rabidus-test/Assets/PolyFew/ThirdParty/AsImpL/Scripts/ObjectImporter.cs

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2023-10-20 13:29:44 +03:00
using System;
using System.IO;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Threading.Tasks;
using static BrainFailProductions.PolyFewRuntime.PolyfewRuntime;
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace BrainFailProductions.PolyFew.AsImpL
{
/// <summary>
/// Component that imports objects from a model, both at run-rime and as assets in Editor.
/// </summary>
/// <remarks></remarks>
public class ObjectImporter : MonoBehaviour
{
public static ReferencedNumeric<float> downloadProgress;
public static int activeDownloads;
#pragma warning disable
private static float objDownloadProgress;
#pragma warning disable
private static float textureDownloadProgress;
private static float materialDownloadProgress;
public static bool isException;
public ObjectImporter()
{
isException = false;
downloadProgress = new ReferencedNumeric<float>(0);
objDownloadProgress = 0;
textureDownloadProgress = 0;
materialDownloadProgress = 0;
activeDownloads = 6;
}
#if UNITY_EDITOR
/// <summary>
/// Import the model as a set of assets. This should be set only by the Editor window.
/// </summary>
[HideInInspector]
public bool importAssets = false;
/// <summary>
/// Set the import path for assets. This should be set only by the Editor window.
/// </summary>
[HideInInspector]
public string importAssetPath = "_ImportedOBJ";
#endif
protected int numTotalImports = 0;
protected bool allLoaded = false;
protected ImportOptions buildOptions;
protected List<Loader> loaderList;
#if UNITY_EDITOR
// raw subdivision in percentages of the import phases (empirically computed importing a large sample OBJ file)
// TODO: refine or change this method
private static float TEX_PHASE_PERC = 13f;
private static float OBJ_PHASE_PERC = 76f;
//private static float ASSET_PHASE_PERC = 11f;
private string importMessage = string.Empty;
#endif
#pragma warning disable
private ImportPhase importPhase = ImportPhase.Idle;
/// <summary>
/// Event triggered when starting to import.
/// </summary>
public event Action ImportingStart;
/// <summary>
/// Event triggered when finished importing.
/// </summary>
public event Action ImportingComplete;
/// <summary>
/// Event triggered when a single model has been created and before it is imported.
/// </summary>
public event Action<GameObject, string> CreatedModel;
/// <summary>
/// Event triggered when a single model has been successfully imported.
/// </summary>
public event Action<GameObject, string> ImportedModel;
/// <summary>
/// Event triggered when an error occurred importing a model.
/// </summary>
public event Action<string> ImportError;
private enum ImportPhase { Idle, TextureImport, ObjLoad, AssetBuild, Done }
/// <summary>
/// Number of pending import activities.
/// </summary>
public int NumImportRequests
{
get { return numTotalImports; }
}
#if UNITY_EDITOR
public bool AllImported
{
get
{
return importAssets ? importPhase == ImportPhase.Done : allLoaded;
}
}
/// <summary>
/// Import progress percentage (0..100)
/// </summary>
public float ImportProgress
{
get
{
if (Loader.totalProgress.singleProgress.Count > 0)
{
if (importAssets)
{
switch (importPhase)
{
case ImportPhase.TextureImport:
return 0f;
case ImportPhase.ObjLoad:
return TEX_PHASE_PERC + (OBJ_PHASE_PERC / 100f) * Loader.totalProgress.singleProgress[0].percentage;
case ImportPhase.AssetBuild:
return TEX_PHASE_PERC + OBJ_PHASE_PERC;
case ImportPhase.Done:
return 100f;
}
}
else
{
return Loader.totalProgress.singleProgress[0].percentage;
}
}
return 0f;
}
}
/// <summary>
/// Message updated while importing of objects
/// </summary>
public string ImportMessage
{
get
{
if (Loader.totalProgress.singleProgress.Count > 0)
{
if (importAssets)
{
switch (importPhase)
{
case ImportPhase.Idle:
return string.Empty;
case ImportPhase.ObjLoad:
return Loader.totalProgress.singleProgress[0].message;
case ImportPhase.Done:
return "Finalizing....";
default:
return importMessage;
}
}
else
{
return Loader.totalProgress.singleProgress[0].message;
}
}
return string.Empty;
}
}
/// <summary>
/// Start importing a new object
/// </summary>
/// <see cref="ImportOptions"/>
/// <param name="absolutePath">Absolute path of the file to import</param>
/// <param name="parentObject">Transform to which attach the new object (it can be null)</param>
/// <param name="options">Import options</param>
public void ImportFile(string absolutePath, Transform parentObject, ImportOptions options)
{
buildOptions = options;
#pragma warning disable
ImportFileAsync(absolutePath, parentObject);
}
/// <summary>
/// Called as a coroutine by ImportFile()
/// </summary>
/// <param name="absolutePath"></param>
/// <param name="parentObject"></param>
/// TODO: refactor this method, it is too long.
private async Task ImportFileAsync(string absolutePath, Transform parentObject, string texturesFolderPath = "", string materialsFolderPath = "")
{
Loader loader = CreateLoader(absolutePath);
if (loader == null)
{
return;
}
loader.buildOptions = buildOptions;
Debug.Log("Loading: " + absolutePath);
float startTotTime = Time.realtimeSinceStartup;
float startTime = Time.realtimeSinceStartup;
importPhase = ImportPhase.TextureImport;
string dirName = Path.GetDirectoryName(absolutePath);
string sourceBasePath = string.IsNullOrEmpty(dirName) ? "" : dirName;
if (!sourceBasePath.EndsWith("/"))
{
sourceBasePath += "/";
}
string newName = Path.GetFileNameWithoutExtension(absolutePath);//fileInfo.Name.Substring(0, fileInfo.Name.Length - 4);
if (importAssets)
{
Debug.LogFormat("Importing assets from {0}...", absolutePath);
importMessage = "Creating folders...";
FileInfo fileInfo = new FileInfo(absolutePath);
string fileName = fileInfo.Name;
if (!string.IsNullOrEmpty(importAssetPath))
{
EditorUtil.CreateAssetFolder("Assets", importAssetPath);
EditorUtil.CreateAssetFolder("Assets/" + importAssetPath, fileName);
}
else
{
EditorUtil.CreateAssetFolder("Assets", fileName);
}
string prefabRelPath = (!string.IsNullOrEmpty(importAssetPath)) ? importAssetPath + "/" + fileName : fileName;
string prefabPath = "Assets/" + prefabRelPath;
string prefabName = prefabPath + "/" + fileName.Replace('.', '_') + ".prefab";
string[] texturePaths = loader.ParseTexturePaths(absolutePath);
EditorUtil.CreateAssetFolder(prefabPath, "Textures");
EditorUtil.CreateAssetFolder(prefabPath, "Materials");
string destBasePath = Application.dataPath + "/../" + prefabPath;
foreach (string texPath in texturePaths)
{
string source = texPath;
if (!Path.IsPathRooted(source))
{
source = sourceBasePath + texPath;
}
FileInfo texFileInfo = new FileInfo(source);
string dest = destBasePath + "/Textures/" + texFileInfo.Name;
importMessage = "Copying texture " + source + "...";
File.Copy(source, dest, true);
Debug.LogFormat("Texture {0} copied to {1}", source, dest);
}
AssetDatabase.Refresh();
AssetDatabase.StartAssetEditing();
foreach (string texPath in texturePaths)
{
FileInfo textFileInfo = new FileInfo(texPath);
string texAssetPath = prefabPath + "/Textures/" + textFileInfo.Name;
importMessage = "Importing texture " + texAssetPath + "...";
EditorUtil.SetTextureReadable(texAssetPath);
}
AssetDatabase.SaveAssets();
AssetDatabase.StopAssetEditing();
//File.Copy(basePath+mtlLibName, destBasePath+mtlLibName, true);
//File.Copy(absolutePath, destBasePath+fileName, true);
importMessage = "Updating assets...";
AssetDatabase.Refresh();
Debug.LogFormat("Texture files imported in {0} seconds", Time.realtimeSinceStartup - startTime);
startTime = Time.realtimeSinceStartup;
importMessage = "Loading OBJ file...";
importPhase = ImportPhase.ObjLoad;
loader.altTexPath = prefabPath + "/Textures/";
loader.buildOptions = buildOptions;
await loader.Load(newName, absolutePath, parentObject, texturesFolderPath, materialsFolderPath);
importMessage = "Saving assets...";
AssetDatabase.SaveAssets();
importMessage = "Refreshing assets...";
AssetDatabase.Refresh();
Debug.LogFormat("OBJ files loaded in {0} seconds", Time.realtimeSinceStartup - startTime);
startTime = Time.realtimeSinceStartup;
GameObject loadedObj = Loader.GetModelByPath(absolutePath);
importMessage = "Creating mesh assets...";
importPhase = ImportPhase.AssetBuild;
// TODO: check if the prefab already exists
MeshFilter[] meshFilters = loadedObj.GetComponentsInChildren<MeshFilter>();
foreach (var filter in meshFilters)
{
Mesh mesh = filter.sharedMesh;
if (!AssetDatabase.Contains(mesh))
{
EditorUtil.CreateAssetFolder(prefabPath, "Meshes");
AssetDatabase.CreateAsset(mesh, prefabPath + "/Meshes/" + mesh.name + ".asset");
}
}
importMessage = "Creating material assets...";
AssetDatabase.StartAssetEditing();
MeshRenderer[] meshRend = loadedObj.GetComponentsInChildren<MeshRenderer>();
foreach (var rend in meshRend)
{
Material mtl = rend.sharedMaterial;
if (!AssetDatabase.Contains(mtl))
{
string mtlAssetPath = prefabPath + "/Materials/" + mtl.name + ".mat";
AssetDatabase.CreateAsset(mtl, mtlAssetPath);
}
}
importMessage = "Saving assets...";
AssetDatabase.SaveAssets();
AssetDatabase.StopAssetEditing();
importMessage = "Updating assets...";
AssetDatabase.Refresh();
importMessage = "Creating prefab...";
#if UNITY_2018_3_OR_NEWER
PrefabUtility.SaveAsPrefabAssetAndConnect(loadedObj, prefabName, InteractionMode.AutomatedAction);
#else
PrefabUtility.CreatePrefab(prefabName, loadedObj, ReplacePrefabOptions.ConnectToPrefab);
#endif
//GameObject. objObject.GetComponent<OBJ>();
Debug.LogFormat("Assets created in {0} seconds", Time.realtimeSinceStartup - startTime);
importPhase = ImportPhase.Done;
}
else
{
importPhase = ImportPhase.ObjLoad;
await loader.Load(newName, absolutePath, parentObject);
}
Debug.LogFormat("OBJ files imported in {0} seconds", Time.realtimeSinceStartup - startTotTime);
}
#endif
/// <summary>
/// Create the proper loader component according to the file extension.
/// </summary>
/// <param name="absolutePath">path of the model to be imported</param>
/// <returns>A proper loader or null if not available.</returns>
private Loader CreateLoader(string absolutePath, bool isNetwork = false)
{
if(isNetwork)
{
Loader laoder = gameObject.AddComponent<LoaderObj>();
laoder.ModelCreated += OnModelCreated;
laoder.ModelLoaded += OnImported;
laoder.ModelError += OnImportError;
return laoder;
}
string ext = Path.GetExtension(absolutePath);
if (string.IsNullOrEmpty(ext))
{
throw new System.InvalidOperationException("No extension defined, unable to detect file format. Please provide a full path to the file that ends with the file name including its extension.");
//return null;
}
Loader loader = null;
ext = ext.ToLower();
if (ext.StartsWith(".php"))
{
if (!ext.EndsWith(".obj"))
{
// TODO: other formats supported? Remark: often there are zip and rar archives without extension.
throw new System.InvalidOperationException("Unable to detect file format in " + ext);
//return null;
}
loader = gameObject.AddComponent<LoaderObj>();
}
else
{
switch (ext)
{
case ".obj":
loader = gameObject.AddComponent<LoaderObj>();
break;
// TODO: add mode formats here...
default:
throw new System.InvalidOperationException($"File format not supported ({ext})");
//Debug.LogErrorFormat("File format not supported ({0})", ext);
//return null;
}
}
loader.ModelCreated += OnModelCreated;
loader.ModelLoaded += OnImported;
loader.ModelError += OnImportError;
return loader;
}
/// <summary>
/// Request to load a file asynchronously.
/// </summary>
/// <param name="objName"></param>
/// <param name="filePath"></param>
/// <param name="parentObj"></param>
/// <param name="options"></param>
public async Task<GameObject> ImportModelAsync(string objName, string filePath, Transform parentObj, ImportOptions options, string texturesFolderPath = "", string materialsFolderPath = "")
{
if (loaderList == null)
{
loaderList = new List<Loader>();
}
if (loaderList.Count == 0)
{
numTotalImports = 0;// files.Length;
ImportingStart?.Invoke();
}
string absolutePath = filePath.Contains("//") ? filePath : Path.GetFullPath(filePath);
absolutePath = absolutePath.Replace('\\', '/');
Loader loader = CreateLoader(absolutePath);
if (loader == null)
{
throw new SystemException("Failed to import obj.");
//return null;
}
numTotalImports++;
loaderList.Add(loader);
loader.buildOptions = options;
if (string.IsNullOrEmpty(objName))
{
objName = Path.GetFileNameWithoutExtension(absolutePath);
}
allLoaded = false;
GameObject loaded = await loader.Load(objName, absolutePath, parentObj, texturesFolderPath, materialsFolderPath);
return loaded;
}
public async Task<GameObject> ImportModelFromNetwork(string objURL, string objName, string diffuseTexURL, string bumpTexURL, string specularTexURL, string opacityTexURL, string materialURL, ReferencedNumeric<float> downloadProgress, ImportOptions options)
{
if (loaderList == null)
{
loaderList = new List<Loader>();
}
if (loaderList.Count == 0)
{
numTotalImports = 0;// files.Length;
ImportingStart?.Invoke();
}
Loader loader = CreateLoader("", true);
if (loader == null)
{
throw new SystemException("Failed to import obj.");
//return null;
}
numTotalImports++;
loaderList.Add(loader);
loader.buildOptions = options;
allLoaded = false;
if(string.IsNullOrWhiteSpace(objName)) { objName = ""; }
ObjectImporter.downloadProgress = downloadProgress;
//string objURL, string objName, string textureURL, string materialURL, ReferencedNumeric< float > downloadProgress, ImportOptions options
GameObject loaded;
try
{
loaded = await loader.LoadFromNetwork(objURL, diffuseTexURL, bumpTexURL, specularTexURL, opacityTexURL, materialURL, objName);
}
catch (Exception ex)
{
throw ex;
}
return loaded;
}
public void ImportModelFromNetworkWebGL(string objURL, string objName, string diffuseTexURL, string bumpTexURL, string specularTexURL, string opacityTexURL, string materialURL, ReferencedNumeric<float> downloadProgress, ImportOptions options, Action<GameObject> OnSuccess, Action<Exception> OnError)
{
if (loaderList == null)
{
loaderList = new List<Loader>();
}
if (loaderList.Count == 0)
{
numTotalImports = 0;// files.Length;
ImportingStart?.Invoke();
}
Loader loader = CreateLoader("", true);
if (loader == null)
{
OnError(new SystemException("Loader initialization failed due to unknown reasons."));
}
numTotalImports++;
loaderList.Add(loader);
loader.buildOptions = options;
allLoaded = false;
if (string.IsNullOrWhiteSpace(objName)) { objName = ""; }
ObjectImporter.downloadProgress = downloadProgress;
StartCoroutine(loader.LoadFromNetworkWebGL(objURL, diffuseTexURL, bumpTexURL, specularTexURL, opacityTexURL, materialURL, objName, OnSuccess, OnError));
}
/// <summary>
/// Update the loading/importing status
/// </summary>
public virtual void UpdateStatus()
{
if (allLoaded) return;
int num_loaded_files = numTotalImports - Loader.totalProgress.singleProgress.Count;
bool loading = num_loaded_files < numTotalImports;
if (!loading)
{
allLoaded = true;
if (loaderList != null)
{
foreach (var loader in loaderList)
{
Destroy(loader);
}
loaderList.Clear();
}
OnImportingComplete();
}
}
protected virtual void Update()
{
UpdateStatus();
}
/// <summary>
/// Called when finished importing. It triggers ImportingComplete event, if it was set.
/// </summary>
protected virtual void OnImportingComplete()
{
if (ImportingComplete != null)
{
ImportingComplete();
}
}
/// <summary>
/// Called when each model has been created and before it is imported. It triggers CreatedModel event, if it was set.
/// </summary>
protected virtual void OnModelCreated(GameObject obj, string absolutePath)
{
if (CreatedModel != null)
{
CreatedModel(obj, absolutePath);
}
}
/// <summary>
/// Called when each model has been imported. It triggers ImportedModel event, if it was set.
/// </summary>
protected virtual void OnImported(GameObject obj, string absolutePath)
{
if (ImportedModel != null)
{
ImportedModel(obj, absolutePath);
}
}
/// <summary>
/// Called when a model import fails. It triggers ImportError event, if it was set.
/// </summary>
protected virtual void OnImportError(string absolutePath)
{
if (ImportError != null)
{
ImportError(absolutePath);
}
}
}
}