最近工作比较忙,已经2个多月没有写博客了。最近一直在一个VR办公会议的项目,也积累了一些东东需要写出来。
在项目中用到了gltf资源,用到UntiyGLTF这个开源工具,用来在云上或者StreamingAssets目录下读取文件,并且渲染出来。
但是在使用UnityGLTF时,在Android手机上,不支持读取StreamingAssets目录下的gltf文件。所以写个UnityWebRequestLoader来支持读取文件,使用了Unity的自带的WebRequest。
1、首先UnityWebRequest不支持await等待,需要进行对他进行扩展支持- ‹font size="3"> public static class UnityGLTFExtension {
- public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp)
- {
- var tcs = new TaskCompletionSource‹object>();
- asyncOp.completed += obj => { tcs.SetResult(null); };
- return ((Task)tcs.Task).GetAwaiter();
- }
- }‹/font>
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2、增加UnityWebRequestLoader的loader插件,支持android读取StreamingAssets目录下的文件- ‹font size="3">using System;
- using System.IO;
- using System.Runtime.CompilerServices;
- using System.Threading.Tasks;
- using UnityEngine;
- using UnityEngine.Networking;
-
- namespace UnityGLTF.Loader
- {
- public static class UnityGLTFExtension {
- public static TaskAwaiter GetAwaiter(this AsyncOperation asyncOp)
- {
- var tcs = new TaskCompletionSource‹object>();
- asyncOp.completed += obj => { tcs.SetResult(null); };
- return ((Task)tcs.Task).GetAwaiter();
- }
- }
-
-
- public class UnityWebRequestLoader : ILoader
- {
- public Stream LoadedStream { get; private set; }
-
- public bool HasSyncLoadMethod => false;
-
- private string _rootUri;
-
- public UnityWebRequestLoader(string rootUri)
- {
- _rootUri = rootUri;
- }
-
-
- public async Task LoadStream(string gltfFilePath)
- {
- if (gltfFilePath == null)
- {
- throw new ArgumentNullException(nameof(gltfFilePath));
- }
-
- string pathToLoad = Path.Combine(_rootUri, gltfFilePath);
-
- var getRequest = UnityWebRequest.Get(pathToLoad);
- await getRequest.SendWebRequest();
-
- byte[] data = getRequest.downloadHandler.data;
- if (data == null || data.Length == 0)
- {
- throw new InvalidOperationException(string.Format(
- "Failed to load from '{0}' - file was empty!", pathToLoad));
- }
- LoadedStream = new MemoryStream(data.Length);
- await LoadedStream.WriteAsync(data, 0, data.Length);
- }
-
- public void LoadStreamSync(string jsonFilePath)
- {
- throw new NotImplementedException();
- }
- }
- }‹/font>
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3、包装一下gltf load,支持http/https,android手机加载,普通pc加载
- ‹font size="3"> public static async Task‹GameObject> Load(string gltfUrl, Transform parent)
- {
- GameObject obj = null;
- GLTFSceneImporter sceneImporter = null;
- ILoader loader = null;
- string directoryPath = URIHelper.GetDirectoryName(gltfUrl);
- try
- {
- if (gltfUrl.StartsWith("http://") || gltfUrl.StartsWith("https://"))
- {
- loader = new WebRequestLoader(directoryPath);
-
- sceneImporter = new GLTFSceneImporter(
- URIHelper.GetFileFromUri(new Uri(gltfUrl)),
- loader,
- asyncCoroutineHelper
- );
- }
- else if (gltfUrl.StartsWith("jar:file://"))
- {
- loader = new UnityWebRequestLoader(directoryPath);
-
- sceneImporter = new GLTFSceneImporter(
- Path.GetFileName(gltfUrl),
- loader,
- asyncCoroutineHelper
- );
- }
- else
- {
- loader = new FileLoader(directoryPath);
- sceneImporter = new GLTFSceneImporter(
- Path.GetFileName(gltfUrl),
- loader,
- asyncCoroutineHelper
- );
- }
-
- sceneImporter.SceneParent = parent;
- sceneImporter.Collider = GLTFSceneImporter.ColliderType.None;
- sceneImporter.MaximumLod = 300;
- sceneImporter.IsMultithreaded = true;
-
- await sceneImporter.LoadSceneAsync();
-
- obj = sceneImporter.CreatedObject;
- }
- finally
- {
- if (loader != null)
- {
- sceneImporter?.Dispose();
- sceneImporter = null;
- loader = null;
- }
- }
-
- return obj;
- }‹/font>
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4、根据不同的平台,组装streamingassets目录
- ‹font size="3"> private string streamingAssetsPath;
- streamingAssetsPath =
- #if UNITY_EDITOR
- Application.streamingAssetsPath;
- #else
- "jar:file://" + Application.dataPath + "!/assets";
- #endif
-
- GameObject rootObject = await Gltf.Load(streamingAssetsPath + "test.glb", parentTransform);‹/font>
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这样就可以支持android手机也可以在StreamingAssets目录下读取gltf/glb文件了。
来源:网络转载
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