Files
speckle-unity/Assets/SpeckleExamples.cs
T
2021-02-15 20:08:26 +00:00

206 lines
6.1 KiB
C#

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Speckle.Core;
using Speckle.Core.Models;
using Speckle.Core.Api;
using Speckle.Core.Credentials;
using System;
using System.Collections.Concurrent;
using System.Data;
using System.Threading.Tasks;
using System.Linq;
using Speckle.Core.Transports;
using Objects.Converter.Unity;
using Objects.Geometry;
using UnityEditor;
using System.Text.RegularExpressions;
using System.IO;
using UnityEngine.UI;
using Stream = Speckle.Core.Api.Stream;
namespace Speckle.ConnectorUnity
{
public class SpeckleExamples : MonoBehaviour
{
public Text SelectStreamText;
public Text DetailsStreamText;
public Dropdown StreamSelectionDropdown;
public Button ReceiveBtn;
public Toggle AutoReceiveToggle;
public Button SendBtn;
private Slider ReceiveProgress;
private Slider SendProgress;
private Text SendText;
private GameObject receivedGo;
private List<Stream> StreamList = null;
private Stream SelectedStream = null;
private List<Receiver> Receivers = new List<Receiver>();
async void Start()
{
if (SelectStreamText == null || StreamSelectionDropdown == null)
{
Debug.Log("Please set all input fields on _SpeckleExamples");
return;
}
var defaultAccount = AccountManager.GetDefaultAccount();
if (defaultAccount == null)
{
Debug.Log("Please set a default account in SpeckleManager");
return;
}
SelectStreamText.text = $"Select a stream on {defaultAccount.serverInfo.name}:";
StreamList = await Streams.List();
if (!StreamList.Any())
{
Debug.Log("There are no streams in your account, please create one online.");
return;
}
StreamSelectionDropdown.options.Clear();
foreach (var stream in StreamList)
{
StreamSelectionDropdown.options.Add(new Dropdown.OptionData(stream.name + " - " + stream.id));
}
StreamSelectionDropdown.onValueChanged.AddListener(StreamSelectionChanged);
//trigger ui refresh, maybe there's a better method
StreamSelectionDropdown.value = -1;
StreamSelectionDropdown.value = 0;
ReceiveProgress = ReceiveBtn.GetComponentInChildren<Slider>();
ReceiveProgress.gameObject.SetActive(false); //hide
ReceiveBtn.onClick.AddListener(CreateReceiver);
SendText = SendBtn.GetComponentInChildren<Text>();
SendProgress = SendBtn.GetComponentInChildren<Slider>();
SendProgress.gameObject.SetActive(false); //hide
SendBtn.onClick.AddListener(SendData);
}
private void Update()
{
if (!SelectionManager.selectedObjects.Any())
{
SendBtn.interactable = false;
SendText.text = "Send";
}
else
{
SendBtn.interactable = true;
var s = SelectionManager.selectedObjects.Count == 1 ? "" : "s";
SendText.text = $"Send {SelectionManager.selectedObjects.Count} object{s}";
}
}
public void StreamSelectionChanged(int index)
{
if (index == -1)
return;
SelectedStream = StreamList[index];
DetailsStreamText.text =
$"Description: {SelectedStream.description}\n" +
$"Link sharing on: {SelectedStream.isPublic}\n" +
$"Role: {SelectedStream.role}\n" +
$"Collaborators: {SelectedStream.collaborators.Count}\n" +
$"Id: {SelectedStream.id}";
}
// Shows how to create a new Receiver from code and then pull data manually
// Created receivers are added to a List of Receivers for future use
private void CreateReceiver()
{
ReceiveBtn.interactable = false;
var streamId = SelectedStream.id;
var autoReceive = AutoReceiveToggle.isOn;
var receiver = ScriptableObject.CreateInstance<Receiver>();
receiver.Init(streamId, autoReceive,
onDataReceivedAction: ReceiverOnDataReceivedAction,
onTotalChildrenCountKnown: (count) => { receiver.TotalChildrenCount = count; },
onProgressAction: (dict) =>
{
//Run on a dispatcher as GOs can only be retrieved on the main thread
Dispatcher.Instance().Enqueue(() =>
{
var val = dict.Values.Average() / receiver.TotalChildrenCount;
ReceiveProgress.gameObject.SetActive(true);
ReceiveProgress.value = (float) val;
});
});
//receive manually once
receiver.Receive();
Receivers.Add(receiver);
}
private void SendData()
{
if (!SelectionManager.selectedObjects.Any())
return;
var objs = new List<GameObject>();
foreach (var index in SelectionManager.selectedObjects)
{
objs.Add(SelectionManager.selectables[index].gameObject);
}
Sender.Send(SelectedStream.id, objs,
onProgressAction: (dict) =>
{
//Run on a dispatcher as GOs can only be retrieved on the main thread
Dispatcher.Instance().Enqueue(() =>
{
var val = dict.Values.Average() / objs.Count;
SendProgress.gameObject.SetActive(true);
SendProgress.value = (float) val;
});
},
onDataSentAction: SenderOnDataSentAction);
}
private void SenderOnDataSentAction(string commitId)
{
Dispatcher.Instance().Enqueue(() =>
{
Debug.Log($"Sent {commitId}");
SendProgress.gameObject.SetActive(false); //hide
});
}
private void ReceiverOnDataReceivedAction(GameObject go)
{
Debug.Log($"Received {go.name}");
ReceiveBtn.interactable = true;
ReceiveProgress.value = 0;
ReceiveProgress.gameObject.SetActive(false);
if (receivedGo != null)
Destroy(receivedGo);
AddSelectable(go);
receivedGo = go;
}
/// <summary>
/// Adds material and selectable script to all children of a GameObject
/// </summary>
/// <param name="go"></param>
private void AddSelectable(GameObject go)
{
for (var i = 0; i < go.transform.childCount; i++)
{
var child = go.transform.GetChild(i);
child.gameObject.AddComponent<Selectable>();
}
}
}
}