GLTFImporter 추가 #8

Merged
khi merged 1 commits from shi/popup into master 2025-12-03 17:49:40 +09:00
26 changed files with 1289 additions and 7 deletions
Showing only changes of commit 1e51658e8d - Show all commits

View File

@@ -0,0 +1,10 @@
{
"permissions": {
"allow": [
"Bash(dir:*)",
"Bash(powershell -Command:*)"
],
"deny": [],
"ask": []
}
}

View File

@@ -6,6 +6,7 @@ using System.Collections.Generic;
using System.IO;
using UnityEngine;
using UnityEngine.UI;
using UVC.GLTF;
/// <summary>
/// 샘플 장면 드라이버: 버튼 클릭으로 SHI BlockDetail 모달을 생성/표시하고,
@@ -24,6 +25,18 @@ public class ShiPopupSample : MonoBehaviour
[SerializeField]
private Button openNWModalButton;
[SerializeField]
private Button loadGLTFMultiLODButton;
[SerializeField]
private Button loadGLTFButton;
[SerializeField]
private Transform lodRoot;
[SerializeField]
private Transform lodRoot2;
private ISOPModal? isopModal;
private NWModal? nwModal;
@@ -65,6 +78,30 @@ public class ShiPopupSample : MonoBehaviour
});
}
if(loadGLTFMultiLODButton != null)
{
loadGLTFMultiLODButton.onClick.AddListener(() =>
{
string sa = Application.streamingAssetsPath;
GLTFImporter.ImportWithLOD(new List<string> {
Path.Combine(sa, "model_lod0.glb"),
Path.Combine(sa, "model_lod1.glb"),
Path.Combine(sa, "model_lod2.glb"),
Path.Combine(sa, "model_lod3.glb"),
}, lodRoot).Forget();
});
}
if(loadGLTFButton != null)
{
loadGLTFButton.onClick.AddListener(() =>
{
string sa = Application.streamingAssetsPath;
GLTFImporter.ImportFromFile(Path.Combine(sa, "model_with_lod.glb"), lodRoot2).Forget();
});
}
}
@@ -87,8 +124,8 @@ public class ShiPopupSample : MonoBehaviour
Debug.Log($"Loaded blockDetailModal:{isopModal}");
await isopModal.LoadData(new List<string> {
Path.Combine(sa, "B11TC.glb"),
Path.Combine(sa, "B16VC.glb"),
Path.Combine(sa, "model_with_lod.glb"),
Path.Combine(sa, "model_with_lod2.glb"),
Path.Combine(sa, "E11VC.glb"),
Path.Combine(sa, "E41UC.glb"),
Path.Combine(sa, "M11UC.glb"),

View File

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@@ -1127,6 +1709,8 @@ SceneRoots:
m_Roots:
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View File

@@ -191,7 +191,8 @@ namespace SHI.Modal.ISOP
Debug.Log($"ISOPModelView.LoadModelAsync: Loading {path}");
var gltf = new GltfImport();
var success = await gltf.Load(path, new ImportSettings(), ct);
var importSettings = new ImportSettings();
var success = await gltf.Load(path, importSettings, ct);
if (!success)
{
Debug.LogError($"glTFast Load failed: {path}");
@@ -425,7 +426,7 @@ namespace SHI.Modal.ISOP
if (_idToObject.TryGetValue(id, out var go))
{
Debug.Log($"Exporting object: {go.name}");
UVC.GLTF.GLTFExporter.ExportNodeByExplorer(go);
UVC.GLTF.Export.GLTFExporter.ExportNodeByExplorer(go);
}
}

View File

@@ -427,7 +427,7 @@ namespace SHI.Modal.NW
{
if (_idToObject.TryGetValue(id, out var go))
{
UVC.GLTF.GLTFExporter.ExportNodeByExplorer(go);
UVC.GLTF.Export.GLTFExporter.ExportNodeByExplorer(go);
}
}

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: c5f5aa5fcd3aa0a4eb2a746675279e9c
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
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View File

@@ -27,7 +27,7 @@ using GltfPrimitive = GLTFast.Schema.MeshPrimitive;
using GltfTexture = GLTFast.Schema.Texture;
using GltfTextureInfo = GLTFast.Schema.TextureInfo;
namespace UVC.GLTF
namespace UVC.GLTF.Export
{
/// <summary>

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@@ -0,0 +1,137 @@
#nullable enable
using GLTFast;
using UnityEngine;
using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using System.Collections.Generic;
namespace UVC.GLTF
{
public static class GLTFImporter
{
/// <summary>
/// glTF/glb 파일을 로드합니다.
/// </summary>
/// <param name="filePath">파일 경로</param>
/// <param name="parentTransform">부모 Transform</param>
/// <param name="useMsftLod">MSFT_lod 확장을 LODGroup으로 변환할지 여부</param>
public static async UniTask<GameObject?> ImportFromFile(string filePath, Transform parentTransform)
{
if (string.IsNullOrEmpty(filePath)) return null;
Debug.Log($"ImportFromFile {filePath}");
var gltf = new GltfImport();
var importSettings = new ImportSettings();
var success = await gltf.Load(filePath, importSettings);
if (!success)
{
Debug.LogError($"glTFast Load failed: {filePath}");
return null;
}
// MSFT_lod 사용 시 커스텀 인스턴시에이터 사용
GameObjectInstantiator instantiator;
// if (useMsftLod)
// {
// // glb/gltf 파일에서 MSFT_lod 정보 파싱
// var lodInfos = MsftLodParser.ParseFromFile(filePath);
// Debug.Log($"ImportFromFile: Found {lodInfos.Count} LOD definitions in {filePath}");
// var lodInstantiator = new LODGameObjectInstantiator(gltf, parentTransform);
// lodInstantiator.SetLodInfo(lodInfos);
// instantiator = lodInstantiator;
// }
// else
// {
instantiator = new GameObjectInstantiator(gltf, parentTransform);
// }
var sceneOk = await gltf.InstantiateMainSceneAsync(instantiator);
if (!sceneOk)
{
Debug.LogError($"InstantiateMainSceneAsync failed: {filePath}");
return null;
}
return instantiator.SceneTransform != null ? instantiator.SceneTransform.gameObject : null;
}
public static async UniTask<GameObject?> ImportWithLOD(List<string> paths, Transform parentTransform)
{
if (paths == null || paths.Count == 0) return null;
// 1. 부모 객체 생성 (여기에 LODGroup 컴포넌트가 붙습니다)
GameObject rootObject = new GameObject("Loaded_LOD_Model");
rootObject.transform.position = Vector3.zero;
bool successAll = true;
List<GameObject> loadedObjects = new List<GameObject>();
foreach (var path in paths)
{
if (string.IsNullOrEmpty(path)) continue;
Debug.Log($"ImportFromWithLOD Loading {path}");
var gltf = new GltfImport();
var importSettings = new ImportSettings();
var success = await gltf.Load(path, importSettings);
if (!success)
{
Debug.LogError($"glTFast Load failed: {path}");
successAll = false;
break;
}
//path 이름만
string lodName = System.IO.Path.GetFileNameWithoutExtension(path);
GameObject gameObject = new GameObject(lodName);
gameObject.transform.SetParent(rootObject.transform, false);
var instantiator = new GameObjectInstantiator(gltf, gameObject.transform);
var sceneOk = await gltf.InstantiateMainSceneAsync(instantiator);
if (!sceneOk)
{
Debug.LogError($"InstantiateMainSceneAsync failed: {path}");
successAll = false;
break;
}
if(instantiator.SceneTransform != null){
loadedObjects.Add(gameObject);
}
}
if (successAll)
{
// 3. LODGroup 설정
var lodGroup = rootObject.AddComponent<LODGroup>();
LOD[] lods = new LOD[loadedObjects.Count];
float[] lodScreenPercentages = new float[] { 0.5f, 0.25f, 0.1f, 0f}; // 예시로 LOD 전환 비율 설정
for (int i = 0; i < loadedObjects.Count; i++)
{
Renderer? renderer = loadedObjects[i].GetComponent<Renderer>();
if(renderer == null)
{
renderer = loadedObjects[i].GetComponentInChildren<Renderer>();
}
float screenRelativeTransitionHeight = lodScreenPercentages[Mathf.Min(i, lodScreenPercentages.Length - 1)]; // LOD 전환 비율 설정 사용
Debug.Log($"{loadedObjects[i].name} LOD {i}: screenRelativeTransitionHeight={screenRelativeTransitionHeight}");
lods[i] = new LOD(screenRelativeTransitionHeight, new Renderer[]{renderer!});
}
lodGroup.SetLODs(lods);
lodGroup.RecalculateBounds(); // 바운딩 박스 재계산 (필수)
rootObject.transform.SetParent(parentTransform, false);
return rootObject;
}
else
{
GameObject.Destroy(rootObject);
return null;
}
}
}
}

View File

@@ -0,0 +1,7 @@
fileFormatVersion: 2
guid: 9737b1961c24c584fa071c051a55b85b
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externalObjects: {}
userData:
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@@ -0,0 +1,227 @@
#nullable enable
using GLTFast;
using UnityEngine;
using System.Collections.Generic;
using System.Linq;
namespace UVC.GLTF
{
/// <summary>
/// GameObjectInstantiator를 확장하여 MSFT_lod 확장을 LODGroup으로 변환합니다.
/// 제대로 동작 않함. 수정 필요.
/// </summary>
public class LODGameObjectInstantiator : GameObjectInstantiator
{
// LOD 정보를 저장 (부모 노드 인덱스 -> LOD 노드 인덱스 리스트)
private readonly Dictionary<uint, List<uint>> m_LodNodes = new();
// MSFT_screencoverage 값 저장
private readonly Dictionary<uint, float[]> m_ScreenCoverages = new();
public LODGameObjectInstantiator(IGltfReadable gltf, Transform? parent)
: base(gltf, parent)
{
}
/// <summary>
/// 외부에서 파싱된 LOD 정보를 설정합니다.
/// </summary>
public void SetLodInfo(List<MsftLodParser.LodInfo> lodInfos)
{
m_LodNodes.Clear();
m_ScreenCoverages.Clear();
foreach (var info in lodInfos)
{
m_LodNodes[(uint)info.NodeIndex] = info.LodNodeIds.Select(id => (uint)id).ToList();
if (info.ScreenCoverages != null)
{
m_ScreenCoverages[(uint)info.NodeIndex] = info.ScreenCoverages;
}
}
Debug.Log($"LODGameObjectInstantiator: Set {m_LodNodes.Count} LOD nodes");
}
public override void EndScene(uint[] rootNodeIndices)
{
base.EndScene(rootNodeIndices);
// LODGroup 적용
ApplyLodGroups();
}
/// <summary>
/// MSFT_lod 정보를 기반으로 LODGroup을 생성합니다.
/// </summary>
private void ApplyLodGroups()
{
if (m_LodNodes.Count == 0)
{
Debug.Log("LODGameObjectInstantiator: No LOD nodes to apply");
return;
}
// m_Nodes는 protected이므로 직접 접근 가능
if (m_Nodes == null)
{
Debug.LogWarning("LODGameObjectInstantiator: m_Nodes is null");
return;
}
Debug.Log($"LODGameObjectInstantiator: m_Nodes count = {m_Nodes.Count}, LOD definitions = {m_LodNodes.Count}");
foreach (var kvp in m_LodNodes)
{
uint parentNodeIndex = kvp.Key;
List<uint> lodNodeIndices = kvp.Value;
if (!m_Nodes.TryGetValue(parentNodeIndex, out var parentGo))
{
Debug.LogWarning($"LODGameObjectInstantiator: Parent node {parentNodeIndex} not found in m_Nodes");
continue;
}
// LOD 레벨 수집 (LOD0 = parent, LOD1+ = lodNodeIndices)
var allLodObjects = new List<GameObject> { parentGo };
foreach (var lodIndex in lodNodeIndices)
{
if (m_Nodes.TryGetValue(lodIndex, out var lodGo))
{
allLodObjects.Add(lodGo);
}
else
{
Debug.LogWarning($"LODGameObjectInstantiator: LOD node {lodIndex} not found in m_Nodes");
}
}
if (allLodObjects.Count < 2)
{
Debug.LogWarning($"LODGameObjectInstantiator: Not enough LOD objects for node {parentNodeIndex}");
continue;
}
// 먼저 각 LOD 객체의 렌더러를 수집 (부모 이동 전에!)
// 각 LOD는 다른 LOD 객체들을 제외하고 렌더러를 수집
var lodRenderers = new List<Renderer[]>();
for (int i = 0; i < allLodObjects.Count; i++)
{
var lodObject = allLodObjects[i];
// 이 LOD 객체를 제외한 다른 LOD 객체들을 제외 목록에 추가
var excludeSet = new HashSet<GameObject>();
for (int j = 0; j < allLodObjects.Count; j++)
{
if (i != j)
{
excludeSet.Add(allLodObjects[j]);
}
}
var renderers = GetRenderersExcluding(lodObject, excludeSet);
lodRenderers.Add(renderers);
}
// MSFT_screencoverage 값 사용 또는 기본값 계산
float[] screenCoverages;
if (m_ScreenCoverages.TryGetValue(parentNodeIndex, out var coverage) && coverage.Length >= allLodObjects.Count)
{
screenCoverages = coverage;
}
else
{
// 기본 screen coverage 계산 (균등 분배)
screenCoverages = CalculateDefaultScreenCoverages(allLodObjects.Count);
}
// LOD1+ 객체들을 LOD0의 자식으로 이동
for (int i = 1; i < allLodObjects.Count; i++)
{
var lodObject = allLodObjects[i];
if (lodObject.transform.parent != parentGo.transform)
{
// 월드 위치/회전 유지하면서 부모 변경
lodObject.transform.SetParent(parentGo.transform, true);
}
}
// LODGroup 생성 및 설정
var lodGroup = parentGo.AddComponent<LODGroup>();
var lods = new LOD[allLodObjects.Count];
for (int i = 0; i < allLodObjects.Count; i++)
{
float screenRelativeHeight = screenCoverages[i];
lods[i] = new LOD(screenRelativeHeight, lodRenderers[i]);
Debug.Log($" LOD{i}: {lodRenderers[i].Length} renderers, screenHeight={screenRelativeHeight}");
}
lodGroup.SetLODs(lods);
lodGroup.RecalculateBounds();
Debug.Log($"LODGameObjectInstantiator: Applied LODGroup to '{parentGo.name}' with {allLodObjects.Count} LOD levels");
}
}
/// <summary>
/// GameObject와 자식들의 렌더러를 수집합니다.
/// excludeGameObjects에 포함된 GameObject와 그 자식들은 제외합니다.
/// </summary>
private Renderer[] GetRenderersExcluding(GameObject go, HashSet<GameObject> excludeGameObjects)
{
var renderers = new List<Renderer>();
CollectRenderersRecursive(go.transform, renderers, excludeGameObjects);
return renderers.ToArray();
}
/// <summary>
/// 재귀적으로 렌더러를 수집하되, 제외 목록에 있는 GameObject는 건너뜁니다.
/// </summary>
private void CollectRenderersRecursive(Transform current, List<Renderer> renderers, HashSet<GameObject> excludeGameObjects)
{
// 현재 객체가 제외 목록에 있으면 자식도 모두 건너뜀
if (excludeGameObjects.Contains(current.gameObject))
{
return;
}
// 현재 객체의 렌더러 추가
var renderer = current.GetComponent<Renderer>();
if (renderer != null)
{
renderers.Add(renderer);
}
// 자식들 재귀 탐색
foreach (Transform child in current)
{
CollectRenderersRecursive(child, renderers, excludeGameObjects);
}
}
/// <summary>
/// 기본 screen coverage 값을 계산합니다.
/// </summary>
private float[] CalculateDefaultScreenCoverages(int lodCount)
{
// 일반적인 LOD 전환 비율
// LOD0: 0.5 (50% 이상일 때)
// LOD1: 0.25 (25% 이상일 때)
// LOD2: 0.1 (10% 이상일 때)
// LOD3: 0 (0% 이상일 때)
// 등등...
float[] lodScreenPercentages = new float[] { 0.5f, 0.25f, 0.1f, 0f};
var coverages = new float[lodCount];
for (int i = 0; i < lodCount; i++)
{
coverages[i] = lodScreenPercentages[Mathf.Min(i, lodScreenPercentages.Length - 1)];
}
return coverages;
}
}
}

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@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: f5d3912849cbc414093b6265df85581d

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@@ -0,0 +1,232 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using UnityEngine;
namespace UVC.GLTF
{
/// <summary>
/// glTF/glb 파일에서 MSFT_lod 확장 정보를 파싱합니다.
/// GLTFast가 MSFT_lod를 지원하지 않으므로 직접 JSON을 파싱합니다.
/// </summary>
public static class MsftLodParser
{
/// <summary>
/// LOD 정보를 담는 클래스
/// </summary>
public class LodInfo
{
public int NodeIndex { get; set; }
public int[] LodNodeIds { get; set; } = Array.Empty<int>();
public float[]? ScreenCoverages { get; set; }
}
/// <summary>
/// glb 또는 gltf 파일에서 MSFT_lod 정보를 파싱합니다.
/// </summary>
public static List<LodInfo> ParseFromFile(string filePath)
{
var result = new List<LodInfo>();
if (string.IsNullOrEmpty(filePath) || !File.Exists(filePath))
{
return result;
}
try
{
string json;
string extension = Path.GetExtension(filePath).ToLowerInvariant();
if (extension == ".glb")
{
json = ExtractJsonFromGlb(filePath);
}
else
{
json = File.ReadAllText(filePath);
}
if (string.IsNullOrEmpty(json))
{
return result;
}
return ParseMsftLodFromJson(json);
}
catch (Exception ex)
{
Debug.LogError($"MsftLodParser: Failed to parse {filePath}: {ex.Message}");
return result;
}
}
/// <summary>
/// glb 파일에서 JSON 청크를 추출합니다.
/// </summary>
private static string ExtractJsonFromGlb(string filePath)
{
using var stream = File.OpenRead(filePath);
using var reader = new BinaryReader(stream);
// GLB 헤더: magic(4) + version(4) + length(4) = 12 bytes
uint magic = reader.ReadUInt32();
if (magic != 0x46546C67) // "glTF" in little-endian
{
Debug.LogError("MsftLodParser: Invalid GLB magic number");
return string.Empty;
}
uint version = reader.ReadUInt32();
uint length = reader.ReadUInt32();
// JSON 청크: chunkLength(4) + chunkType(4) + chunkData
uint jsonChunkLength = reader.ReadUInt32();
uint jsonChunkType = reader.ReadUInt32();
if (jsonChunkType != 0x4E4F534A) // "JSON" in little-endian
{
Debug.LogError("MsftLodParser: First chunk is not JSON");
return string.Empty;
}
byte[] jsonBytes = reader.ReadBytes((int)jsonChunkLength);
return Encoding.UTF8.GetString(jsonBytes);
}
/// <summary>
/// JSON 문자열에서 MSFT_lod 정보를 파싱합니다.
/// Unity의 JsonUtility는 중첩 객체를 잘 처리하지 못하므로 수동 파싱합니다.
/// </summary>
private static List<LodInfo> ParseMsftLodFromJson(string json)
{
var result = new List<LodInfo>();
// "nodes" 배열 찾기
int nodesStart = json.IndexOf("\"nodes\"");
if (nodesStart < 0) return result;
int nodesArrayStart = json.IndexOf('[', nodesStart);
if (nodesArrayStart < 0) return result;
// 노드 배열의 끝 찾기 (괄호 매칭)
int nodesArrayEnd = FindMatchingBracket(json, nodesArrayStart, '[', ']');
if (nodesArrayEnd < 0) return result;
string nodesJson = json.Substring(nodesArrayStart, nodesArrayEnd - nodesArrayStart + 1);
// 각 노드를 개별적으로 파싱
int nodeIndex = 0;
int searchPos = 0;
while (true)
{
// 다음 노드 객체 찾기
int nodeStart = nodesJson.IndexOf('{', searchPos);
if (nodeStart < 0) break;
int nodeEnd = FindMatchingBracket(nodesJson, nodeStart, '{', '}');
if (nodeEnd < 0) break;
string nodeJson = nodesJson.Substring(nodeStart, nodeEnd - nodeStart + 1);
// MSFT_lod 확장 확인
int msftLodStart = nodeJson.IndexOf("\"MSFT_lod\"");
if (msftLodStart >= 0)
{
var lodInfo = ParseLodInfoFromNode(nodeJson, nodeIndex);
if (lodInfo != null)
{
result.Add(lodInfo);
}
}
searchPos = nodeEnd + 1;
nodeIndex++;
}
return result;
}
/// <summary>
/// 노드 JSON에서 LOD 정보를 파싱합니다.
/// </summary>
private static LodInfo? ParseLodInfoFromNode(string nodeJson, int nodeIndex)
{
// "ids" 배열 찾기
int idsStart = nodeJson.IndexOf("\"ids\"");
if (idsStart < 0) return null;
int idsArrayStart = nodeJson.IndexOf('[', idsStart);
if (idsArrayStart < 0) return null;
int idsArrayEnd = nodeJson.IndexOf(']', idsArrayStart);
if (idsArrayEnd < 0) return null;
string idsContent = nodeJson.Substring(idsArrayStart + 1, idsArrayEnd - idsArrayStart - 1);
// 쉼표로 구분된 숫자 파싱
var idStrings = idsContent.Split(',');
var ids = new List<int>();
foreach (var idStr in idStrings)
{
string trimmed = idStr.Trim();
if (int.TryParse(trimmed, out int id))
{
ids.Add(id);
}
}
if (ids.Count == 0) return null;
return new LodInfo
{
NodeIndex = nodeIndex,
LodNodeIds = ids.ToArray()
};
}
/// <summary>
/// 매칭되는 괄호의 위치를 찾습니다.
/// </summary>
private static int FindMatchingBracket(string json, int startPos, char openBracket, char closeBracket)
{
int depth = 0;
bool inString = false;
char prevChar = '\0';
for (int i = startPos; i < json.Length; i++)
{
char c = json[i];
// 문자열 내부 처리
if (c == '"' && prevChar != '\\')
{
inString = !inString;
}
else if (!inString)
{
if (c == openBracket)
{
depth++;
}
else if (c == closeBracket)
{
depth--;
if (depth == 0)
{
return i;
}
}
}
prevChar = c;
}
return -1;
}
}
}

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