implemented asynchronous loading of 3d models when poi is activated

This commit is contained in:
2018-09-27 20:02:34 +02:00
parent 43ced99445
commit 93006f880c
9 changed files with 164 additions and 111 deletions

View File

@@ -19,6 +19,8 @@ public class OBJLoader
{
public static bool splitByMaterial = false;
public static string[] searchPaths = new string[] { "", "%FileName%_Textures" + Path.DirectorySeparatorChar };
public static Material defaultMaterial;
public static Shader defaultShader;
//structures
struct OBJFace
@@ -38,14 +40,14 @@ public class OBJLoader
{
System.Diagnostics.Stopwatch s = new System.Diagnostics.Stopwatch();
s.Start();
LoadOBJFile(pth);
new OBJLoader(pth).LoadOBJFile();
Debug.Log("OBJ load took " + s.ElapsedMilliseconds + "ms");
s.Stop();
}
}
#endif
public static Vector3 ParseVectorFromCMPS(string[] cmps)
private Vector3 ParseVectorFromCMPS(string[] cmps)
{
float x = float.Parse(cmps[1]);
float y = float.Parse(cmps[2]);
@@ -57,7 +59,7 @@ public class OBJLoader
return new Vector2(x, y);
}
public static Color ParseColorFromCMPS(string[] cmps, float scalar = 1.0f)
private Color ParseColorFromCMPS(string[] cmps, float scalar = 1.0f)
{
float Kr = float.Parse(cmps[1]) * scalar;
float Kg = float.Parse(cmps[2]) * scalar;
@@ -83,7 +85,12 @@ public class OBJLoader
return null;
}
public static Material[] LoadMTLFile(string fn)
public OBJLoader(string filePath)
{
this.filePath = filePath;
}
private Material[] LoadMTLFile(string fn)
{
Material currentMaterial = null;
List<Material> matlList = new List<Material>();
@@ -103,8 +110,7 @@ public class OBJLoader
matlList.Add(currentMaterial);
}
//currentMaterial = new Material(Shader.Find("Standard (Specular setup)"));
currentMaterial = new Material(Shader.Find("Standard"));
currentMaterial = new Material(defaultShader);
currentMaterial.name = data;
}
else if (cmps[0] == "Kd")
@@ -174,36 +180,47 @@ public class OBJLoader
return matlList.ToArray();
}
public static GameObject LoadOBJFile(string fn)
private string filePath;
private string meshName;
private bool hasNormals = false;
//OBJ LISTS
private List<Vector3> vertices = new List<Vector3>();
private List<Vector3> normals = new List<Vector3>();
private List<Vector2> uvs = new List<Vector2>();
//UMESH LISTS
private List<Vector3> uvertices = new List<Vector3>();
private List<Vector3> unormals = new List<Vector3>();
private List<Vector2> uuvs = new List<Vector2>();
//MESH CONSTRUCTION
private List<string> materialNames = new List<string>();
private List<string> objectNames = new List<string>();
private Dictionary<string, int> hashtable = new Dictionary<string, int>();
private List<OBJFace> faceList = new List<OBJFace>();
private string cmaterial = "";
private string cmesh = "default";
//CACHE
private List<string> mtlFiles = new List<string>();
private List<Material> materialCache = new List<Material>();
public GameObject LoadOBJFile()
{
string meshName = Path.GetFileNameWithoutExtension(fn);
bool hasNormals = false;
ParseObjFile();
GameObject parentObject = BuildUnityObjects();
//OBJ LISTS
List<Vector3> vertices = new List<Vector3>();
List<Vector3> normals = new List<Vector3>();
List<Vector2> uvs = new List<Vector2>();
return parentObject;
}
//UMESH LISTS
List<Vector3> uvertices = new List<Vector3>();
List<Vector3> unormals = new List<Vector3>();
List<Vector2> uuvs = new List<Vector2>();
public void ParseObjFile()
{
meshName = Path.GetFileNameWithoutExtension(filePath);
FileInfo OBJFileInfo = new FileInfo(filePath);
//MESH CONSTRUCTION
List<string> materialNames = new List<string>();
List<string> objectNames = new List<string>();
Dictionary<string, int> hashtable = new Dictionary<string, int>();
List<OBJFace> faceList = new List<OBJFace>();
string cmaterial = "";
string cmesh = "default";
//CACHE
Material[] materialCache = null;
//save this info for later
FileInfo OBJFileInfo = new FileInfo(fn);
foreach (string ln in File.ReadAllLines(fn))
foreach (string ln in File.ReadAllLines(filePath))
{
if (ln.Length > 0 && ln[0] != '#')
{
@@ -216,7 +233,7 @@ public class OBJLoader
//load cache
string pth = OBJGetFilePath(data, OBJFileInfo.Directory.FullName + Path.DirectorySeparatorChar, meshName);
if (pth != null)
materialCache = LoadMTLFile(pth);
mtlFiles.Add(pth);
}
else if ((cmps[0] == "g" || cmps[0] == "o") && splitByMaterial == false)
{
@@ -345,10 +362,17 @@ public class OBJLoader
if (objectNames.Count == 0)
objectNames.Add("default");
}
public GameObject BuildUnityObjects()
{
//build objects
GameObject parentObject = new GameObject(meshName);
foreach (var matfile in mtlFiles)
{
materialCache.AddRange(LoadMTLFile(matfile));
}
foreach (string obj in objectNames)
{
GameObject subObject = new GameObject(obj);
@@ -380,7 +404,7 @@ public class OBJLoader
m.subMeshCount = meshMaterialNames.Count;
var indexes = faces.SelectMany(f => f.indexes).ToArray();
for (int i = 0; i < indexes.Length; i++)
{
int idx = indexes[i];
@@ -428,14 +452,14 @@ public class OBJLoader
{
if (materialCache == null)
{
processedMaterials[i] = new Material(Shader.Find("Standard (Specular setup)"));
processedMaterials[i] = defaultMaterial;
}
else
{
Material mfn = Array.Find(materialCache, x => x.name == meshMaterialNames[i]); ;
Material mfn = materialCache.Find(x => x.name == meshMaterialNames[i]);
if (mfn == null)
{
processedMaterials[i] = new Material(Shader.Find("Standard (Specular setup)"));
processedMaterials[i] = defaultMaterial;
}
else
{

View File

@@ -27,6 +27,10 @@ namespace RothenburgAR
InputManager.Instance.Initialize();
var init = DisplayManager.Instance;
//OBJLoader.defaultShader = Shader.Find("Standard (Specular setup)")
OBJLoader.defaultShader = Shader.Find("Standard");
OBJLoader.defaultMaterial = new Material(OBJLoader.defaultShader);
}
void InitializeData()

View File

@@ -45,7 +45,7 @@ namespace RothenburgAR.PointOfInterest
var poiIds = exhibits.Values.SelectMany(l => l.SelectMany(e => e.Pois.Select(p => p.Id))).Distinct().ToList();
Dictionary<string, List<Poi>> poisPerLang = new Dictionary<string, List<Poi>>();
exhibits.Keys.ToList().ForEach(k =>
exhibits.Keys.ToList().ForEach(k =>
poisPerLang.Add(k, exhibits[k].SelectMany(l => l.Pois.Select(p => p)).Distinct().ToList()));
foreach (var poiID in poiIds)
@@ -75,7 +75,7 @@ namespace RothenburgAR.PointOfInterest
if (mediaID != null)
{
var modelDescription = new PoiModelDescription();
modelDescription.ModelPath = mediaID;
modelDescription.ModelPath = PathHelper.CombinePaths(PathHelper.MediaPath, mediaID, mediaID + ".obj");
//TODO dont have model size information, find a way to scale model to fit into view?
modelDescription.ModelPrefabName = string.Empty;

View File

@@ -1,4 +1,7 @@
using RothenburgAR.Common;
using System.Collections;
using System.IO;
using System.Threading;
using UnityEngine;
namespace RothenburgAR.PointOfInterest
@@ -21,6 +24,48 @@ namespace RothenburgAR.PointOfInterest
get { return ModelDescription.ModelPath != null; }
}
public bool IsModelLoaded
{
get
{
return _modelPrefab != null;
}
}
public IEnumerator LoadModel()
{
if (!File.Exists(ModelDescription.ModelPath))
{
throw new FileNotFoundException(ModelDescription.ModelPath + " does not exist;");
}
var loader = new OBJLoader(ModelDescription.ModelPath);
//TODO do this in new thread
ThreadStart start = new ThreadStart(loader.ParseObjFile);
Thread t = new Thread(start);
t.Start();
while (t.ThreadState != ThreadState.Stopped)
{
Debug.Log("loading model from subthread");
yield return null;
}
Debug.Log("loaded model from subthread");
//TODO wait for thread finish with yield return null
var model = loader.BuildUnityObjects();
if (!model)
{
Debug.LogError("Failed to load Model!");
}
model.SetActive(false);
_modelPrefab = model;
}
public GameObject GetModelPrefab()
{
if (!HasModelDescription)
@@ -28,8 +73,7 @@ namespace RothenburgAR.PointOfInterest
if (_modelPrefab != null)
return _modelPrefab;
_modelPrefab = new PoiModelLoader().LoadModel(ModelDescription);
_modelPrefab.SetActive(false);
LoadModel();
return _modelPrefab;
}
@@ -38,7 +82,7 @@ namespace RothenburgAR.PointOfInterest
if (!HasModelDescription)
return null;
var modelPrefab = GetModelPrefab();
var gameObject = UnityEngine.Object.Instantiate(modelPrefab);
var gameObject = GameObject.Instantiate(modelPrefab);
gameObject.SetActive(true);
gameObject.transform.localRotation = Quaternion.identity;
@@ -46,7 +90,7 @@ namespace RothenburgAR.PointOfInterest
var modelGO = gameObject.transform.GetChild(0);
modelGO.transform.eulerAngles = ModelDescription.Rotation;
modelGO.gameObject.layer = LayerMask.NameToLayer("UIModel");
modelGO.gameObject.layer = LayerMask.NameToLayer("UIModel");
return gameObject;
}

View File

@@ -1,34 +0,0 @@
using RothenburgAR.Common;
using System.IO;
using UnityEngine;
namespace RothenburgAR.PointOfInterest
{
class PoiModelLoader
{
public GameObject LoadModel(PoiModelDescription description)
{
var path = PathHelper.CombinePaths(PathHelper.MediaPath, description.ModelPath, description.ModelPath + ".obj");
if (!File.Exists(path))
{
throw new FileNotFoundException(description.ModelPath + " does not exist;");
}
return OBJLoader.LoadOBJFile(path);
var asset = AssetBundle.LoadFromFile(description.ModelPath);
if (!asset)
{
Debug.Log("Failed to load AssetBundle!");
return null;
}
var prefab = asset.LoadAsset(description.ModelPrefabName) as GameObject;
prefab.transform.localScale = description.Scale;
prefab.transform.localPosition = description.Position;
prefab.transform.Rotate(description.Rotation);
return prefab;
}
}
}

View File

@@ -1,12 +0,0 @@
fileFormatVersion: 2
guid: 7ba5d1ae3dd7b284a99ab7858988692b
timeCreated: 1505023463
licenseType: Free
MonoImporter:
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -70,7 +70,7 @@ namespace RothenburgAR.PointOfInterest
var poiModelDescription = new PoiModelDescription
{
ModelPath = pathNode.Attributes["value"].Value,
ModelPath = PathHelper.CombinePaths(PathHelper.MediaPath, pathNode.Attributes["value"].Value, pathNode.Attributes["value"].Value + ".obj"),
ModelPrefabName = pathNode.Attributes["prefabName"].Value,
Scale = GetVector3FromXmlNode(scaleNode).GetValueOrDefault(Vector3.one),
Rotation = GetVector3FromXmlNode(rotationNode).GetValueOrDefault(Vector3.zero),

View File

@@ -30,21 +30,20 @@ namespace RothenburgAR.UI
if (data.HasModelDescription)
DetailsPanel.SetModelFromPoi(data);
DetailsPanel.UpdateOpeningAnimation(poi.transform.position);
poi.SetActive(true);
ProjectionEffect.SelectedPOI = poi.gameObject;
ProjectionEffect.SetActive(true);
}
public void HidePoiDetails()
{
DetailsPanel.gameObject.SetActive(false);
ProjectionEffect.SetActive(false);
if (ProjectionEffect.SelectedPOI != null)
{
var poi = ProjectionEffect.SelectedPOI.GetComponent<PoiBehaviour>();

View File

@@ -5,6 +5,8 @@ using TMPro;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
using System.Threading;
namespace RothenburgAR.UI
{
@@ -24,6 +26,7 @@ namespace RothenburgAR.UI
get { return _currentDisplayedModelGo != null; }
}
private string modelToBeDisplayed = null;
private GameObject _currentDisplayedModelGo;
public void SetText(TextElement el)
@@ -34,14 +37,52 @@ namespace RothenburgAR.UI
public void SetText(String el)
{
DetailsText.text = el;
// Scroll to top
DetailsTextScrollRect.normalizedPosition = new Vector2(0, 1);
}
public void SetModelFromPoi(PoiData data)
{
if (!data.HasModelDescription) return;
StartCoroutine("SetModelCoroutine", data);
}
public IEnumerator SetModelCoroutine(PoiData data)
{
modelToBeDisplayed = data.ID;
if (!data.IsModelLoaded)
{
Debug.Log("Model not loaded, starting thread...");
StartCoroutine(data.LoadModel());
while (!data.IsModelLoaded)
{
// display loading icon or sth idk
Debug.Log("waiting for data to be loaded..");
yield return null;
}
Debug.Log("exited while loop");
}
try
{
if (modelToBeDisplayed == data.ID)
SetModel(data.InstantiateModelPrefab());
}
catch (Exception)
{
// ignore, just do not display an object
_currentDisplayedModelGo = null;
modelToBeDisplayed = null;
}
}
public void SetModel(GameObject modelGo)
{
RemoveModel();
modelGo.transform.SetParent(UIManager.Instance.UIObjectCamera.transform, false);
modelGo.transform.localPosition += new Vector3(0, 0, 450);
@@ -51,24 +92,11 @@ namespace RothenburgAR.UI
DetailsModel.gameObject.SetActive(true);
}
public void SetModelFromPoi(PoiData data)
{
if (!data.HasModelDescription) return;
try
{
SetModel(data.InstantiateModelPrefab());
}
catch (Exception)
{
// ignore, just do not display an object
_currentDisplayedModelGo = null;
}
}
public void RemoveModel()
{
DetailsModel.gameObject.SetActive(false);
DetailsModel.CurrentModel = null;
modelToBeDisplayed = null;
if (HasModel)
{
Destroy(_currentDisplayedModelGo);