EditorTool3D/Assets/TriLib/TriLibCore/Scripts/AssetLoader.cs

1231 lines
64 KiB
C#

#pragma warning disable 168, 618
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text.RegularExpressions;
using TriLibCore.Extensions;
using TriLibCore.General;
using TriLibCore.Interfaces;
using TriLibCore.Mappers;
using TriLibCore.Textures;
using TriLibCore.Utils;
using UnityEngine;
using FileMode = System.IO.FileMode;
using HumanDescription = UnityEngine.HumanDescription;
using Object = UnityEngine.Object;
#if TRILIB_DRACO
using TriLibCore.Gltf.Reader;
using TriLibCore.Gltf.Draco;
#endif
#if UNITY_EDITOR
using UnityEditor;
#endif
namespace TriLibCore
{
/// <summary>Represents the main class containing methods to load the Models.</summary>
public static class AssetLoader
{
/// <summary>
/// Constant that defines the namespace used by TriLib Mappers.
/// </summary>
private const string TriLibMappersNamespace = "TriLibCore.Mappers";
/// <summary>Loads a Model from the given path asynchronously.</summary>
/// <param name="path">The Model file path.</param>
/// <param name="onLoad">The Method to call on the Main Thread when the Model is loaded but resources may still pending.</param>
/// <param name="onMaterialsLoad">The Method to call on the Main Thread when the Model and resources are loaded.</param>
/// <param name="onProgress">The Method to call when the Model loading progress changes.</param>
/// <param name="onError">The Method to call on the Main Thread when any error occurs.</param>
/// <param name="wrapperGameObject">The Game Object that will be the parent of the loaded Game Object. Can be null.</param>
/// <param name="assetLoaderOptions">The options to use when loading the Model.</param>
/// <param name="customContextData">The Custom Data that will be passed along the Context.</param>
/// <param name="haltTask">Turn on this field to avoid loading the model immediately and chain the Tasks.</param>
/// <param name="onPreLoad">The method to call on the parallel Thread before the Unity objects are created.</param>
/// <returns>The Asset Loader Context, containing Model loading information and the output Game Object.</returns>
public static AssetLoaderContext LoadModelFromFile(string path, Action<AssetLoaderContext> onLoad = null, Action<AssetLoaderContext> onMaterialsLoad = null, Action<AssetLoaderContext, float> onProgress = null, Action<IContextualizedError> onError = null, GameObject wrapperGameObject = null, AssetLoaderOptions assetLoaderOptions = null, object customContextData = null, bool haltTask = false, Action<AssetLoaderContext> onPreLoad = null)
{
var assetLoaderContext = new AssetLoaderContext
{
Options = assetLoaderOptions ?? CreateDefaultLoaderOptions(),
Filename = path,
BasePath = FileUtils.GetFileDirectory(path),
WrapperGameObject = wrapperGameObject,
OnMaterialsLoad = onMaterialsLoad,
OnLoad = onLoad,
OnProgress = onProgress,
HandleError = HandleError,
OnError = onError,
OnPreLoad = onPreLoad,
CustomData = customContextData,
#if UNITY_WEBGL || (UNITY_UWP && !TRILIB_ENABLE_UWP_THREADS) || TRILIB_FORCE_SYNC
Async = false
#else
Async = true
#endif
};
LoadModelInternal(assetLoaderContext);
return assetLoaderContext;
}
/// <summary>Loads a Model from the given Stream asynchronously.</summary>
/// <param name="stream">The Stream containing the Model data.</param>
/// <param name="filename">The Model filename.</param>
/// <param name="fileExtension">The Model file extension. (Eg.: fbx)</param>
/// <param name="onLoad">The Method to call on the Main Thread when the Model is loaded but resources may still pending.</param>
/// <param name="onMaterialsLoad">The Method to call on the Main Thread when the Model and resources are loaded.</param>
/// <param name="onProgress">The Method to call when the Model loading progress changes.</param>
/// <param name="onError">The Method to call on the Main Thread when any error occurs.</param>
/// <param name="wrapperGameObject">The Game Object that will be the parent of the loaded Game Object. Can be null.</param>
/// <param name="assetLoaderOptions">The options to use when loading the Model.</param>
/// <param name="customContextData">The Custom Data that will be passed along the Context.</param>
/// <param name="haltTask">Turn on this field to avoid loading the model immediately and chain the Tasks.</param>
/// <param name="onPreLoad">The method to call on the parallel Thread before the Unity objects are created.</param>
/// <returns>The Asset Loader Context, containing Model loading information and the output Game Object.</returns>
public static AssetLoaderContext LoadModelFromStream(Stream stream, string filename = null, string fileExtension = null, Action<AssetLoaderContext> onLoad = null, Action<AssetLoaderContext> onMaterialsLoad = null, Action<AssetLoaderContext, float> onProgress = null, Action<IContextualizedError> onError = null, GameObject wrapperGameObject = null, AssetLoaderOptions assetLoaderOptions = null, object customContextData = null, bool haltTask = false, Action<AssetLoaderContext> onPreLoad = null)
{
var assetLoaderContext = new AssetLoaderContext
{
Options = assetLoaderOptions ?? CreateDefaultLoaderOptions(),
Stream = stream,
Filename = filename,
FileExtension = fileExtension ?? FileUtils.GetFileExtension(filename, false),
BasePath = FileUtils.GetFileDirectory(filename),
WrapperGameObject = wrapperGameObject,
OnMaterialsLoad = onMaterialsLoad,
OnLoad = onLoad,
OnProgress = onProgress,
HandleError = HandleError,
OnError = onError,
OnPreLoad = onPreLoad,
CustomData = customContextData,
#if UNITY_WEBGL || (UNITY_UWP && !TRILIB_ENABLE_UWP_THREADS) || TRILIB_FORCE_SYNC
Async = false
#else
Async = true
#endif
};
LoadModelInternal(assetLoaderContext);
return assetLoaderContext;
}
/// <summary>Loads a Model from the given path synchronously.</summary>
/// <param name="path">The Model file path.</param>
/// <param name="onError">The Method to call on the Main Thread when any error occurs.</param>
/// <param name="wrapperGameObject">The Game Object that will be the parent of the loaded Game Object. Can be null.</param>
/// <param name="assetLoaderOptions">The options to use when loading the Model.</param>
/// <param name="customContextData">The Custom Data that will be passed along the Context.</param>
/// <returns>The Asset Loader Context, containing Model loading information and the output Game Object.</returns>
public static AssetLoaderContext LoadModelFromFileNoThread(string path, Action<IContextualizedError> onError = null, GameObject wrapperGameObject = null, AssetLoaderOptions assetLoaderOptions = null, object customContextData = null)
{
var assetLoaderContext = new AssetLoaderContext
{
Options = assetLoaderOptions ?? CreateDefaultLoaderOptions(),
Filename = path,
BasePath = FileUtils.GetFileDirectory(path),
CustomData = customContextData,
HandleError = HandleError,
OnError = onError,
WrapperGameObject = wrapperGameObject,
Async = false
};
LoadModelInternal(assetLoaderContext);
return assetLoaderContext;
}
/// <summary>Loads a Model from the given Stream synchronously.</summary>
/// <param name="stream">The Stream containing the Model data.</param>
/// <param name="filename">The Model filename.</param>
/// <param name="fileExtension">The Model file extension. (Eg.: fbx)</param>
/// <param name="onError">The Method to call on the Main Thread when any error occurs.</param>
/// <param name="wrapperGameObject">The Game Object that will be the parent of the loaded Game Object. Can be null.</param>
/// <param name="assetLoaderOptions">The options to use when loading the Model.</param>
/// <param name="customContextData">The Custom Data that will be passed along the Context.</param>
/// <returns>The Asset Loader Context, containing Model loading information and the output Game Object.</returns>
public static AssetLoaderContext LoadModelFromStreamNoThread(Stream stream, string filename = null, string fileExtension = null, Action<IContextualizedError> onError = null, GameObject wrapperGameObject = null, AssetLoaderOptions assetLoaderOptions = null, object customContextData = null)
{
var assetLoaderContext = new AssetLoaderContext
{
Options = assetLoaderOptions ?? CreateDefaultLoaderOptions(),
Stream = stream,
Filename = filename,
FileExtension = fileExtension ?? FileUtils.GetFileExtension(filename, false),
BasePath = FileUtils.GetFileDirectory(filename),
CustomData = customContextData,
HandleError = HandleError,
OnError = onError,
WrapperGameObject = wrapperGameObject,
Async = false
};
LoadModelInternal(assetLoaderContext);
return assetLoaderContext;
}
/// <summary>Begins the model loading process.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="haltTask">Turn on this field to avoid loading the model immediately and chain the Tasks.</param>
private static void LoadModelInternal(AssetLoaderContext assetLoaderContext, bool haltTask = false)
{
SetMaterialMapperCallbacks();
#if !TRILIB_DISABLE_VALIDATIONS
ValidateAssetLoaderOptions(assetLoaderContext.Options);
#endif
if (assetLoaderContext.Options.ForceGCCollectionWhileLoading)
{
GCHelper.GetInstance()?.RegisterLoading();
}
#if TRILIB_USE_THREAD_NAMES
var threadName = "TriLib_LoadModelFromStream";
#else
string threadName = null;
#endif
ThreadUtils.RequestNewThreadFor(assetLoaderContext, ref assetLoaderContext.CancellationToken, LoadModel, ProcessRootModel, HandleError, assetLoaderContext.Options.Timeout, threadName, !haltTask, assetLoaderContext.OnPreLoad);
}
/// <summary>
/// Configures the MaterialMapper callbacks.
/// </summary>
private static void SetMaterialMapperCallbacks()
{
MaterialMapper.CreateTextureCallback = TextureLoaders.CreateTexture;
MaterialMapper.LoadTextureCallback = TextureLoaders.LoadTexture;
MaterialMapper.PostProcessTextureCallback = TextureLoaders.PostProcessTexture;
}
/// <summary>
/// Validates the given AssetLoaderOptions.
/// </summary>
/// <param name="assetLoaderOptions">The options to use when loading the Model.</param>
private static void ValidateAssetLoaderOptions(AssetLoaderOptions assetLoaderOptions)
{
#if ENABLE_IL2CPP
if (assetLoaderOptions.EnableProfiler) {
assetLoaderOptions.EnableProfiler = false;
Debug.LogWarning("TriLib: The built in profiler has been disabled as it does not work with IL2CPP builds");
Debug.LogWarning("You can disable these validations in the Edit->Project Settings->TriLib menu.");
}
#endif
}
#if UNITY_EDITOR
private static Object LoadOrCreateScriptableObject(string type, string @namespace, string subFolder)
{
string mappersFilePath;
var triLibMapperAssets = AssetDatabase.FindAssets("TriLibMappersPlaceholder");
if (triLibMapperAssets.Length > 0)
{
mappersFilePath = AssetDatabase.GUIDToAssetPath(triLibMapperAssets[0]);
}
else
{
throw new Exception("Could not find \"TriLibMappersPlaceholder\" file. Please re-import TriLib package.");
}
var mappersDirectory = $"{FileUtils.GetFileDirectory(mappersFilePath)}";
var assetDirectory = $"{mappersDirectory}/{subFolder}";
if (!AssetDatabase.IsValidFolder(assetDirectory))
{
AssetDatabase.CreateFolder(mappersDirectory, subFolder);
}
var assetPath = $"{assetDirectory}/{type}.asset";
var scriptableObject = AssetDatabase.LoadAssetAtPath(assetPath, typeof(Object));
if (scriptableObject == null)
{
scriptableObject = CreateScriptableObjectSafe(type, @namespace);
if (scriptableObject != null)
{
AssetDatabase.CreateAsset(scriptableObject, assetPath);
}
}
return scriptableObject;
}
#endif
/// <summary>Creates an Asset Loader Options with the default settings and Mappers.</summary>
/// <param name="generateAssets">Indicates whether created Scriptable Objects will be saved as assets.</param>
/// <returns>The Asset Loader Options containing the default settings.</returns>
public static AssetLoaderOptions CreateDefaultLoaderOptions(bool generateAssets = false)
{
var assetLoaderOptions = ScriptableObject.CreateInstance<AssetLoaderOptions>();
ByBonesRootBoneMapper byBonesRootBoneMapper;
#if UNITY_EDITOR
if (generateAssets)
{
byBonesRootBoneMapper = (ByBonesRootBoneMapper)LoadOrCreateScriptableObject("ByBonesRootBoneMapper", TriLibMappersNamespace, "RootBone");
}
else
{
byBonesRootBoneMapper = ScriptableObject.CreateInstance<ByBonesRootBoneMapper>();
}
#else
byBonesRootBoneMapper = ScriptableObject.CreateInstance<ByBonesRootBoneMapper>();
#endif
byBonesRootBoneMapper.name = "ByBonesRootBoneMapper";
assetLoaderOptions.RootBoneMapper = byBonesRootBoneMapper;
var materialMappers = new List<MaterialMapper>();
for (var i = 0; i < MaterialMapper.RegisteredMappers.Count; i++)
{
var materialMapperName = MaterialMapper.RegisteredMappers[i];
var materialMapperNamespace = MaterialMapper.RegisteredMapperNamespaces[i];
if (materialMapperName == null)
{
continue;
}
MaterialMapper materialMapper;
try
{
#if UNITY_EDITOR
if (generateAssets)
{
materialMapper = LoadOrCreateScriptableObject(materialMapperName, materialMapperNamespace, "Material") as MaterialMapper;
}
else
{
materialMapper = CreateScriptableObjectSafe(materialMapperName, materialMapperNamespace) as MaterialMapper;
}
#else
materialMapper = CreateScriptableObjectSafe(materialMapperName, materialMapperNamespace) as MaterialMapper;
#endif
}
catch
{
materialMapper = null;
}
if (materialMapper != null)
{
materialMapper.name = materialMapperName;
if (materialMapper.IsCompatible(null))
{
materialMappers.Add(materialMapper);
}
else
{
#if UNITY_EDITOR
var assetPath = AssetDatabase.GetAssetPath(materialMapper);
if (assetPath == null)
{
Object.DestroyImmediate(materialMapper);
}
#else
Object.Destroy(materialMapper);
#endif
}
}
}
if (materialMappers.Count == 0)
{
Debug.LogWarning("TriLib could not find any suitable MaterialMapper on the project.");
}
else
{
assetLoaderOptions.MaterialMappers = materialMappers.ToArray();
}
return assetLoaderOptions;
}
/// <summary>
/// Tries to create a ScriptableObject with the given parameters, without throwing an internal Exception.
/// </summary>
/// <param name="typeName">The ScriptableObject type name.</param>
/// <param name="namespace">The ScriptableObject type namespace.</param>
/// <returns>The created ScriptableObject, or <c>null</c>.</returns>
private static ScriptableObject CreateScriptableObjectSafe(string typeName, string @namespace)
{
var type = Type.GetType($"{@namespace}.{typeName}");
return type != null ? ScriptableObject.CreateInstance(typeName) : null;
}
/// <summary>Processes the Model from the given context and begin to build the Game Objects.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void ProcessModel(AssetLoaderContext assetLoaderContext)
{
if (assetLoaderContext.RootModel != null)
{
ParseModel(assetLoaderContext, assetLoaderContext.WrapperGameObject != null ? assetLoaderContext.WrapperGameObject.transform : null, assetLoaderContext.RootModel, assetLoaderContext.RootModel, true);
if (assetLoaderContext.RootGameObject.transform.localScale.sqrMagnitude == 0f)
{
assetLoaderContext.RootGameObject.transform.localScale = Vector3.one;
}
if (assetLoaderContext.Options.AnimationType != AnimationType.None || assetLoaderContext.Options.ImportBlendShapes)
{
SetupModelBones(assetLoaderContext, assetLoaderContext.RootModel);
SetupModelLod(assetLoaderContext, assetLoaderContext.RootModel);
BuildGameObjectsPaths(assetLoaderContext);
SetupRig(assetLoaderContext);
}
assetLoaderContext.RootGameObject.isStatic = assetLoaderContext.Options.Static;
}
assetLoaderContext.OnLoad?.Invoke(assetLoaderContext);
}
/// <summary>Configures the context Model LODs (levels-of-detail) if there are any.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="model">The Model containing the LOD data.</param>
private static void SetupModelLod(AssetLoaderContext assetLoaderContext, IModel model)
{
if (model.Children != null && model.Children.Count > 0)
{
var lodModels = new Dictionary<int, List<Renderer>>(model.Children.Count);
var minLod = int.MaxValue;
var maxLod = 0;
for (var i = 0; i < model.Children.Count; i++)
{
var child = model.Children[i];
var match = Regex.Match(child.Name, "_LOD(?<number>[0-9]+)|LOD_(?<number>[0-9]+)");
if (match.Success)
{
var lodNumber = Convert.ToInt32(match.Groups["number"].Value);
minLod = Mathf.Min(lodNumber, minLod);
maxLod = Mathf.Max(lodNumber, maxLod);
if (!lodModels.TryGetValue(lodNumber, out var renderers))
{
renderers = new List<Renderer>();
lodModels.Add(lodNumber, renderers);
}
renderers.AddRange(assetLoaderContext.GameObjects[child].GetComponentsInChildren<Renderer>());
}
}
if (lodModels.Count > 1)
{
var newGameObject = assetLoaderContext.GameObjects[model];
var lods = new List<LOD>(lodModels.Count + 1);
var lodGroup = newGameObject.AddComponent<LODGroup>();
var lastPosition = assetLoaderContext.Options.LODScreenRelativeTransitionHeightBase;
for (var i = minLod; i <= maxLod; i++)
{
if (lodModels.TryGetValue(i, out var renderers))
{
lods.Add(new LOD(lastPosition, renderers.ToArray()));
lastPosition *= 0.5f;
}
}
lodGroup.SetLODs(lods.ToArray());
}
for (var i = 0; i < model.Children.Count; i++)
{
var child = model.Children[i];
SetupModelLod(assetLoaderContext, child);
}
}
}
/// <summary>Builds the Game Object Converts hierarchy paths.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void BuildGameObjectsPaths(AssetLoaderContext assetLoaderContext)
{
foreach (var value in assetLoaderContext.GameObjects.Values)
{
assetLoaderContext.GameObjectPaths.Add(value, value.transform.BuildPath(assetLoaderContext.RootGameObject.transform));
}
}
/// <summary>Configures the context Model rigging if there is any.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void SetupRig(AssetLoaderContext assetLoaderContext)
{
var animations = assetLoaderContext.RootModel.AllAnimations;
AnimationClip[] animationClips = null;
if (assetLoaderContext.Options.AnimationType == AnimationType.Humanoid || animations != null && animations.Count > 0)
{
switch (assetLoaderContext.Options.AnimationType)
{
case AnimationType.Legacy:
{
SetupAnimationComponents(assetLoaderContext, animations, out animationClips, out var animator, out var unityAnimation);
if (assetLoaderContext.Options.AutomaticallyPlayLegacyAnimations && animationClips.Length > 0)
{
unityAnimation.Play(animationClips[0].name);
}
break;
}
case AnimationType.Generic:
{
SetupAnimationComponents(assetLoaderContext, animations, out animationClips, out var animator, out var unityAnimation);
if (assetLoaderContext.Options.AvatarDefinition == AvatarDefinitionType.CopyFromOtherAvatar)
{
animator.avatar = assetLoaderContext.Options.Avatar;
}
else
{
SetupGenericAvatar(assetLoaderContext, animator);
}
break;
}
case AnimationType.Humanoid:
{
SetupAnimationComponents(assetLoaderContext, animations, out animationClips, out var animator, out var unityAnimation);
if (assetLoaderContext.Options.AvatarDefinition == AvatarDefinitionType.CopyFromOtherAvatar)
{
animator.avatar = assetLoaderContext.Options.Avatar;
}
else if (assetLoaderContext.Options.HumanoidAvatarMapper != null)
{
SetupHumanoidAvatar(assetLoaderContext, animator);
}
break;
}
}
if (animationClips != null)
{
if (assetLoaderContext.Options.AnimationClipMappers != null)
{
for (var i = 0; i < assetLoaderContext.Options.AnimationClipMappers.Length; i++)
{
var animationClipMapper = assetLoaderContext.Options.AnimationClipMappers[i];
if (animationClipMapper == null)
{
continue;
}
animationClips = animationClipMapper.MapArray(assetLoaderContext, animationClips);
}
}
for (var i = 0; i < animationClips.Length; i++)
{
var animationClip = animationClips[i];
assetLoaderContext.Allocations.Add(animationClip);
}
}
}
}
/// <summary>
/// Creates animation components for the given context.
/// </summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="animations">The Animations loaded for the Model.</param>
/// <param name="animationClips">The AnimationClips that will be created for the Model.</param>
/// <param name="animator">The Animator that will be created for the Model.</param>
/// <param name="unityAnimation">The Animation Component that will be created for the Model.</param>
private static void SetupAnimationComponents(AssetLoaderContext assetLoaderContext, IList<IAnimation> animations, out AnimationClip[] animationClips, out Animator animator, out Animation unityAnimation)
{
if (assetLoaderContext.Options.AnimationType == AnimationType.Legacy && assetLoaderContext.Options.EnforceAnimatorWithLegacyAnimations || assetLoaderContext.Options.AnimationType != AnimationType.Legacy)
{
animator = assetLoaderContext.RootGameObject.AddComponent<Animator>();
}
else
{
animator = null;
}
unityAnimation = assetLoaderContext.RootGameObject.AddComponent<Animation>();
if (animations != null)
{
animationClips = new AnimationClip[animations.Count];
for (var i = 0; i < animations.Count; i++)
{
var triLibAnimation = animations[i];
var animationClip = ParseAnimation(assetLoaderContext, triLibAnimation);
unityAnimation.AddClip(animationClip, animationClip.name);
unityAnimation.clip = animationClip;
unityAnimation.wrapMode = assetLoaderContext.Options.AnimationWrapMode;
animationClips[i] = animationClip;
assetLoaderContext.Reader.UpdateLoadingPercentage(i, assetLoaderContext.Reader.LoadingStepsCount + (int)ReaderBase.PostLoadingSteps.PostProcessAnimationClips, animations.Count);
}
}
else
{
animationClips = null;
}
}
/// <summary>Creates a Skeleton Bone for the given Transform.</summary>
/// <param name="boneTransform">The bone Transform to use on the Skeleton Bone.</param>
/// <returns>The created Skeleton Bone.</returns>
private static SkeletonBone CreateSkeletonBone(Transform boneTransform)
{
var skeletonBone = new SkeletonBone
{
name = boneTransform.name,
position = boneTransform.localPosition,
rotation = boneTransform.localRotation,
scale = boneTransform.localScale
};
return skeletonBone;
}
/// <summary>Creates a Human Bone for the given Bone Mapping, containing the relationship between the Transform and Bone.</summary>
/// <param name="boneMapping">The Bone Mapping used to create the Human Bone, containing the information used to search for bones.</param>
/// <param name="boneName">The bone name to use on the created Human Bone.</param>
/// <returns>The created Human Bone.</returns>
private static HumanBone CreateHumanBone(BoneMapping boneMapping, string boneName)
{
var humanBone = new HumanBone
{
boneName = boneName,
humanName = GetHumanBodyName(boneMapping.HumanBone),
limit =
{
useDefaultValues = boneMapping.HumanLimit.useDefaultValues,
axisLength = boneMapping.HumanLimit.axisLength,
center = boneMapping.HumanLimit.center,
max = boneMapping.HumanLimit.max,
min = boneMapping.HumanLimit.min
}
};
return humanBone;
}
/// <summary>Returns the given Human Body Bones name as String.</summary>
/// <param name="humanBodyBones">The Human Body Bones to get the name from.</param>
/// <returns>The Human Body Bones name.</returns>
private static string GetHumanBodyName(HumanBodyBones humanBodyBones)
{
return HumanTrait.BoneName[(int)humanBodyBones];
}
/// <summary>Creates a Generic Avatar to the given context Model.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="animator">The Animator assigned to the given Context Root Game Object.</param>
private static void SetupGenericAvatar(AssetLoaderContext assetLoaderContext, Animator animator)
{
var parent = assetLoaderContext.RootGameObject.transform.parent;
assetLoaderContext.RootGameObject.transform.SetParent(null, true);
var bones = new List<Transform>();
assetLoaderContext.RootModel.GetBones(assetLoaderContext, bones);
var rootBone = assetLoaderContext.Options.RootBoneMapper.Map(assetLoaderContext, bones);
var avatar = AvatarBuilder.BuildGenericAvatar(assetLoaderContext.RootGameObject, rootBone != null ? rootBone.name : "");
avatar.name = $"{assetLoaderContext.RootGameObject.name}Avatar";
animator.avatar = avatar;
assetLoaderContext.RootGameObject.transform.SetParent(parent, true);
}
/// <summary>Creates a Humanoid Avatar to the given context Model.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="animator">The Animator assigned to the given Context Root Game Object.</param>
private static void SetupHumanoidAvatar(AssetLoaderContext assetLoaderContext, Animator animator)
{
var valid = false;
var mapping = assetLoaderContext.Options.HumanoidAvatarMapper.Map(assetLoaderContext);
if (mapping.Count > 0)
{
var parent = assetLoaderContext.RootGameObject.transform.parent;
var rootGameObjectPosition = assetLoaderContext.RootGameObject.transform.position;
assetLoaderContext.RootGameObject.transform.SetParent(null, false);
assetLoaderContext.Options.HumanoidAvatarMapper.PostSetup(assetLoaderContext, mapping);
Transform hipsTransform = null;
var humanBones = new HumanBone[mapping.Count];
var boneIndex = 0;
foreach (var kvp in mapping)
{
if (kvp.Key.HumanBone == HumanBodyBones.Hips)
{
hipsTransform = kvp.Value;
}
humanBones[boneIndex++] = CreateHumanBone(kvp.Key, kvp.Value.name);
}
if (hipsTransform != null)
{
var hipsRotation = hipsTransform.rotation;
var skeletonBones = new Dictionary<Transform, SkeletonBone>();
var extraTransforms = new List<Transform>();
var parentTransform = hipsTransform.parent;
while (parentTransform != null)
{
extraTransforms.Add(parentTransform);
parentTransform = parentTransform.parent;
}
for (var i = extraTransforms.Count - 1; i >= 0; i--)
{
var extraTransform = extraTransforms[i];
if (!skeletonBones.ContainsKey(extraTransform))
{
extraTransform.up = Vector3.up;
extraTransform.forward = Vector3.forward;
skeletonBones.Add(extraTransform, CreateSkeletonBone(extraTransform));
}
}
var hipsRotationOffset = hipsRotation * Quaternion.Inverse(hipsTransform.rotation);
hipsTransform.rotation = hipsRotationOffset * hipsTransform.rotation;
var bounds = assetLoaderContext.RootGameObject.CalculatePreciseBounds();
var toBottom = bounds.min.y;
if (toBottom < 0f)
{
var hipsTransformPosition = hipsTransform.position;
hipsTransformPosition.y -= toBottom;
hipsTransform.position = hipsTransformPosition;
}
var toCenter = Vector3.zero - bounds.center;
toCenter.y = 0f;
if (toCenter.sqrMagnitude > 0.01f)
{
var hipsTransformPosition = hipsTransform.position;
hipsTransformPosition += toCenter;
hipsTransform.position = hipsTransformPosition;
}
foreach (var kvp in assetLoaderContext.GameObjects)
{
if (kvp.Key.IsBone)
{
if (!skeletonBones.ContainsKey(kvp.Value.transform))
{
skeletonBones.Add(kvp.Value.transform, CreateSkeletonBone(kvp.Value.transform));
}
}
}
var triLibHumanDescription = assetLoaderContext.Options.HumanDescription ?? new General.HumanDescription();
var humanDescription = new HumanDescription
{
armStretch = triLibHumanDescription.armStretch,
feetSpacing = triLibHumanDescription.feetSpacing,
hasTranslationDoF = triLibHumanDescription.hasTranslationDof,
legStretch = triLibHumanDescription.legStretch,
lowerArmTwist = triLibHumanDescription.lowerArmTwist,
lowerLegTwist = triLibHumanDescription.lowerLegTwist,
upperArmTwist = triLibHumanDescription.upperArmTwist,
upperLegTwist = triLibHumanDescription.upperLegTwist,
skeleton = skeletonBones.Values.ToArray(),
human = humanBones
};
var avatar = AvatarBuilder.BuildHumanAvatar(assetLoaderContext.RootGameObject, humanDescription);
avatar.name = $"{assetLoaderContext.RootGameObject.name}Avatar";
animator.avatar = avatar;
}
assetLoaderContext.RootGameObject.transform.SetParent(parent, false);
assetLoaderContext.RootGameObject.transform.position = rootGameObjectPosition;
valid = animator.avatar.isValid || !assetLoaderContext.Options.ShowLoadingWarnings;
}
if (!valid)
{
Debug.LogWarning($"Could not create an Avatar for the model \"{(assetLoaderContext.Filename == null ? "Unknown" : FileUtils.GetShortFilename(assetLoaderContext.Filename))}\"");
}
}
/// <summary>Converts the given Model into a Game Object.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="parentTransform">The parent Game Object Transform.</param>
/// <param name="rootModel">The root Model.</param>
/// <param name="model">The Model to convert.</param>
/// <param name="isRootGameObject">Is this the first node in the Model hierarchy?</param>
private static void ParseModel(AssetLoaderContext assetLoaderContext, Transform parentTransform, IRootModel rootModel, IModel model, bool isRootGameObject)
{
var newGameObject = new GameObject(model.Name);
assetLoaderContext.GameObjects.Add(model, newGameObject);
assetLoaderContext.Models.Add(newGameObject, model);
newGameObject.transform.parent = parentTransform;
newGameObject.transform.localPosition = model.LocalPosition;
newGameObject.transform.localRotation = model.LocalRotation;
newGameObject.transform.localScale = model.LocalScale;
if (model.GeometryGroup != null)
{
ParseGeometry(assetLoaderContext, newGameObject, rootModel, model);
}
if (assetLoaderContext.Options.ImportCameras && model is ICamera camera)
{
var unityCamera = newGameObject.AddComponent<Camera>();
unityCamera.aspect = camera.AspectRatio;
unityCamera.orthographic = camera.Ortographic;
unityCamera.orthographicSize = camera.OrtographicSize;
unityCamera.fieldOfView = camera.FieldOfView;
unityCamera.nearClipPlane = camera.NearClipPlane;
unityCamera.farClipPlane = camera.FarClipPlane;
unityCamera.focalLength = camera.FocalLength;
unityCamera.sensorSize = camera.SensorSize;
unityCamera.lensShift = camera.LensShift;
unityCamera.gateFit = camera.GateFitMode;
}
if (assetLoaderContext.Options.ImportLights && model is ILight light)
{
var unityLight = newGameObject.AddComponent<Light>();
unityLight.color = light.Color;
unityLight.innerSpotAngle = light.InnerSpotAngle;
unityLight.spotAngle = light.OuterSpotAngle;
unityLight.intensity = light.Intensity;
unityLight.range = light.Range;
unityLight.type = light.LightType;
#if UNITY_EDITOR
unityLight.areaSize = new Vector2(light.Width, light.Height);
#endif
}
if (model.Children != null && model.Children.Count > 0)
{
for (var i = 0; i < model.Children.Count; i++)
{
var child = model.Children[i];
ParseModel(assetLoaderContext, newGameObject.transform, rootModel, child, false);
}
}
if (assetLoaderContext.Options.UserPropertiesMapper != null && model.UserProperties != null)
{
foreach (var userProperty in model.UserProperties)
{
assetLoaderContext.Options.UserPropertiesMapper.OnProcessUserData(assetLoaderContext, newGameObject, userProperty.Key, userProperty.Value);
}
}
if (isRootGameObject)
{
assetLoaderContext.RootGameObject = newGameObject;
}
}
/// <summary>Configures the given Model skinning if there is any.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="model">The Model containing the bones.</param>
private static void SetupModelBones(AssetLoaderContext assetLoaderContext, IModel model)
{
var loadedGameObject = assetLoaderContext.GameObjects[model];
var skinnedMeshRenderer = loadedGameObject.GetComponent<SkinnedMeshRenderer>();
if (skinnedMeshRenderer != null)
{
var bones = model.Bones;
if (bones != null && bones.Count > 0)
{
var boneIndex = 0;
var gameObjectBones = skinnedMeshRenderer.bones;
for (var i = 0; i < bones.Count; i++)
{
var bone = bones[i];
gameObjectBones[boneIndex++] = assetLoaderContext.GameObjects[bone].transform;
}
skinnedMeshRenderer.bones = gameObjectBones;
skinnedMeshRenderer.rootBone = assetLoaderContext.Options.RootBoneMapper.Map(assetLoaderContext, gameObjectBones);
}
}
if (model.Children != null && model.Children.Count > 0)
{
for (var i = 0; i < model.Children.Count; i++)
{
var subModel = model.Children[i];
SetupModelBones(assetLoaderContext, subModel);
}
}
}
/// <summary>Converts the given Animation into an Animation Clip.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="animation">The Animation to convert.</param>
/// <returns>The converted Animation Clip.</returns>
private static AnimationClip ParseAnimation(AssetLoaderContext assetLoaderContext, IAnimation animation)
{
var animationClip = new AnimationClip { name = animation.Name, legacy = true, frameRate = animation.FrameRate };
var animationCurveBindings = animation.AnimationCurveBindings;
if (animationCurveBindings == null)
{
return animationClip;
}
var rootModel = assetLoaderContext.RootModel;
for (var i = 0; i < animationCurveBindings.Count; i++)
{
var animationCurveBinding = animationCurveBindings[i];
var animationCurves = animationCurveBinding.AnimationCurves;
var gameObject = assetLoaderContext.GameObjects[animationCurveBinding.Model];
for (var j = 0; j < animationCurves.Count; j++)
{
var animationCurve = animationCurves[j];
var unityAnimationCurve = animationCurve.AnimationCurve;
var gameObjectPath = assetLoaderContext.GameObjectPaths[gameObject];
var propertyName = animationCurve.Property;
var propertyType = animationCurve.AnimatedType;
animationClip.SetCurve(gameObjectPath, propertyType, propertyName, unityAnimationCurve);
}
}
//Fixed in Unity 2022.1.X
if (assetLoaderContext.Options.EnsureQuaternionContinuity)
{
animationClip.EnsureQuaternionContinuity();
}
return animationClip;
}
/// <summary>Converts the given Geometry Group into a Mesh.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
/// <param name="meshGameObject">The Game Object where the Mesh belongs.</param>
/// <param name="rootModel">The root Model.</param>
/// <param name="meshModel">The Model used to generate the Game Object.</param>
private static void ParseGeometry(AssetLoaderContext assetLoaderContext, GameObject meshGameObject, IRootModel rootModel, IModel meshModel)
{
var geometryGroup = meshModel.GeometryGroup;
if (geometryGroup.GeometriesData != null)
{
var mesh = geometryGroup.GenerateMesh(assetLoaderContext, assetLoaderContext.Options.AnimationType == AnimationType.None ? null : meshModel.BindPoses);
assetLoaderContext.Allocations.Add(mesh);
if (assetLoaderContext.Options.ReadAndWriteEnabled)
{
mesh.MarkDynamic();
}
if (assetLoaderContext.Options.LipSyncMappers != null)
{
for (var i = 0; i < assetLoaderContext.Options.LipSyncMappers.Length; i++)
{
var lipSyncMapper = assetLoaderContext.Options.LipSyncMappers[i];
if (lipSyncMapper == null)
{
continue;
}
if (lipSyncMapper.Map(assetLoaderContext, geometryGroup, out var visemeToBlendTargets))
{
var lipSyncMapping = meshGameObject.AddComponent<LipSyncMapping>();
lipSyncMapping.VisemeToBlendTargets = visemeToBlendTargets;
break;
}
}
}
if (assetLoaderContext.Options.GenerateColliders)
{
if (assetLoaderContext.RootModel.AllAnimations != null && assetLoaderContext.RootModel.AllAnimations.Count > 0 && assetLoaderContext.Options.ShowLoadingWarnings)
{
Debug.LogWarning("Adding a MeshCollider to an animated object.");
}
var meshCollider = meshGameObject.AddComponent<MeshCollider>();
meshCollider.sharedMesh = mesh;
meshCollider.convex = assetLoaderContext.Options.ConvexColliders;
}
Renderer renderer = null;
if (assetLoaderContext.Options.AnimationType != AnimationType.None || assetLoaderContext.Options.ImportBlendShapes)
{
var bones = meshModel.Bones;
var geometryGroupBlendShapeGeometryBindings = geometryGroup.BlendShapeKeys;
if ((bones != null && bones.Count > 0 || geometryGroupBlendShapeGeometryBindings != null && geometryGroupBlendShapeGeometryBindings.Count > 0) && assetLoaderContext.Options.AnimationType != AnimationType.None)
{
var skinnedMeshRenderer = meshGameObject.AddComponent<SkinnedMeshRenderer>();
skinnedMeshRenderer.sharedMesh = mesh;
skinnedMeshRenderer.enabled = !assetLoaderContext.Options.ImportVisibility || meshModel.Visibility;
if (bones != null && bones.Count > 0)
{
skinnedMeshRenderer.bones = new Transform[bones.Count];
}
renderer = skinnedMeshRenderer;
}
}
if (renderer == null)
{
var meshFilter = meshGameObject.AddComponent<MeshFilter>();
meshFilter.sharedMesh = mesh;
var meshRenderer = meshGameObject.AddComponent<MeshRenderer>();
meshRenderer.enabled = !assetLoaderContext.Options.ImportVisibility || meshModel.Visibility;
renderer = meshRenderer;
}
Material loadingMaterial = null;
if (assetLoaderContext.Options.MaterialMappers != null)
{
for (var i = 0; i < assetLoaderContext.Options.MaterialMappers.Length; i++)
{
var mapper = assetLoaderContext.Options.MaterialMappers[i];
if (mapper != null && mapper.IsCompatible(null))
{
loadingMaterial = mapper.LoadingMaterial;
break;
}
}
}
var unityMaterials = new Material[geometryGroup.GeometriesData.Count];
if (loadingMaterial == null)
{
if (assetLoaderContext.Options.ShowLoadingWarnings)
{
Debug.LogWarning("Could not find a suitable loading Material.");
}
}
else
{
for (var i = 0; i < unityMaterials.Length; i++)
{
unityMaterials[i] = loadingMaterial;
}
}
renderer.sharedMaterials = unityMaterials;
var materialIndices = meshModel.MaterialIndices;
foreach (var geometryData in geometryGroup.GeometriesData)
{
var geometry = geometryData.Value;
if (geometry == null)
{
continue;
}
var originalGeometryIndex = geometry.OriginalIndex;
var materialIndex = materialIndices[originalGeometryIndex];
if (materialIndex < 0 || materialIndex >= rootModel.AllMaterials.Count)
{
continue;
}
var sourceMaterial = rootModel.AllMaterials[materialIndex];
if (sourceMaterial == null)
{
continue;
}
if (originalGeometryIndex < 0 || originalGeometryIndex >= renderer.sharedMaterials.Length)
{
continue;
}
var materialRenderersContext = new MaterialRendererContext
{
Context = assetLoaderContext,
Renderer = renderer,
GeometryIndex = geometry.Index,
Material = sourceMaterial
};
if (assetLoaderContext.MaterialRenderers.TryGetValue(sourceMaterial, out var materialRendererContextList))
{
materialRendererContextList.Add(materialRenderersContext);
}
else
{
assetLoaderContext.MaterialRenderers.Add(sourceMaterial, new List<MaterialRendererContext> { materialRenderersContext });
}
}
}
}
/// <summary>Loads the root Model.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void LoadModel(AssetLoaderContext assetLoaderContext)
{
if (assetLoaderContext.Stream == null && string.IsNullOrWhiteSpace(assetLoaderContext.Filename))
{
throw new Exception("TriLib is unable to load the given file.");
}
if (assetLoaderContext.Options.MaterialMappers != null)
{
Array.Sort(assetLoaderContext.Options.MaterialMappers, (a, b) => a.CheckingOrder > b.CheckingOrder ? -1 : 1);
}
else
{
if (assetLoaderContext.Options.ShowLoadingWarnings)
{
Debug.LogWarning("Your AssetLoaderOptions instance has no MaterialMappers. TriLib can't process materials without them.");
}
}
#if TRILIB_DRACO
GltfReader.DracoDecompressorCallback = DracoMeshLoader.DracoDecompressorCallback;
#endif
var fileExtension = assetLoaderContext.FileExtension;
if (fileExtension == null)
{
fileExtension = FileUtils.GetFileExtension(assetLoaderContext.Filename, false);
}
else if (fileExtension[0] == '.' && fileExtension.Length > 1)
{
fileExtension = fileExtension.Substring(1);
}
if (assetLoaderContext.Stream == null)
{
var fileStream = new FileStream(assetLoaderContext.Filename, FileMode.Open, FileAccess.Read, FileShare.Read);
assetLoaderContext.Stream = fileStream;
var reader = Readers.FindReaderForExtension(fileExtension);
if (reader != null)
{
assetLoaderContext.RootModel = reader.ReadStream(fileStream, assetLoaderContext, assetLoaderContext.Filename, assetLoaderContext.OnProgress);
}
}
else
{
var reader = Readers.FindReaderForExtension(fileExtension);
if (reader != null)
{
assetLoaderContext.RootModel = reader.ReadStream(assetLoaderContext.Stream, assetLoaderContext, assetLoaderContext.Filename, assetLoaderContext.OnProgress);
}
else
{
throw new Exception("Could not find a suitable reader for the given model. Please fill the 'fileExtension' parameter when calling any model loading method.");
}
}
}
/// <summary>Processes the root Model.</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void ProcessRootModel(AssetLoaderContext assetLoaderContext)
{
ProcessModel(assetLoaderContext);
ProcessTextures(assetLoaderContext);
ProcessMaterials(assetLoaderContext);
}
/// <summary>
/// Processes the Model Textures.
/// </summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void ProcessTextures(AssetLoaderContext assetLoaderContext)
{
if ((assetLoaderContext.Async && !assetLoaderContext.Options.LoadMaterialsProgressively || !assetLoaderContext.Async) && assetLoaderContext.RootModel?.AllTextures != null)
{
for (var i = 0; i < assetLoaderContext.RootModel.AllTextures.Count; i++)
{
var texture = assetLoaderContext.RootModel.AllTextures[i];
var textureLoadingContext = new TextureLoadingContext()
{
Context = assetLoaderContext,
Texture = texture
};
TextureLoaders.CreateTexture(textureLoadingContext);
assetLoaderContext.AddCreatedTexture(textureLoadingContext.TextureDataContext);
if (!assetLoaderContext.LoadedTextures.ContainsKey(textureLoadingContext.Texture))
{
assetLoaderContext.LoadedTextures.Add(textureLoadingContext.Texture, textureLoadingContext);
}
assetLoaderContext.Reader.UpdateLoadingPercentage(i, assetLoaderContext.Reader.LoadingStepsCount + (int)ReaderBase.PostLoadingSteps.ProcessTextures, assetLoaderContext.RootModel.AllTextures.Count);
}
}
}
/// <summary>
/// Processes the Model Materials, if all source Materials have been loaded.
/// </summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void ProcessMaterials(AssetLoaderContext assetLoaderContext)
{
if (assetLoaderContext.RootModel?.AllMaterials != null && assetLoaderContext.RootModel.AllMaterials.Count > 0)
{
if (assetLoaderContext.Options.MaterialMappers != null)
{
ThreadUtils.RequestNewThreadFor(assetLoaderContext, ref assetLoaderContext.CancellationToken, ProcessMaterialRenderers, FinishLoading, HandleError, assetLoaderContext.Options.Timeout);
}
else if (assetLoaderContext.Options.ShowLoadingWarnings)
{
Debug.LogWarning("Please specify a TriLib Material Mapper, otherwise Materials can't be created.");
}
}
else
{
FinishLoading(assetLoaderContext);
}
}
///<summary>
/// Finishes the Model loading, calling the OnMaterialsLoad callback, if present.
///</summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void FinishLoading(AssetLoaderContext assetLoaderContext)
{
if (assetLoaderContext.Options.AddAssetUnloader && (assetLoaderContext.RootGameObject != null || assetLoaderContext.WrapperGameObject != null))
{
var gameObject = assetLoaderContext.RootGameObject ?? assetLoaderContext.WrapperGameObject;
var assetUnloader = gameObject.AddComponent<AssetUnloader>();
assetUnloader.Id = AssetUnloader.GetNextId();
assetUnloader.Allocations = assetLoaderContext.Allocations;
}
if (assetLoaderContext.Options.DiscardUnusedTextures)
{
assetLoaderContext.DiscardUnusedTextures();
}
assetLoaderContext.Reader.UpdateLoadingPercentage(1f, assetLoaderContext.Reader.LoadingStepsCount + (int)ReaderBase.PostLoadingSteps.FinishedProcessing);
assetLoaderContext.OnMaterialsLoad?.Invoke(assetLoaderContext);
Cleanup(assetLoaderContext);
}
/// <summary>
/// Processes Model Renderers.
/// </summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void ProcessMaterialRenderers(AssetLoaderContext assetLoaderContext)
{
var materialMapperContexts = new MaterialMapperContext[assetLoaderContext.RootModel.AllMaterials.Count];
for (var i = 0; i < assetLoaderContext.RootModel.AllMaterials.Count; i++)
{
var material = assetLoaderContext.RootModel.AllMaterials[i];
var materialMapperContext = new MaterialMapperContext()
{
Context = assetLoaderContext,
Material = material
};
materialMapperContexts[i] = materialMapperContext;
for (var j = 0; j < assetLoaderContext.Options.MaterialMappers.Length; j++)
{
var materialMapper = assetLoaderContext.Options.MaterialMappers[j];
if (materialMapper != null && materialMapper.IsCompatible(materialMapperContext))
{
materialMapperContext.MaterialMapper = materialMapper;
materialMapper.Map(materialMapperContext);
materialMapperContext.AddPostProcessingAction(ApplyMaterialToRenderers, materialMapperContext);
break;
}
}
if (assetLoaderContext.Async && assetLoaderContext.Options.LoadMaterialsProgressively)
{
assetLoaderContext.ExecuteActionsQueue();
}
assetLoaderContext.Reader.UpdateLoadingPercentage(i, assetLoaderContext.Reader.LoadingStepsCount + (int)ReaderBase.PostLoadingSteps.PostProcessRenderers, assetLoaderContext.RootModel.AllMaterials.Count);
}
if (!assetLoaderContext.Async || assetLoaderContext.Async && !assetLoaderContext.Options.LoadMaterialsProgressively)
{
assetLoaderContext.ExecuteActionsQueue();
}
}
/// <summary>
/// Applies the Material from the given context to its Renderers.
/// </summary>
/// <param name="materialMapperContext">The source Material Mapper Context, containing the Virtual Material and Unity Material.</param>
private static void ApplyMaterialToRenderers(MaterialMapperContext materialMapperContext)
{
if (materialMapperContext.Context.MaterialRenderers.TryGetValue(materialMapperContext.Material, out var materialRendererList))
{
for (var k = 0; k < materialRendererList.Count; k++)
{
var materialRendererContext = materialRendererList[k];
materialRendererContext.MaterialMapperContext = materialMapperContext;
materialMapperContext.MaterialMapper.ApplyMaterialToRenderer(materialRendererContext);
}
}
}
/// <summary>Handles all Model loading errors, unloads the partially loaded Model (if suitable), and calls the error callback (if existing).</summary>
/// <param name="error">The Contextualized Error that has occurred.</param>
private static void HandleError(IContextualizedError error)
{
Debug.Log(error);
var exception = error.GetInnerException();
if (error.GetContext() is IAssetLoaderContext context)
{
var assetLoaderContext = context.Context;
if (assetLoaderContext != null)
{
Cleanup(assetLoaderContext);
if (assetLoaderContext.Options.DestroyOnError && assetLoaderContext.RootGameObject != null)
{
if (!Application.isPlaying)
{
Object.DestroyImmediate(assetLoaderContext.RootGameObject);
}
else
{
Object.Destroy(assetLoaderContext.RootGameObject);
}
assetLoaderContext.RootGameObject = null;
}
if (assetLoaderContext.OnError != null)
{
Dispatcher.InvokeAsync(assetLoaderContext.OnError, error);
}
}
}
else
{
var contextualizedError = new ContextualizedError<object>(exception, null);
Dispatcher.InvokeAsync(Rethrow, contextualizedError);
}
}
/// <summary>
/// Tries to close the Model Stream, if the used AssetLoaderOptions.CloseSteamAutomatically option is enabled.
/// Also, indicates the GCHelper instance a model loading has finished.
/// </summary>
/// <param name="assetLoaderContext">The Asset Loader Context reference. Asset Loader Context contains the Model loading data.</param>
private static void Cleanup(AssetLoaderContext assetLoaderContext)
{
if (assetLoaderContext.Stream != null && assetLoaderContext.Options.CloseStreamAutomatically)
{
assetLoaderContext.Stream.TryToDispose();
}
if (Application.isPlaying)
{
GCHelper.GetInstance().UnRegisterLoading(assetLoaderContext.Options.GCHelperCollectionInterval);
}
}
/// <summary>Throws the given Contextualized Error on the main Thread.</summary>
/// <typeparam name="T"></typeparam>
/// <param name="contextualizedError">The Contextualized Error to throw.</param>
private static void Rethrow<T>(ContextualizedError<T> contextualizedError)
{
throw contextualizedError;
}
}
}