quaternion rotation;
Vector3 scale;
node.GetUnityTRSProperties(out position, out rotation, out scale);
_assetCache.NodeCache[nodeIndex] = nodeObj;
nodeObj.transform.localPosition = position;
nodeObj.transform.localRotation = rotation;
nodeObj.transform.localScale = scale;
async Task CreateNodeComponentsAndChilds(bool ignoreMesh = false, bool onlyMesh = false)
{
// If we're creating a really large node, we need it to not be visible in partial stages. So we hide it while we create it
nodeObj.SetActive(false);
if (!onlyMesh && node.Children != null)
{
foreach (var child in node.Children)
{
GameObject childObj = await GetNode(child.Id, cancellationToken);
childObj.transform.SetParent(nodeObj.transform, false);
}
}
if (!ignoreMesh && node.Mesh != null && node.Mesh.Value?.Primitives != null)
{
var mesh = node.Mesh.Value;
await ConstructMesh(mesh, node.Mesh.Id, cancellationToken);
var unityMesh = _assetCache.MeshCache[node.Mesh.Id].LoadedMesh;
var materials = node.Mesh.Value.Primitives.Select(p =>
p.Material != null
? _assetCache.MaterialCache[p.Material.Id].UnityMaterialWithVertexColor
: _defaultLoadedMaterial.UnityMaterialWithVertexColor
).ToArray();
var morphTargets = mesh.Primitives[0].Targets;
var weights = node.Weights ?? mesh.Weights ??
(morphTargets != null ? new List<double>(morphTargets.Select(mt => 0.0)) : null);
if (node.Skin != null || weights != null)
{
var renderer = nodeObj.AddComponent<SkinnedMeshRenderer>();
renderer.sharedMesh = unityMesh;
renderer.sharedMaterials = materials;
renderer.quality = SkinQuality.Auto;
if (node.Skin != null)
await SetupBones(node.Skin.Value, renderer, cancellationToken);
// morph target weights
if (weights != null)
{
for (int i = 0; i < weights.Count; ++i)
{
renderer.SetBlendShapeWeight(i, (float)(weights[i] * _options.BlendShapeFrameWeight));
}
}
}
else
{
var filter = nodeObj.AddComponent<MeshFilter>();
filter.sharedMesh = unityMesh;
var renderer = nodeObj.AddComponent<MeshRenderer>();
renderer.sharedMaterials = materials;
}
#if UNITY_PHYSICS
if (!onlyMesh)
{
switch (Collider)
{
case ColliderType.Box:
var boxCollider = nodeObj.AddComponent<BoxCollider>();
boxCollider.center = unityMesh.bounds.center;
boxCollider.size = unityMesh.bounds.size;
break;
case ColliderType.Mesh:
var meshCollider = nodeObj.AddComponent<MeshCollider>();
meshCollider.sharedMesh = unityMesh;
break;
case ColliderType.MeshConvex:
var meshConvexCollider = nodeObj.AddComponent<MeshCollider>();
meshConvexCollider.sharedMesh = unityMesh;
meshConvexCollider.convex = true;
break;
}
}
#endif
}
if (onlyMesh)
{
nodeObj.SetActive(ShouldBeVisible(node, nodeObj));
return;
}
await ConstructLods(_gltfRoot, nodeObj, node, nodeIndex, cancellationToken);
var hasLight = ConstructLights(nodeObj, node);
var hasCamera = ConstructCamera(nodeObj, node);
// Cameras and lights have a different forward axis in glTF vs. Unity.
// Thus, when importing lights and cameras we have to flip them.
// To ensure children are still oriented correctly, we need to add an inbetween node
// That counters the transformation of the parent node.
// This way, animations can still correctly apply e.g. if a camera is animated,
// the childs should move along. We can't just add the camera to an empty child and flip that.
if ((hasLight || hasCamera) && nodeObj.transform.childCount > 0 && node.Children?.Count > 0)
{
var flipQuaternion = Quaternion.Inverse(SchemaExtensions.InvertDirection);
// Special case for hierarchy simplification and roundtrips: if we have
// - exactly one child
// - that's flipped 180°
// - and doesn't have any components
// - and the node doesn't have any extensions
// we can just remove that, it's likely an inbetween our own exporter has added.
// Theoretically, there are more conditions (not checked here):
// - it's not targeted by any animations
// - it's not the target of any glTF pointer or index
var firstNode = node.Children?.FirstOrDefault()?.Value;
var firstChild = nodeObj.transform.GetChild(0);
if (nodeObj.transform.childCount == 1 && node.Children?.Count == 1 &&
(firstNode.Extensions == null || !firstNode.Extensions.Any()) &&
firstChild.GetComponents<Component>().Length == 1 &&
Quaternion.Angle(firstChild.localRotation, flipQuaternion) < 0.1f)
{
firstChild.localRotation *= flipQuaternion;
var childCount = firstChild.childCount;
for (var i = 0; i < childCount; i++)
{
// Index 0 is correct here, after removing the first child, the next one is now the first and we want to keep the order.
var child = firstChild.GetChild(0);
child.SetParent(nodeObj.transform, true);
}
UnityEngine.Object.DestroyImmediate(firstChild.gameObject);
}
// Otherwise, we need to add an inbetween object
else
{
var childCount = nodeObj.transform.childCount;
var inbetween = new GameObject();
inbetween.name = node.Name + "-flipped";
// make sure this objects sits exactly where the nodeObj is
inbetween.transform.SetParent(nodeObj.transform, false);
inbetween.transform.SetParent(null, true);
// move all children to the inbetween object
for (int i = 0; i < childCount; i++)
{
// Index 0 is correct here, after removing the first child, the next one is now the first and we want to keep the order.
nodeObj.transform.GetChild(0).SetParent(inbetween.transform, true);
}
inbetween.transform.SetParent(nodeObj.transform, true);
inbetween.transform.localRotation = Quaternion.Inverse(SchemaExtensions.InvertDirection);
}
}
nodeObj.SetActive( ShouldBeVisible(node, nodeObj));
}
var instancesTRS = await GetInstancesTRS(node);
if (instancesTRS == null || instancesTRS.Length == 0)
{
await CreateNodeComponentsAndChilds();
}
else
{
var shouldBeVisible = ShouldBeVisible(node, nodeObj);
await CreateNodeComponentsAndChilds(true);
var instanceParentNode = new GameObject("Instances");
instanceParentNode.transform.SetParent(nodeObj.transform, false);
instanceParentNode.gameObject.SetActive(false);
GameObject firstInstance = null;
for (int i = 0; i < instancesTRS.Length; i++)
{
if (!firstInstance)
{
nodeObj = new GameObject(string.IsNullOrEmpty(node.Name) ? ("GLTFNode" + nodeIndex) : node.Name);
nodeObj.transform.SetParent(instanceParentNode.transform, false);
await CreateNodeComponentsAndChilds(false, true);
firstInstance = nodeObj;
var renderers = firstInstance.GetComponentsInChildren<Renderer>();
foreach (var renderer in renderers)
foreach (var sh in renderer.sharedMaterials)
sh.enableInstancing = true;
var skinRenderers = firstInstance.GetComponentsInChildren<SkinnedMeshRenderer>();
foreach (var renderer in skinRenderers)
foreach (var sh in renderer.sharedMaterials)
sh.enableInstancing = true;
}
else
{
nodeObj = GameObject.Instantiate(firstInstance);
nodeObj.transform.SetParent(instanceParentNode.transform, false);
}
nodeObj.transform.localPosition = instancesTRS[i].Item1;
nodeObj.transform.localRotation = instancesTRS[i].Item2;
nodeObj.transform.localScale = instancesTRS[i].Item3;
nodeObj.name = $"Instance {i.ToString()}";
}
instanceParentNode.gameObject.SetActive(shouldBeVisible);
}
progressStatus.NodeLoaded++;
progress?.Report(progressStatus);
}
private async Task ConstructBufferData(Node node, CancellationToken cancellationToken)
{
cancellationToken.ThrowIfCancellationRequested();
MeshId mesh = node.Mesh;
if (mesh != null)
{
if (mesh.Value.Primitives != null)
{
await ConstructMeshAttributes(mesh.Value, mesh);
}
}
if (node.Children != null)
{
foreach (NodeId child in node.Children)
{
await ConstructBufferData(child.Value, cancellationToken);
}
}
}
protected async Task ConstructBuffer(GLTFBuffer buffer, int bufferIndex)
{
if (_assetCache.BufferCache[bufferIndex] != null)
return;
#if HAVE_MESHOPT_DECOMPRESS
if (buffer.Extensions != null && buffer.Extensions.ContainsKey(EXT_meshopt_compression_Factory.EXTENSION_NAME))
{
if (_assetCache.BufferCache[bufferIndex] != null) Debug.Log(LogType.Error, $"_assetCache.BufferCache[bufferIndex] != null; (File: {_gltfFileName})");
var bufferCacheDate = new BufferCacheData
{
bufferData = new NativeArray<byte>((int)buffer.ByteLength, Allocator.Persistent),
ChunkOffset = 0
};
meshOptNativeBuffers.Add(bufferCacheDate.bufferData);
_assetCache.BufferCache[bufferIndex] = bufferCacheDate;
return;
}
#else
if (buffer.Extensions != null &&
buffer.Extensions.ContainsKey(EXT_meshopt_compression_Factory.EXTENSION_NAME))
{
//TODO: check for fallback URI or Buffer... ?
throw new NotSupportedException($"Can't import model because it uses the EXT_meshopt_compression extension. Add the package \"com.unity.meshopt.decompress\" to your project to import this file. (File: {_gltfFileName})");
}
#endif
if (buffer.Uri == null)
{
if (_assetCache.BufferCache[bufferIndex] != null) Debug.Log(LogType.Error, $"Error: _assetCache.BufferCache[bufferIndex] != null. Please report a bug. (File: {_gltfFileName})");
_assetCache.BufferCache[bufferIndex] = ConstructBufferFromGLB(bufferIndex);
progressStatus.BuffersLoaded++;
progress?.Report(progressStatus);
}
else
{
Stream bufferDataStream = null;
var uri = buffer.Uri;
byte[] bufferData;
URIHelper.TryParseBase64(uri, out bufferData);
if (bufferData != null)
{
bufferDataStream = new MemoryStream(bufferData, 0, bufferData.Length, false, true);
}
else
{
bufferDataStream = await _options.DataLoader.LoadStreamAsync(buffer.Uri);
}
if (_assetCache.BufferCache[bufferIndex] != null) Debug.Log(LogType.Error, $"_assetCache.BufferCache[bufferIndex] != null; (File: {_gltfFileName})");
_assetCache.BufferCache[bufferIndex] = new BufferCacheData
{
Stream = bufferDataStream,
bufferData = GetOrCreateNativeBuffer(bufferDataStream)
};
progressStatus.BuffersLoaded++;
progress?.Report(progressStatus);
}
}
protected virtual async Task ConstructScene(GLTFScene scene, bool showSceneObj, CancellationToken cancellationToken)
{
if (scene == null)
{
return;
}
var sceneObj = new GameObject(string.IsNullOrEmpty(scene.Name) ? ("Scene") : scene.Name);
try
{
sceneObj.SetActive(showSceneObj);
if (scene.Nodes != null)
{
Transform[] nodeTransforms = new Transform[scene.Nodes.Count];
for (int i = 0; i < scene.Nodes.Count; ++i)
{
NodeId node = scene.Nodes[i];
GameObject nodeObj = await GetNode(node.Id, cancellationToken);
nodeObj.transform.SetParent(sceneObj.transform, false);
nodeTransforms[i] = nodeObj.transform;
}
}
if (_options.AnimationMethod != AnimationMethod.None)
{
if (_gltfRoot.Animations != null && _gltfRoot.Animations.Count > 0)
{
#if UNITY_ANIMATION || !UNITY_2019_1_OR_NEWER
// create the AnimationClip that will contain animation data
var constructedClips = new List<AnimationClip>();
for (int i = 0; i < _gltfRoot.Animations.Count; ++i)
{
AnimationClip clip = await ConstructClip(sceneObj.transform, i, cancellationToken);
clip.wrapMode = WrapMode.Loop;
#if UNITY_EDITOR
var settings = UnityEditor.AnimationUtility.GetAnimationClipSettings(clip);
settings.loopTime = _options.AnimationLoopTime;
settings.loopBlend = _options.AnimationLoopPose;
UnityEditor.AnimationUtility.SetAnimationClipSettings(clip, settings);
#endif
constructedClips.Add(clip);
}
if (_options.AnimationMethod == AnimationMethod.Legacy)
{
Animation animation = sceneObj.AddComponent<Animation>();
for (int i = 0; i < constructedClips.Count; i++)
{
var clip = constructedClips[i];
clip.wrapMode = _options.AnimationLoopTime ? WrapMode.Loop : WrapMode.Default;
animation.AddClip(clip, clip.name);
if (i == 0)
{
animation.clip = clip;
}
}
}
else if (_options.AnimationMethod == AnimationMethod.Mecanim || _options.AnimationMethod == AnimationMethod.MecanimHumanoid)
{
Animator animator = sceneObj.AddComponent<Animator>();
#if UNITY_EDITOR
// TODO there's no good way to construct an AnimatorController on import it seems, needs to be a SubAsset etc.
var controller = new UnityEditor.Animations.AnimatorController();
controller.name = "AnimatorController";
controller.AddLayer("Base Layer");
var baseLayer = controller.layers[0];
for (int i = 0; i < constructedClips.Count; i++)
{
var name = constructedClips[i].name;
// can't be empty
if (string.IsNullOrWhiteSpace(name)) name = "clip " + i;
// can't contain ., / and \
name = name.Replace(".", "_");
name = name.Replace("/", "_");
name = name.Replace("\\", "_");
var state = baseLayer.stateMachine.AddState(name);
state.motion = constructedClips[i];
}
animator.runtimeAnimatorController = controller;
#else
Debug.Log(LogType.Warning, "Importing animations at runtime requires the Legacy AnimationMethod to be enabled, or custom handling of the resulting clips.");
#endif
}
#else
Debug.Log(LogType.Warning, "glTF scene contains animations but com.unity.modules.animation isn't installed. Install that module to import animations.");
#endif
if (AnyAnimationTimeNotIncreasing)
{
Debug.Log(LogType.Warning, $"Time of some subsequent animation keyframes is not increasing in {_gltfFileName} (glTF-Validator error ACCESSOR_ANIMATION_INPUT_NON_INCREASING)");
}
CreatedAnimationClips = constructedClips.ToArray();
}
}
if (_options.AnimationMethod == AnimationMethod.MecanimHumanoid)
{
if (!sceneObj.GetComponent<Animator>())
sceneObj.AddComponent<Animator>();
}
CreatedObject = sceneObj;
InitializeGltfTopLevelObject();
}
catch (Exception ex)
{
// If some failure occured during loading, clean up the scene
UnityEngine.Object.DestroyImmediate(sceneObj);
CreatedObject = null;
if (ex is OutOfMemoryException)
{
#if UNITY_2023_1_OR_NEWER
await
#endif
Resources.UnloadUnusedAssets();
}
throw;
}
}
protected virtual BufferCacheData ConstructBufferFromGLB(int bufferIndex)
{
GLTFParser.SeekToBinaryChunk(_gltfStream.Stream, bufferIndex, _gltfStream.StartPosition); // sets stream to correct start position
return new BufferCacheData
{
Stream = _gltfStream.Stream,
ChunkOffset = (uint)_gltfStream.Stream.Position,
bufferData = GetOrCreateNativeBuffer(_gltfStream.Stream),
};
}
/// <summary>
/// Get the absolute path to a gltf uri reference.
/// </summary>
/// <param name="gltfPath">The path to the gltf file</param>
/// <returns>A path without the filename or extension</returns>
protected static string AbsoluteUriPath(string gltfPath)
{
var uri = new Uri(gltfPath);
var partialPath = uri.AbsoluteUri.Remove(uri.AbsoluteUri.Length - uri.Query.Length - uri.Segments[uri.Segments.Length - 1].Length);
return partialPath;
}
/// <summary>
/// Get the absolute path a gltf file directory
/// </summary>
/// <param name="gltfPath">The path to the gltf file</param>
/// <returns>A path without the filename or extension</returns>
protected static string AbsoluteFilePath(string gltfPath)
{
var fileName = Path.GetFileName(gltfPath);
var lastIndex = gltfPath.IndexOf(fileName);
var partialPath = gltfPath.Substring(0, lastIndex);
return partialPath;
}
/// <summary>
/// Cleans up any undisposed streams after loading a scene or a node.
/// </summary>
private void Cleanup()
{
if (_assetCache != null)
{
_assetCache.Dispose();
_assetCache = null;
}
}
private void DisposeNativeBuffers()
{
foreach (var buffer in _nativeBuffers)
{
if (buffer.Value.IsCreated)
buffer.Value.Dispose();
}
_nativeBuffers.Clear();
#if HAVE_MESHOPT_DECOMPRESS
foreach (var meshOptBuffer in meshOptNativeBuffers)
{
meshOptBuffer.Dispose();
}
meshOptNativeBuffers.Clear();
#endif
}
private async Task SetupLoad(Func<Task> callback)
{
try
{
lock (this)
{
if (_isRunning)
{
throw new GLTFLoadException($"Cannot start a load while GLTFSceneImporter is already running (File: {_gltfFileName})");
}
_isRunning = true;
}
Statistics = new ImportStatistics();
if (_options.ThrowOnLowMemory)
{
_memoryChecker = new MemoryChecker();
}
if (_gltfRoot == null)
{
await LoadJson(_gltfFileName);
}
if (_assetCache == null)
{
_assetCache = new AssetCache(_gltfRoot);
}
await callback();
}
catch
{
Cleanup();
throw;
}
finally
{
lock (this)
{
_isRunning = false;
}
_gltfStream.Stream.Close();
DisposeNativeBuffers();
}
}
protected async Task YieldOnTimeoutAndThrowOnLowMemory()
{
if (_options.ThrowOnLowMemory)
{
_memoryChecker.ThrowIfOutOfMemory();
}
if (_options.AsyncCoroutineHelper != null)
{
await _options.AsyncCoroutineHelper.YieldOnTimeout();
}
}
}
}